If that is how you are using Phalanxes, IMO you are using them incorrectly. Take your stack of 2 spearmen & 3 axemen and I'll take 5 phalanxes. Ignoring defensive terrain:
Who wins? Take your stack of 5 axemen vs. my stack of 5 chariots:
Who wins? Take my stack of 5 phalanxes vs your stack of 5 chariots:
Who wins?
Make a stack of anything you want in the early going (except Horse Archers) 2 Axe, 1 Spear, 1 Sword & 1 Chariot or whatever vs. 5 Phalanx.
That is the simple strength of the Phalanx. You can cite
costs of these stacks as a factor to consider but in the long run I will be replacing a lot less production on dead units.
As i mentioned allready, what makes you think you will get a chance to customize your stack to mine?
I.e. how will you know excactly what I make without me knowing what YOU make?
If you make phalanxes exclusively so will i axes. Conclusion: its like you dont have a UU. Why would i make chariots?
If YOU make any number of chariots to give you the edge over my axes(since i dont have phalanxes) i can always add spears as a counter. And spears dont just get odds vs chariots they are twice as strong, and you need to secure horses on top of metals. Any decent player facing a decent human opponent would avoid chariots except in small numbers to make use of their speed in exploration and pillage gambits, simply because phalanx vs axes is equal while palanx+chariots are worse than axe+spears.
What i claim is while single unit vs unit phalanxes APPEAR to be whithout their natural counter on paper, in practice presuming use in stacks they have no advantage. In fact any decent player fielding a size 5-6+ stack of phalanxes would include at least 1 spear if he knows/suspects opposing chariots(say vs an AI), their odds are so much better. So where's the advantage practically, in actual formations single or multi player? How would you get a
advantage?
Fair comparison: 2 upgrades for the axemen and only one for the Bowman. I see what you are saying though: 20% Culture adds 1
for an axe and 0.6
to the Bowman. 40% adds 2
to axe and 1.2
to Bow. Good point.
The Bowmans biggest 'defending' strengths are:
cost - 3 Axemen = 4 Bowman; Bowman can be whipped faster; have first strikes; are almost comparable in strength defending to an axemen with 40% culture defence; they are resourceless. In a pinch this can really help.
An attack unit gets level 3 after ONE succesful attack he can initiate, a defence unit must draw fire upon it TWICE for the same. Surely, you realize the difficulty, as again i am talking about practical situation not theoritical analysis.
Besides i admited bowmen have slightly better odds when defending, my complains are that defending alone (cause attacking is so poor) even in MP takes away initiative therefore is a very limited advantage.
I play more multi than single now, so I love the Bowmans ability to cripple an opponent early pinning them in their city while simultaneously being able to counter EVERY resourceless early rush unit (Quechua, Dog Soldier, Holkan, etc.) and the fearsome Impi.
About being at war without a resource: I have almost no respect for the AI's ability to war effectively in the early going (re: limited units). If I am 'playing-to-win' than I typically will locate my first opponent with ideal land that I wish to expand towards, tech to Bronze, whip out my worker and start chopping out Barracks & Bowman (or even basic Archers, if not Babylon).
I find in most cases if you can get 3-5 Guerrilla Bowmen/Archers into their land onto (preferably) a Forest/Hill, the AI will lock itself inside of it's city for a LONG time building nothing but Archers and the occasional Settler that never moves. Now expand quickly with Bowmen & Settlers maximizing the Organized trait as much as possible in the early going and beelining to essential techs with less urgency needed to research all of the strategic resources.
I suspected you were considering more MP games.
In MP bowmen are MUCH better. The reason is not their bonus, simply that they are a very early UU that is resourceless. In a MP you could easily be dead or crippled as a Roman before you first Praet shows up to help.
Perhaps not as good as Q or skirmishers but a good UU nonetheless.
So i can understand your bias if you are just paying MP.
Still the hill fortification tactits you mention is questionable.
An AI attacked will focus on military production and refuse trades. Why is that worse than playing nice or rushing him?
Even if he just heaps around mere archers you 'll need at least swords/HA or more likely cats to get his land and finish him which is tha real goal.Plus, you will eventually gona need metals/horses unless you plan on siege+lbows alone for later.
After all one can alwayskeep an AI at bay in this fashion with plain archers by just pillaging his resources, the AI always reacts poorly. The problem is the rest of them expand at full speed while you waste valuable effort to keep one down while not geting any land.
I think MP experiences are affecting your SP style.
@Gliese 581: Quetchas are really on a class of their own, but dog soldiers and any very early resourceless at 4+ pretty much make sure rush is an option.
Two of them will take out an archer and dont forget they are melle units thus qualify for CR promotions and the BTS likes to make axes much earlier now.
This thread is about the worse UU not the best.