These men are tired sire.......

These men are tired sire, they will attack at 2/3 power.

  • Charge!!

    Votes: 34 44.7%
  • Then let them rest

    Votes: 11 14.5%
  • Um, er, um, where are they, and who are they?

    Votes: 31 40.8%

  • Total voters
    76

duke o' york

It don't mean a thing....
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What do you normally do in this situation?
Does it depend on the type of unit which you will decide, or will you always take the risk in the hope of it leading to some major gains? Does the number of other units you have influence your decision, or are you proud to reach the end of the game having lost no units whatsoever?
:tank:
 
It depends entirely on the situation!
If my unit is, say, an armor or a howitzer, and the defender is not too strong, I will take the risk. Or if I want to take a city at all cost, then I can sacrifice some units.
But generally I'm rather careful and I don't like to lose units since I rather concentrate my cities's production on buildings and wonders.
 
It truly depends but my general rule is: 2/3 Charge. 1/3 rest
 
2/3.In general I would rest unless they would attack me the next turn in which case let them have it
1/3. Not a chance unless it was a barb dip and then you don't always win them.

or are you proud to reach the end of the game having lost no units whatsoever?

Never considered it to be truthful but will do so next game.
 
I've NEVER lost against a barb dip (or ANY dip for that matter), even at 1/3. They have zero defense, so I didn't think you could lose to them, either....

Am I wrong?
 
If a barb dip is on defensive terrain, you can even lose good attacking units. I once lost a crusader to a Diplomat that was on a hill when I attacked at 1/3 strength (the second crusader at 1/3 strength got him though :)).

I will attack at reduced strength if a) Normally, there is a huge advantage to my attacking unit (crusader -vs- warrior) or b) If I absolutuly have to kill the other unit at all costs and can attack with more than one unit that same turn.
 
Hmmm.... Does this only happen on the highest levels? In king, I recall killing a barb leader on a hill with 1/3 movement left AND lost hit points (from fighting the other barbs)--with what I believe was a lowly chariot....
 
[shameless plug] Allan, go to the War Academy and read my CivII Combat Guide! [/shameless plug]

Every combat round, each unit gets a random number between 0 and its modified attack strength. A barbarian leader thus gets a 0 - a crippled crusader will get a 0, 1, or 2. The higher number wins the round, ties going to the defender. You can see that zero defense units still do have a chance!

Regarding the poll, I say CHARGE! Sometimes, anyway. As the others say, sometimes there is a need to take the unlikely chance and attack at 1/3 or 2/3 strength. I tend to side with caution.

It'd be very hard to finish a game with no casualties. At least in a game you are trying to win. I take greater pleasure in noting the enemy's mind-numbing death toll before I crush them into oblivion. Hmm... I've lost 7 cavalry, he's lost 212 knights... :lol:
 
If it is a barbarian unit, I almost always attack because the barbarians have an attack bonus against the human in King and above level games, assuming I am in non bonus defense terrain.

I will also attack in a situation where the defender is just barely hanging on and one little push prevents the computer from building a wonder of the world in THEIR city.

Otherwise, I tend to wait until next turn.
 
At 2/3, I will generally order an attack, unless exceptional circumstances are in order. i.e, my unit is low on health, or the city is heavily fortified with units and walls. At 1/3, my usual tactic is to rest, unless it is a weak defence unit (riflemen or howitzer, for example), in which case, if I can't move it away, I will order a suicide charge. As said, if the enemy is on his last legs I will attack no question. If I lose, who cares! I always have more units nearby to finish the wastrels off!
 
(Does Unknown_spirit get an award for longest wait for reply?)

I agree with Jomey & most of the rest: reduced capability reduces my desire to attack, especially with injured units. :(

On the other hand, facing the end of a turn of a city assault, where every unit counts & every kill makes a difference (not to mention waiting will heal all of the city occupants & perhaps let mine die anyway in a counter attack), charge, oh yes, CHARGE!

:slay: :ripper:
 
It depends on the situation for me. I will charge if the unit is not that important. If I know that it is outdated and can easily be replaced, I charge just to weaken my enemy. Mostly, I withdraw from the combat zone if the unit is at 2/3, if I attack, it can't escape to a distance from a counter-attack. So, I attack at 2/3 when there's backup waiting, or if there no chance of a counterattack. 1/3 for me is either run or fortify. Barbs leaders I attack regardless of strength.
 
Like most players, it really depends on the situation. In most cases, an attack can wait till the next turn and I'll let the unit heal for a turn.

A number of things would make me "Charge" though.
1. If the odds were greatly stacked in my favour (eg. Armor v Phalanx)
2. If the defending unit was a Barbarian leader (we all love cash, don't we)
3. If the defending unit was likely to attack my healing unit on their turn.
4. If I was certain to capture any enemy city with the attack.
 
Usually, ATTACK! Almost never do I get this without knowing it is coming, and hence made the decision to attack before the expected message popped up.

Ditto for the 1/3 attack... do it! My 1/3 attacks are mostly vet howies on easy prey like partisans in easy terrain, or horsemen on Barb leaders... :)
 
Originally posted by Dark Ascendant
1/3 for me is either run or fortify.

You're much better off running or attacking than fortifying in that situation. When you fortify a unit then it will not become fortified until the start of your next go - it never happens instantly. So the AI will always have a chance to attack you before you are actually fortified, despite the fact that you have given the order.
 
Originally posted by Old n Slow
(Does Unknown_spirit get an award for longest wait for reply?)
:slay: :ripper:

You wot? I only just found this thread. I woulda replied earlier if I had found it earlier!:mad:
 
Originally posted by duke o' york


You're much better off running or attacking than fortifying in that situation. When you fortify a unit then it will not become fortified until the start of your next go - it never happens instantly. So the AI will always have a chance to attack you before you are actually fortified, despite the fact that you have given the order.

It depends, if the terrain will give me an advantage defending and if the enemy is either only a foot soldier or need to travel through thick terrain to get to me. If they're right next to me, I'd run or fight, or stand my ground, whichever one is best at the time.
 
Originally posted by duke o' york
What do you normally do in this situation?
Does it depend on the type of unit which you will decide, or will you always take the risk in the hope of it leading to some major gains? Does the number of other units you have influence your decision, or are you proud to reach the end of the game having lost no units whatsoever?
:tank:

Depends. Am I commanding an Armor unit at 2/3 strength against a barbarian archer? A city assault? It really depends on the context.
 
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