The "best defender" rule in BTS

Actually, it could be an option in the "Preferences" area. If you see the AI approaching with what you feel would make the difference, uncheck it and that single battle will take longer; check it again after that battle.

That would add minimal length to the game, while providing for the option.

You'd only really want to uncheck it if the AI were approaching with a superior force to yours for at least 1 unit, and you felt your bonuses for defending didn't complement their plusses, but you could win if there were some troop you could throw as cannon fodder to buy an extra turn delay. In general, the best defender is best, but not in that specialized circumstance.

Sam
 
I wish there were an option to choose the defender when attacked.

I have wished that too when my Prats got wounded defending the city where an CG3 archer was idle, thus delaying my offensive.

But that would be abused. In the tanks era, it would be advisable to have always a warrior around to confront the first attacker...
 
I have wished that too when my Prats got wounded defending the city where an CG3 archer was idle, thus delaying my offensive.

But that would be abused. In the tanks era, it would be advisable to have always a warrior around to confront the first attacker...

Unless ofcourse the first attacker is a siege unit, in which case you'll want to beat it up to take the least collateral damage available. ;)
 
Combat VI great general unit? It would be a useful offensive unit, but on defense it would end up as "best defender" too often even when injured and simply dieing like any regular unit.
 
A couple of observations:

- Since the AI varies its stacks a lot, when attacking it is better to have a single type of attacker rather than a mix. (You may still need some stack defenders but it is more efficient if all the attackers are the same type).

Eg opponent has 2 crossbows and 2 pikes.

Attacker has 6 maces - eventually you kill the crossbows and the pikes are slaughtered.

Attacker has 6 knights - eventually you kill the pikes and the crossbows are slaughtered.

Attacker has 3 knights + 3 maces - whatever you attack with is countered. By the time you finish off the counter units, you are attacking with your other type of unit which is also countered.

- Secondly both melee and horse units have very hard counters that get huge bonuses against them. Crossbows/Axes/Spears/Pikes. The same is not true of archery units or gunpowder units. This means they are very useful as stack defenders. Eg a crossbow with the cover promotion has no unit that it needs to fear until knights. I find these an excellent stack defender to protect against enemy crossbows.

This observation is trueif you are the first to attack.

For example if you move outside the enemy city and attack at the next turn, the 2 pikes in the city will slauter 2 knights, so the rest 4 will not take the city. same with maces.
 
This observation is trueif you are the first to attack.

For example if you move outside the enemy city and attack at the next turn, the 2 pikes in the city will slauter 2 knights, so the rest 4 will not take the city. same with maces.

This is true and it's happened to me, especially when sitting outside a city waiting for the defenses to be bombarded down to zero.
That's why I've found it's better to go with one type of main attacker with city raider and put in one or two of each type of counter units to protect the stack from sorties.

I've found that in the middle ages, knights are not usually very good at taking cities - when combined with whatever fortify or terrain defense bonuses they may have, the presence of just one or two pikes just chews the knights up, since knights can't get city raider. I usually go in with maces and a few knights for mop-up.

I've also learned the hard way to stick a few crossbows with combat one and shock in my medieval stack. I always just figured my macemen could counter melee (i.e. other macemen) but then I realized I was always promoting them w/ city raider and they were vulnerable to enemy macemen with combat and shock promotions. It's tough to lose a city raider III maceman to one with combat I.
 
Don't forget the Billista elephant, they get to choose their defender when attacking, I was thinking maybe there should be a Promotion line where you get to choose what type of unit you can attack like the Billista elephant but it'd only be available with unit that can get flanking promotions.
 
This is true and it's happened to me, especially when sitting outside a city waiting for the defenses to be bombarded down to zero.
That's why I've found it's better to go with one type of main attacker with city raider and put in one or two of each type of counter units to protect the stack from sorties.

I've found that in the middle ages, knights are not usually very good at taking cities - when combined with whatever fortify or terrain defense bonuses they may have, the presence of just one or two pikes just chews the knights up, since knights can't get city raider. I usually go in with maces and a few knights for mop-up.

I've also learned the hard way to stick a few crossbows with combat one and shock in my medieval stack. I always just figured my macemen could counter melee (i.e. other macemen) but then I realized I was always promoting them w/ city raider and they were vulnerable to enemy macemen with combat and shock promotions. It's tough to lose a city raider III maceman to one with combat I.

:agree:

That's why I try to go with 1/3 city assault (sword/mace with CR promotions), 1/3 siege, and 1/3 "other," which includes stack defenders, medic, and garrison troops. On offense you just can't choose your target, so the generic promotions are more effective for city assault units. Sometimes you get lucky and meet a stack of homogenous city defenders, but not very often.

Crossbows are handy for your "other" troops, as you mention. I am also a fan of having a few war elephants in the stack, even after macemen are available. They are just a tough all-around unit that is handy against mounted units, cost the same as pikemen but are a lot more useful offensively. Because their base strength is good (and because they often end up getting Combat promotions, since CR is not an option), they have high attack strengths are effective in a variety of situations. They are also available sooner than pikes, provided you have ivory.

Don't forget the 'phants!
 
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