Which combination of units do you build?

Fuzzz

you
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Mar 15, 2006
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Warmongering in civ 4 is all about combining units. Have you guys got any special combinations of units which are unbeatable if used in a specific way?

When capturing cities in the ancient age I like to combine swordsmen (to capture the cities), axemen (for possible fights in the field or spears in the city),1 or 2 -depends whom I'm fighting against- spears (to counter horses , what else...) and an archer to protect my wounded men in front of the captured cities. The spear or archer gets a medic promotion from the moment he has killed something. Later in the game I add siege equipment.

Another one of my fav combinations is catapults, crossbowmen (or rather yet: cho ku no's, so you don't need the catapults) with first strike-promotions, combined with swords.

I've also seen the AI pillaging with nothing but a chariot and an axeman, which was a nice combo.

Anyway, there are probably 100s of good combinations but I'd love to hear them.
 
Axes alone work fine if they dont have horses in the early game. Otherwise you might need to bring a couple spears. Chariots work if they dont have metal. Catapults and swordmen and later macemen is often used to assult cities. If the oponent have crossbowmen you might need to bring some non-meele units as stack defenders. Canons with riflemen/granadiers. Cavalery alone if you beeline since they are so fast. Generaly you need sigeweapons if your gonna take down any mass of units. Depending on how advanced you are you might need some counter units + whatever unit you have at the time thats currently higest strength.
 
Combinations for each window of opportunity (that i see)

0.5 Quechas if inca
1.axes + 1 spear or (war) chariots

2.lots of catas/ swords/axes/ and one spear + warelephants if available.
Ivory is really very very good, a combination warelephant/axes/catas can't be attacked sucessfully till grens. if you don't have ivory macemen obsolete sword/axe/catas stacks, these stacks become too vulnerable.

3. maces/trebs or catas + 1 pike + 1 longbow and some obsolete stuff

3.5 only cavs if i have a huge tech lead, fast but quickly obsolete
(after rifling)

4. grens/trebs or cannons 1 or 2 rifles if available against cav

5. SAM infantry/infantry/artillery lots of SAM actually to protect against the AI's upgraded(from cavalry) gunships

6. All there is bombers, tanks,.......
 
Later in the game I like grenediers (chemistry) and cannon (steel, the next tech) along with a few pikemen. I usually don't even bother with riflemen. The grenediers or pikemen defend, the grenediers take out riflemen guarding the cities (softened up by the cannon first if necessary), and the pikemen take out enemy cavalry.

Of course, it's real nice if some of the grenediers can be promoted axemen/swordsmen/macemen with City-Raider 3.
 
I use chariots for medics. They hardly ever have to defend, which is good because they are the last unit that I want to die. Since they move two they can stay behind with the wounded after an attack and then catch up to the SOD later. I try to attack enough stragglers to get them to where a GG warlord will get them to level 6, so then they are my medic III unit for the rest of the game.
 
early war :
4 axe, 1 spear

a bit later :
4 axes, 1 spear or elephant, 8 catapults

a little later,
A few axes, 1 spear or elephant, 20 catapults, 1 chariot (pillager)

a little later
A few maces, 1 spear or elephant, 20 catapults, 1 chariot (pillager)

a little later
A few maces, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

gunpowder time,
A few maces, 1 or 2 muskets, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

chemistry time,
some (5/6) grenadiers, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

steel,
some (5/6) grenadiers, 1 pike or elephant, 10 canons, 1 chariot (pillager)

Rifle time,
some (5/6) grenadiers, 1 rifleman, 10 canons, 1 chariot (pillager)

Rifle and drafting time,
12 riflemen, a few grenadiers, some canons

later,
I keep the overly obvious preference for the siege units if I'm not drafting.
A late stack is something like 10 artilleries, 2 infantries, 1 cavalry (or gunship), 1 or 2 MG.

I almost never build tanks, and even fewer mech inf (if I build one, I don't get to use him most of the time)
 
early war :
4 axe, 1 spear

a bit later :
4 axes, 1 spear or elephant, 8 catapults

a little later,
A few axes, 1 spear or elephant, 20 catapults, 1 chariot (pillager)

a little later
A few maces, 1 spear or elephant, 20 catapults, 1 chariot (pillager)

a little later
A few maces, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

gunpowder time,
A few maces, 1 or 2 muskets, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

chemistry time,
some (5/6) grenadiers, 1 pike or elephant, 6 catapults, 6 trebuchets, 1 chariot (pillager)

steel,
some (5/6) grenadiers, 1 pike or elephant, 10 canons, 1 chariot (pillager)

Rifle time,
some (5/6) grenadiers, 1 rifleman, 10 canons, 1 chariot (pillager)

Rifle and drafting time,
12 riflemen, a few grenadiers, some canons

later,
I keep the overly obvious preference for the siege units if I'm not drafting.
A late stack is something like 10 artilleries, 2 infantries, 1 cavalry (or gunship), 1 or 2 MG.

I almost never build tanks, and even fewer mech inf (if I build one, I don't get to use him most of the time)

Basically my strategy.
 
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