Verdun method for taking on large armies

TheRealCzar

Chieftain
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Republic of Ireland, Sometimes.
I'm just offering a tactic I've found effective for dealing with empires that have too many troops, and you're outnumbered. "Reasonable" military tech parity is assumed!

My armies are usually built of veteran city attackers (swords/axes->maces-> grenadiers (upgraded) -> infantry), and siege equipment with other units as cover. I think, from reading around the forum, this is a pretty standard attacking stack.

The real problem with city raiders, is that on the defensive, they're just green recruits. So instead of taking cities, provided the men are the bookie's favourite when attacking cities (not unlikely with city raider 3 grenadiers versus rifles for example), its often better to stay outside the city, allowing the enemy to repeatedly reinforce it, before repeatedly killing all the defenders. you can either leave the last defender alive, or kill him with cavalry and pull back out. Obviously, you don't want to leave isolated units.

After the first defenders are destroyed, it should get easier, because their replacements will not get the +25% fortify bonus, and often are not proper defenders, but rather attacking units pressganged by necessity.

A medic is of course completely vital, as it allows your troops heal +15% a turn in enemy territory.

Also, the target city, the proverbial Verdun, should not be a defensive strong point (e.g. on a hill, across a river) and if possible, should have good defensive terrain to camp on outside it. A method of reinforcement or escape is nice!

Enough cover units may hold the city, but in the face of a large counter attack, your cover units may win the first battles, but are weakened and are no longer the best defender, then I find irreplaceable CRIII grenadiers defending against cavalry. :cry:

The advantages of this are
1) That the enemy will keep sending units to defend, which means they're not attacking.
2)Your units keep getting better with each victory, city raider III grenadiers, with combat I and pinch. :goodjob:
3) With luck, you get to stay on territory which provides a defensive bonus, whereas the city will offer you none for the first turns.
4) In addition your city raiders keep engaging on their terms, that is, attacking a city. +75% is a massive bonus, maces equal green rifles with it.
5) Often more defensible positions are weakened to provide new garrison troops, so a fortied infantry unit on a hill across a river sacrifices 75% defense bonus to go help out.

The obvious disadvantages are:
1) You're not making fast progress, when the city is only reinforced a small amount, you can move in and stay without fear of large counter attack, but this takes several turns.
2) Taking the city may be necessary to remove cultural border hindrance, or access to a resource vital to continued success.

This tactic is only really necessary when you're outnumbered, if you have the numerical advantage, you're better off pressing ahead and making ground.

Also, clearly this is principally a SP tactic, BUT I have used it successfully in MP, by repeatedly bombarding a city bombers, and attacking with amphibious tanks, killing lots of mech infantry that my foe kept trying to replace.

Thoughts?
 
This tactic works best if you're able to attack an enemy city from within your own cultural borders (especially from on a hill), for rapid healing and rotating raiders back to the safety of your cities if necessary. I've found it to be an effective way to neutralise an enemy civ's forces at one point, rather than to advance through their territory facing repeated counterattacks. After a few turns, the AI will have exhausted its supply of troops and conquering the rest of their cities becomes a simple mopping-up exercise.

If you've teched up to rocketry for gunships, they're the perfect unit for removing that last defender, rather than leaving him there all alone, since they can't actually capture cities.
 
Yep, defending a 0% defense tile from city raider III units is a hopeless task.

At that point it's best to counterattack the enemy stack or retreat to better defended tiles.
 
This strategy would work even better in the Renaissance period if you're playing France. Musketeers are excellent as cover troops and, with their two moves, fresh ones can reinforce your stack quickly even if they have to cross enemy territory.
 
nice tactic

A few things you should mention though:
- WW will be horrible
- you will lose troops (even 90%+ odds are no sure win) = need to reinforce (fresh units with woodsman or CG can do the trick ;))
- your opponent will produce troops as fast as possible, meaning using slavery or drafting = less population to capture (not always a big deal, but when going for domination or "diplomation", it can be)
 
it can also be worthwhile sacrficing a few of your older, un-upgraded cavalry (e.g. horsearchers or chariots) to go an pillage (rail)roads surrounding the target city.

whilst you have forces camped outside the AI is unlikely to send workers to rebuild the road so it will significantly slow down enemy reinforcements coming into the city. causing these reinforcements to come in more piecemeal will make them easier to pick off. and you may find units exposed to your 'siege camps' on their own that your cavalry can pick off and then hop back into their camp.

can also be handy to have a nice defensive spot next to your main camp where your damaged units can heal with another medic. your main camp may well get hit by collateral damage-causing units (BOMBERS!) so not having all of your eggs in one basket can be handy :)
 
Moral of the story is not to use City Raider promotions on all your units. My personal preference is never to use CR at all once I get close to Construction.
 
sveint said:
Moral of the story is not to use City Raider promotions on all your units. My personal preference is never to use CR at all once I get close to Construction.

That is just wrong, there is NO (what's that word for 'good thing?' I want to say 'upside', but that's also wrong) to that. If I have a sufficient GPT after I research chemistry(especially if I am a viking) I continue spamming out City Raider II macemen(or Berserkers) from my Military Instructor cities, and then immediately upgrade them to grenadiers. they don't obsolete until you have riflemen, too, which are unnecessary until you want infantry.
 
Nice tactic.

You would not want to pillage roads around the city, the whole point is to let the AI fill up the city so you can kill his army.

You can heal pretty decent with a medic unit in the stack.
Taking the city every now and then (and then bugging out after) will (temporarily) remove its cultural border for your reinforcement needs.

Good thinking, son.

CRIII units would become sparse eventually, but then again I always make 80% of my siege units CR. CR3 cannon would be good unit-killers in this circumstance (love how CR3 is +10% against gunpowder as well.)
 
That's why humans raze - they only look to attack for the gold. Therefore, ironically, wars became a lot more murderous after universal sufferage.
 
Unless you have the pyramids, after universal suffrage, any new cities will suffer heavy cultural oppression.
 
not a bad idea just not a great one, it's rather dependant on the given terrain being in your favor (and from my perspective the CIV Gods will never be that kind to me), I think the concept of creating a break point the AI to beat against to whittle down his forces is a good one though.
 
My basic war tactic is to give another civ tech to join in on the war. Preferably, before I even start my attack. That way, your target expends his troops defending against your war ally.

Sometimes that option is not available, and in that case, your strategy seems like a good option :)
 
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