Here is my often repeated invasion technique. It is the reason I do not bring cannons (generic for any bombardment) to the landing.
Bring my stack, 1 settler and as many armies as I have. Often at the first invasion I will have only 1 or 2 armies.
Land on a hill. Ideally the hill has only 3 tiles of land adjacent to it and they will be either hills or mountains. This lets me cut the roads and prevent an attack in force the first day.
Land, next turn found my town. Rush a wall using gold if allowed or ship disbanding otherwise. I may use one ship to seed the rush. Fort all units and load the army with any troops if it was not full (ships decide that).
No one can attack, if I cut the roads and it is all hills or jungle or forest surrounding me with the rest water. Super layout is two tiles of end all movement in all directions.
They move up as soon as I found the town. Next turn I rush a barracks and with any luck they will not be able to attack until the next turn.
I had sent my boats back to get more troops and cannons can now come. I did not need them to start as I will not be on attack for some time.
If I deem that they will be able to attack before I get the barracks up I may go with the barracks first. It is a close call. If I have armies to defend, I would rather be able to have them fully healed than get a 25% extra from a wall.
The consideration is
A) no attack until I stop the counterattacks
B) cannons cannot defend, so units are better
Understand what B means. It means if you get lots of damage and have 10 cannons, they will not be put up for defense. Now damaged units must go back up to fight.
This makes them very vulnerable. If I had 10 more units instead of cannons, those unit would be at full health and take a turn or two.
If I lose all but the 10 cannons, the town is captured along with the cannons. Again having 10 units instead may allow me to not lose the town and all thoe damaged units will be at full strength for the next turn.
I have seen this go both ways too often. If we are talking about a walk over, then do as you please, but if they have units more or less on par with yours, bombardment is not much help.
Remember they will have a lot more attackers than you have defenders. They will be able to replace losses and get them on the front faster than you can.
The thing that aids in the holding on is that you get full health from the barracks in C3C for units and armies, as long as they did not move. You will get some promotions, so the extra hit point can make a significant increase in survivial of units. You can expect a leader or a lot more, depending on the numbers.
This means more armies and they can be offensive ones now. This is predicated on facing scores, if not hundreds of units. If you will be getting only dozens, please feel free to bring cannons.
In games that are conquest only, where you play deep into the turns, I may have a spare transport. If I do I will bring 6 workers. Now when I found the city I can go for a barracks as I will add in those workers and presto, size 7 no need for a wall.
Bring my stack, 1 settler and as many armies as I have. Often at the first invasion I will have only 1 or 2 armies.
Land on a hill. Ideally the hill has only 3 tiles of land adjacent to it and they will be either hills or mountains. This lets me cut the roads and prevent an attack in force the first day.
Land, next turn found my town. Rush a wall using gold if allowed or ship disbanding otherwise. I may use one ship to seed the rush. Fort all units and load the army with any troops if it was not full (ships decide that).
No one can attack, if I cut the roads and it is all hills or jungle or forest surrounding me with the rest water. Super layout is two tiles of end all movement in all directions.
They move up as soon as I found the town. Next turn I rush a barracks and with any luck they will not be able to attack until the next turn.
I had sent my boats back to get more troops and cannons can now come. I did not need them to start as I will not be on attack for some time.
If I deem that they will be able to attack before I get the barracks up I may go with the barracks first. It is a close call. If I have armies to defend, I would rather be able to have them fully healed than get a 25% extra from a wall.
The consideration is
A) no attack until I stop the counterattacks
B) cannons cannot defend, so units are better
Understand what B means. It means if you get lots of damage and have 10 cannons, they will not be put up for defense. Now damaged units must go back up to fight.
This makes them very vulnerable. If I had 10 more units instead of cannons, those unit would be at full health and take a turn or two.
If I lose all but the 10 cannons, the town is captured along with the cannons. Again having 10 units instead may allow me to not lose the town and all thoe damaged units will be at full strength for the next turn.
I have seen this go both ways too often. If we are talking about a walk over, then do as you please, but if they have units more or less on par with yours, bombardment is not much help.
Remember they will have a lot more attackers than you have defenders. They will be able to replace losses and get them on the front faster than you can.
The thing that aids in the holding on is that you get full health from the barracks in C3C for units and armies, as long as they did not move. You will get some promotions, so the extra hit point can make a significant increase in survivial of units. You can expect a leader or a lot more, depending on the numbers.
This means more armies and they can be offensive ones now. This is predicated on facing scores, if not hundreds of units. If you will be getting only dozens, please feel free to bring cannons.
In games that are conquest only, where you play deep into the turns, I may have a spare transport. If I do I will bring 6 workers. Now when I found the city I can go for a barracks as I will add in those workers and presto, size 7 no need for a wall.