Thread Tools
Old March 22, 2001, 09:56   #1
towigg
Settler
 
towigg's Avatar
 
Local Time: 17:54
Local Date: October 30, 2010
Join Date: Mar 2001
Location: Montgomery, AL, USA
Posts: 22
The Anvil Strategy
I am relatively new to this (playing the original game in ToT, see my "Annoying Allies" thread, the Vikings were totally weakened by this strategy until I could take their cities, and the Russians and Sioux are now falling prey to it), but I have come up with a strategy that seems to work. I build a city that is the Anvil that breaks the enemy's Hammer. If there is a space large enough on a contintent currently controlled by an enemy to found a city, I bring over a settler/engineer and several good defensive troops (and 1 or 2 offensive units) and build a city, fortify it with my troops, and rush-build a wall, then barracks. I do this in cases where I don't have enough forces to overwhelm the enemy. The enemy then sends units to attack my well-defended city. This war of attrition can eventually wear out the enemy until I have enough troops and transports to cross the ocean with to finish the job. I can also use this city to build diplomats/spies to do their dirty work.
[This message has been edited by towigg (edited March 22, 2001).]
towigg is offline  
Old March 22, 2001, 14:03   #2
Chainsaw
Warlord
 
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Apr 2000
Location: Ratingen, Germany
Posts: 100
Look out for dips/spies. Your city is small and far away from the capital in the scenario as you describe it. If your not in democracy, the city could be easily bribed by the enemy. The AI is dumb, butits smart enough to bribe cities. Fighters are perfect for intercepting enemy dips/spies.
Chainsaw is offline  
Old March 22, 2001, 15:03   #3
Edward
Warlord
 
Local Time: 18:54
Local Date: October 30, 2010
Join Date: Apr 2000
Posts: 267
You're right, towigg. The AI can't resist attacking your units when it encounters them. The AI doesn't learn from it's mistakes, doesn't calculate its chance of success, doesn't build up a big attack force, and doesn't go around such traps. (Hopefully we'll get a smarter AI in Civ3.)

A fortress is a nice alternative to an "anvil city". The AI can't steal techs from a fortress and with two units it can't be bribed. Fortresses on good terrain can absorb damage for centuries ('though, unlike cities, they do take some settler/engineer work to create).
Edward is offline  
Old March 22, 2001, 18:06   #4
Gothmog
Scenario League / Civ2-Creation
Prince
 
Gothmog's Avatar
 
Local Time: 19:54
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Minas Morgul
Posts: 421
I love a couple of mech infantry fortified in a mountain fortress blocking an enemy attack route. That's probably the ultimate "anvil strategy".

------------------
"There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
Gothmog is offline  
Old March 22, 2001, 18:06   #5
Ming
lifer
Civilization II MultiplayerCivilization III MultiplayerPolyCast TeamCivilization IV: MultiplayerApolytoners Hall of Fame
Retired
 
Ming's Avatar
 
Local Time: 18:54
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
I agree with Edward... a fortress on a mountain with a few defensive units, and maybe a diplo/spy to bribe a few additional units (which will be non since they are closer to the enemy) is a far better way to go.

Besides the good points he raises... no infrastructure is needed besides the fortress (however, I do like building a road on the mountain and a adjacent square so my diplo can move in and out to collect non units)
Plus, the stupid AI won't nuke it

My favorite trick is to send a ship out with a diplo... find a decent defensive unit in enemy space, bribe it (creating a non unit so there is no hit on happiness if you are going to a representative government), move to a defensive position (mountain if available), bribe the first settler that walks by, create a fortress... and watch the fun for the next 2000 years
You can keep adding units as desired. If you have the workshop, these fortresses will probably survive until the end of the game... and cost the AI thousands of shields trying to remove them...
Ming is offline  
Old March 22, 2001, 23:26   #6
Archangel MasterBob
Guest
 
Posts: n/a
I keep fighters for two purposes.

1. To kill spies
2. To keep barbarians at bay
 
Old March 23, 2001, 11:20   #7
Hendrik the Great
Prince
 
Local Time: 00:54
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Good old Germany!
Posts: 743
You can also combine the idea of the city with the fortress. All you need is a small area of free terrain that give high defense bonuses like hill or mountain and a chock point. You know build a fortress directly in the square before the city. Both should be on hills or mountains. This way you cannot be bribed away and the city can give the fortress SDI protection. If it also has an airport you can airlift units into the city whenever you need to and assemble a large force for offensive tasks without the need of building many transports or warships.

------------------
Mathias' Civ II Page
http://members.nbci.com/thalys
Hendrik the Great is offline  
Old March 25, 2001, 14:04   #8
The Mad Monk
Emperor
 
The Mad Monk's Avatar
 
Local Time: 18:54
Local Date: October 30, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
I'll combine the two strategies, and build a city surrounded by double-occupied fortresses. This solves the diplo/spy problem, evades the happiness problem, Creates a quick repair area for the invading force, and (with SDI) provides a nuke-free zone.

The Mad Monk is offline  
Old March 26, 2001, 11:07   #9
La Fayette
Apolytoners Hall of FameCivilization II Succession Games
King
 
Local Time: 00:54
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
quote:

Originally posted by Gothmog on 03-22-2001 05:06 PM
I love a couple of mech infantry fortified in a mountain fortress blocking an enemy attack route. That's probably the ultimate "anvil strategy".



I agree.
But I have a very serious question to ask: WHO BUILDS MEC INF(or armors, or howitzers or the like)?
Personally, either I play conquest and most of the time it's over before researching Tactics, or I play AC and defend my cities with Alpine while I'm busy rushbuilding space parts.
(I understand that, playing a scenario such as WWII, Mec Inf is a very nice unit to have, but otherwise?).

------------------
aux bords mystérieux du monde occidental
La Fayette is offline  
Old March 26, 2001, 12:50   #10
Marko Polo
Guest
 
Posts: n/a
quote:

Originally posted by La Fayette on 03-26-2001 10:07 AM
But I have a very serious question to ask: WHO BUILDS MEC INF(or armors, or howitzers or the like)?



Well, I do.. .. at least if I'm playing the 'OCC bloodlust' challenge..
 
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:54.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team