If you're playing an MP game and you have no horses or copper, you have a tendency to self learn IW sooner than later. Experienced or not.
And if they took horse or copper as their guaranteed resource, it won't matter. The iron guy dies.
If he fails, follow with combat line unit. Chances are the second unit wins.
Cuirassers can get shock with 5 xp, which is easily attained with a civic or stables. Pikes need aggressive or 10 xp to reach formation.
On flat ground, pikes can't even beat cuirassers straight up, and that's BEFORE you factor withdrawal.
For the record I didn't vote for Iron, but I do think that spears/pikes eliminate the horse advantage.
But pikes come late, after a horse archer rush would have come and gone.
Yeah, spears and pikes make horse units slower, remove their ability to flank siege, and pull their base strength. Absolutely.
Actually no, that's not true at all. Spears are pretty good vs HA/Chariot, Pikes are only OK vs knights and damned awful vs cuirassers in the field (promo disadvantage). Pikes can't even consistently beat LONGBOWS for cost. Regardless, if you were to take iron as the guaranteed resource vs a horse player you'd never actually have iron. Copper would at least let you survive + possibly press him though it is very difficult to break hill archers or pillage anything meaningful using 1 movers against humans without tremendous hammer investment. The AI can't handle 2 movers.
Can you humor me and explain this a bit? Are you really that crazy about nukes and attack submarines or am I missing something? I mean, those are fun and all but I'd rather have tanks, aircraft (and railroads if you have iron) then a pile of nukes.
What counters a nuke late game?
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And it's coal or oil that allow rails, not iron. However, nukes pretty much give you access to anything else you might want. They're the only way to 1 turn kill massive AI empires regardless of bonuses. If you're a human player w/o bonuses and you get nuked, you start finding it hard to build anything due to the fallout. There's a good chance the oil reserves can't be hooked up due to said fallout.
Meanwhile, uranium opens up not just nukes and subs, but also the full complement of metal naval ships, including subs to carry 3 tactical nukes. It doesn't matter what is there; tanks, planes, modern armor, gunships, archers, etc. Nukes kill it. You need a VERY late tech + project (SDI) to simply reduce the efficacy of tac nukes to ~2/3 chance to annihilate the majority of things in a stack outside of a city. There's no answer to it other than trying to dig into someone's happiness by forcing them to defy the UN ban...but even there votes start counting for less when cities see some...nuclear pop shrinkage.
Edit:
Recent example of the efficacy of nukes (LHC Qin spoilers):
http://forums.civfanatics.com/showpost.php?p=11489647&postcount=4
Declared on target (who had superior technology overall) in 1921. Master was dead in 1922 (couldn't get the 1 turn kill because I had no paratroopers to take the inland city on the turn I declared). Vassal was dead in 1924. 9 cities belonging to a more advanced AI with bonuses, all gone in 4 turns. I'd like to see that matched with even remotely comparable
investment using tanks and air power...especially given that this was an intercontinental invasion.
Nukes are just that much better than everything else late game.