Drew Shaka for the first time ever yesterday. Decided to try an Impi rush...
Holy CRUD are those little guys powerful. I started on a continent with four neighbors; by ~200 AD I have just one. My biggest problem now is that I've razed so many cities, half the continent is still empty; my economy is still recovering, and the surviving AI may colonize before I do...
Still, that's a better problem than being boxed in!
Some thoughts:
1) The Impi is probably the best pillaging unit in the game. That's because it fears nothing but Swords and Axes, and it's easy to unplug the enemy's metals in the first turn or two of war. (It helps that Shaka starts with Hunting and a Scout -- he's likely to see most of the map early.)
2) The Impi's ability to move and pillage, move and pillage means that you can rapidly disconnect the enemy's road network, isolating his cities for destruction one at a time. The AI will often try to rush units to threatened cities; if you've ripped up the roads, they have to walk overland, which lets you pick them off on open ground. I probably killed half a dozen Archers this way.
3) The Impi is an early unit -- you can beeline to Bronze Working and start building them as soon as your copper is hooked up. I was cranking them out before I had my third city.
4) The Impi synergizes well with the Aggressive trait, which lets Shaka chop or whip early barracks for half price. (I won't even go into the Ikhanda business, except to note that the Ikhanda is a pretty nice UB.) Shaka can be cranking out Level 2 Impis and Axes while the AIs are still finding their feet.
5) Purely by accident, I stumbled on an amusing tactic. Mehmet was my first target, and I trashed his horses early. Well, it turned out he had a second source of horses, way back on the other side of his empire. By the third or fourth turn of the war, it was the only strategic resource left to him.
So... he built Chariots! Instead of concentrating on Archers for defense, he mixed them with Chariots 50-50. Of course, every time a Chariot poked out of a city, an Impi jumped it for a free xp...
6) The Impi is, relatively speaking, one of the most powerful UUs. That's because the Impi has two advantages -- an extra point of movement /and/ Mobility. Here it compares favorably to the Keshik (mobility but no extra move) or the Musketeer (extra move but not mobility).
I'm going to go out on a limb here and suggest that the Impi is in the second rank of UUs, just below Praets. Maybe my first experience with them wasn't typical, but I was pretty wowed.
It helped that my expectations were low. "Oh, a two-move Spearman. Like a Musketeer. Big deal." Well, the Mobility makes a huge difference! And then, unlike the Musketeer, the Impi has a bonus vs. cavalry and can get some decent promotions.
Most of you probably know all this stuff already. Still: Impis. Whoa.
Waldo
Holy CRUD are those little guys powerful. I started on a continent with four neighbors; by ~200 AD I have just one. My biggest problem now is that I've razed so many cities, half the continent is still empty; my economy is still recovering, and the surviving AI may colonize before I do...
Still, that's a better problem than being boxed in!
Some thoughts:
1) The Impi is probably the best pillaging unit in the game. That's because it fears nothing but Swords and Axes, and it's easy to unplug the enemy's metals in the first turn or two of war. (It helps that Shaka starts with Hunting and a Scout -- he's likely to see most of the map early.)
2) The Impi's ability to move and pillage, move and pillage means that you can rapidly disconnect the enemy's road network, isolating his cities for destruction one at a time. The AI will often try to rush units to threatened cities; if you've ripped up the roads, they have to walk overland, which lets you pick them off on open ground. I probably killed half a dozen Archers this way.
3) The Impi is an early unit -- you can beeline to Bronze Working and start building them as soon as your copper is hooked up. I was cranking them out before I had my third city.
4) The Impi synergizes well with the Aggressive trait, which lets Shaka chop or whip early barracks for half price. (I won't even go into the Ikhanda business, except to note that the Ikhanda is a pretty nice UB.) Shaka can be cranking out Level 2 Impis and Axes while the AIs are still finding their feet.
5) Purely by accident, I stumbled on an amusing tactic. Mehmet was my first target, and I trashed his horses early. Well, it turned out he had a second source of horses, way back on the other side of his empire. By the third or fourth turn of the war, it was the only strategic resource left to him.
So... he built Chariots! Instead of concentrating on Archers for defense, he mixed them with Chariots 50-50. Of course, every time a Chariot poked out of a city, an Impi jumped it for a free xp...
6) The Impi is, relatively speaking, one of the most powerful UUs. That's because the Impi has two advantages -- an extra point of movement /and/ Mobility. Here it compares favorably to the Keshik (mobility but no extra move) or the Musketeer (extra move but not mobility).
I'm going to go out on a limb here and suggest that the Impi is in the second rank of UUs, just below Praets. Maybe my first experience with them wasn't typical, but I was pretty wowed.
It helped that my expectations were low. "Oh, a two-move Spearman. Like a Musketeer. Big deal." Well, the Mobility makes a huge difference! And then, unlike the Musketeer, the Impi has a bonus vs. cavalry and can get some decent promotions.
Most of you probably know all this stuff already. Still: Impis. Whoa.
Waldo