War units

fwfessly

Chieftain
Joined
May 11, 2004
Messages
41
Hi
1) I was wondering what units you used the most in the industrial age
I use infantry and build a few bombers and fighters, but was wondering whether i should build tanks for offence

2) What you use for the modern era which is the era I don't declare war.
But if i did what units would you recommend i should have.

3) are TOW infantry any good for defence and offence?

Thanks
 
1. Tanks are great, they can move more tiles in a turn and have better offensive stats. And build lots of artillery.
2. Modern armor, bombers and artillery. Or build the U.N. or the spaceship.
3. TOW is nice, but a waste really if you could get better units instead.
 
fwfessly said:
Hi
1) I was wondering what units you used the most in the industrial age
I use infantry and build a few bombers and fighters, but was wondering whether i should build tanks for offence

Tanks all the way for offence.

2) What you use for the modern era which is the era I don't declare war.
But if i did what units would you recommend i should have.

Lots of artillery to soften up defenders. Tanks for the offence and infantry to hold captured cities and defend your artillery. Bombers to destroy their infrastructure.

3) are TOW infantry any good for defence and offence?

I only build TOW when I lack the resources to build something better.
 
It was once said, anything can be done with enough artillery. That is how to go. With enough artillery, you can beat any civ.
 
Artillery, artillery and more artillery -do not forget escorts of course
 
1. Cavalry, Infantry, Artillery (just like in Risk ;)). Tanks and planes come so late in the Industrial age, I usually just consider them modern age weapons (but tanks are great for offense).
2. Pretty much everything you used in the Industrial ages, plus tanks/modern armor, mech infantry, and bombers.
3. They aren't horrible, but they're pretty much there in case your resource-poor.
 
Plenty of arty, tanks, and bombers, with enough defensive units and you wn't go wrong
 
With enough arty, infantry, and cavalry, you can often clear out your neighbors before tanks and planes are invented.
 
If you plan on being aggressive - I would go for the tanks, infantry, and artillery. The artillery will soften a cities defenders to the point where the tanks will just roll in and head for the next victim. Use you infantry to hold captured cities.

Even if you are not the aggressive sort - Tanks will still improve you military might so other civs may think twice about threatening you.

TOW... if there is no other unit better go ahead.
 
I'm really surprised to see so many people use artillery. Does it have the same effect as bombers? Can one artillery bombard more than once per turn? Perhaps I'm usually just far enough ahead in tech that artillery seems like a moot point (plus, it can't keep up with cavalry in my blitzkrieg).
 
Artillery does not have lethal bombardment while bombers do. However, bombers need an airbase of some sort i.e. carrier, airfield, or a nearby city, to operate, so artillery are more mobile. Also they can come earlier in the IA, since replaceable parts does not have the same number of prereq. techs as flight does.

Perhaps I'm usually just far enough ahead in tech that artillery seems like a moot point (plus, it can't keep up with cavalry in my blitzkrieg).

Something tells me you need to play the higher difficulty levels and see for yourself the futility in sending 6.3.3 cavalry against fully healed fortified-in-a-city 6.10.1 infantry. That's your 6 attack vs. a 17.5 defense which = a lot of :wallbash:
 
indros said:
I'm really surprised to see so many people use artillery. Does it have the same effect as bombers? Can one artillery bombard more than once per turn? Perhaps I'm usually just far enough ahead in tech that artillery seems like a moot point (plus, it can't keep up with cavalry in my blitzkrieg).

What level are you playing at? If i didn't use artillery i would lose a huge amount of my army. Cavalry versus Infantry is pretty even, in favour of the defender if defending a city. Without artillery you'd have to be producing an awful lot of cavalry, or playing at a low level, or you are a genius at the game!
 
Ian Beale said:
Cavalry versus Infantry is pretty even, in favour of the defender if defending a city.

Even? How do you figure? :confused: Fully healed cav vs. fully healed infantry always will favor the infantry. 6/16 or 3/8 or 37.5 % chance of a cavalry winning a round, I don't see that as even...
 
ForTheEmpire said:
Even? How do you figure? :confused: Fully healed cav vs. fully healed infantry always will favor the infantry. 6/16 or 3/8 or 37.5 % chance of a cavalry winning a round, I don't see that as even...

Oh, you really do have a lot to learn! lol. Yes, erm, i thought it was referring to a Rifleman, not an infantry unit. So, for a rifleman it would be pretty even. An infantry unit, has a defence of 10 not 6, so you are right it isn't even. I think i should read the posts more carefully in future! Anyway, the point i was making was that artillery is needed to chip away at hitpoints to improve the chances of defeating the enemy..... so, i was wrong with my comment about it being 'pretty even', but artillery IS essential (i think we all agree on this) in defeating an enemy.
 
TOW Infantry can be useful in certain situations. Unlike Mech Inf they can be transported by Helicopters so if you store them in cities bordering your enemy you can drop them into enemy lines. Heli-dropping them onto Mountains in enemy territory is a useful tactic as the enemy will frequently waste units trying to destroy the TOW Inf, including their air units. This can leave your other forces free to attack.

For general attack though I go with Tanks backed up by Bombers. On defence I use Infantry supported by a few Artillery units. I only use Artillery offensively if I haven't built a large Bomber force yet, I think they are too slow and hold up fast mass-assaults with Tanks. Speed = victory.
 
tanks tanks and artillery. no thats not right. artillery artillery and tanks. there we go! artillery can move clear across your own civ up to whatever spot is threatened and bombard on the same turn. they have a range of 2 which makes them awesome for defending your own cities as well as bombarding enemy cities. they allow you in principle to win all battles on your turn so you get plenty of promotions with a minimal cost in casualties. i tend to use bombers for things i cant reach with my artillery. and a few fighters.
 
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