I'll add some screenshots later:
Firstly, thanks for the insights, Tao. Don't be too hard on them for missing the
odd specific thing here and there though, because this is a thread in which they can
play and pick up these things as they go along. We are trying to cover specific
themes as they arise, and trading (as an example) is something we haven't got to
yet. You mentioned mobility, and that's the focus of this note:
Executing the attack: Horsemen blitzkreig
In the previous article, we talked about some of the issues that should be
considered when you are planning ahead to formulate an attack strategy. In our
game, we've decided that the Babylonians have to go, and that horsemen should form
the core of our army. As such, we've been concentrating on building vet horsemen
into a sizeable attack force. So what else do we need to consider before we charge
across the plains towards babylon?
Strengths and weaknesses of horsemen
In having horsemen as our weapon of choice, we need to recognise their strengths and
weaknesses. Lets look at the unit stats:
- Attack strength: 2
- Defence strength: 1
- Moves: 2
The point is quite clear: Horses are moderately useful on the attack (especially
given the 2 movement points that can allow them to retreat), but poor on the
defence. The raw numbers may not be as useful to you as expected combat results, so
I chucked some numbers into a combat calculator (look in the creation &
customisation forum for one -> I used BomberEscorts version for this, but CivLackey
has made a good in-game one).
With a vet horseman attacking a regular spearman on flat terrain in a city, it
calculates the following:
- Horseman wins: 59.7%
- Spearman wins: 28.0 %
- Horseman retreats: 12.3%
Now: What happens is a pesky bab archer can be allowed to attack our horse:
- Horseman wins: 35.5%
- Archer wins: 47.6 %
- Horseman retreats: 16.8%
Or even a warrior attacks!
- Horseman wins: 68.9%
- Warrior wins: 23.5 %
- Horseman retreats: 7.6%
All of these odds were worked-out assuming that we have vet horses up against
regular warriors / archers. Incidentally, this is a good time to demonstrate the
value of vet units: The same calculations if we had used regular horsemen:
We attack:
- Horseman wins: 43.4%
- Spearman wins: 36.4 %
- Horseman retreats: 20.3%
Babylon archer attacks our (reg) horse:
- Horseman wins: 23.0 %
- Archer wins: 48.8 %
- Horseman retreats: 28.2%
Warrior attacks:
- Horseman wins: 52.0%
- Warrior wins: 30.7 %
- Horseman retreats: 17.3 %
As you can see, attacking cities defended by spearman with horsemen provides you
with a pretty-good chance of winning. However, you need to be careful to ensure
that you don't allow counter-attacks to decimate your army. So what can you do?
Firstly, you can move defensive units (spearman) with your horses. Howeve
I do
not recommend this! Why? The reason is not that the spearman will provide a
good defensive capability; instead it is because you really lose a lot of the
benefits of having a fast, mobile attack force.
The spearman only provides a benefit if you are being counter-attacked. The secret
behind a good horseman strategy is to work to reduce the likelihood (opportunity)
for this to happen! How do you achieve this?
To limit the opportunity for the AI to counterattack, you need to take advantage of
the terrain and attack in force. In a nutshell - try not to leave your horsemen on
a square that the AI can attack the next turn. For example, if you need to take two
turns to attack a given city (due to the size of its cultural border), you are
better to end your first turn two-tiles away from the city, away from a road. If
you end the turn next to the city, then any AI attacking units in the city can
attack you. If you end the turn on a square next to a road, the AI can move down
the road to attack you.
>From our game, to attack babylon will require an initial move into Bab territory,
>and only on the second turn can we attack. In the first turn, a move of only one
>tile is the best option, as it leaves you out of range of any AI counter-attack,
>yet leaves babylon in-range of an attack the next turn. If you can find defense
>terrain to move onto (mountain, hills, even forest), then do it!
The second point in avoiding counterattacks is to ensure that you take a city on the
first turn of attack. If you don't think you have enough forces to take the city in
a given turn, then wait and regroup. The reason for this is that if you fail to
take the city, then you open yourself up for counterattack (as stated before), but
this is exacerbated by the fact that the AI also control the territory. If they
have roads to move down, then they will do so, especially towards a city under
attack, and they will also tend to draft units in a city that has had a defender
removed (something they
may not do in a city that hasn't been attacked).
When you capture the city, controlling the cultural boundary also provides you with
an added advantage: Often, the AI likes to counterattack a city that you've
captured (whilst they still have attacking units). To do this, they will be moving
through
your territory! That means that they can't run down a road and
attack you; instead they run down the road and stop next to 'your' city! For
exactly the same reason as I cautioned against ending your turn next to a city, this
is their weakness: You can counterattack the next turn. The other beauty about
counterattacking using fast units is that when you win, you can move back to the
city and let them come at you again.
This is actually a nice tactic to use when attacking a civ that is slightly superior
to you: They will always try and counterattack, and if they are doing it with
'slow' units, then you can use a mix of fast units and cannons/catapults/artillery
to whittle-them-down.