PURPOSE/CONTEXT
This thread is to be dedicated to finding solutions for facing those irritatingly paralyzing "Pillager Civs". This will obviously pertain primarily to the MP environment since the AI pales in comparison to the pillaging fury of other civ strategists. As advocated in previous threads by MP theorists such as Friedrich Psitalon and myself...one should bear in mind a scenario of tiny/small maps, 1-4 hour games, and tech that rarely but occasionally reaches middle ages, and a much stronger defense than you would prepare for an AI.
WHO ARE THOSE MASKED MEN?
Ok....so who are the civs that pillage and plunder well enough to make measley barbarians wander shamefully back to their little huts? I propose a top 5 here but make clear delineation that the top 3 are -- by far -- the most brutal.
1. Zulu
2. Aztec
3. Carthage
-----------
4. Babylon
5. Greek
IMPI ARE NO IMPS
Though I would contend that they may not have "invented" the pillage-and-run tactic...they certainly "perfected" it. This light speed spearman fears little and respects even less. He will even nestle himself right next to your center city square and pillage with reckless abandon...almost daring you to attack him, because with a defense of 2 and a potential retreat you probably wont kill him, and may lose your unit and the pillaged land in the process. And if your city has not culturally expanded at least once, you wont even see him coming (even if you have enlarged once, if he picks those diagonals he may still come unseen) He is likely to move in right at the end of the turn, so it will be too late to attack him until the start of the next, by which time he can pillage and still have 1 movement left for retreat.
It will take 1 tech advance for him to start building his impi, but he will probably have a cheap barracks built while he waits, meaing now you are dealing with veterans who have an even better shot at winning battles and retreating. Don't forget either that his military characteristic is also gonna promote those veterans to elites more than you would like to think. Beware too because after he pillages your iron mountain (if you let him get there) he can and will fortify right on it to avoid the need for future pillages.
Defensively, he is incredible. Zulu are one of the only civs that can spread cities pretty wide to make sure each city is on a hill for a defensive bonus while avoiding overlaps, and claiming wide expanses only to fill in the gaps later. This is because an impi on roads gets 6 movement....ie those two neighbor zulu cities in the distance WILL have reinforcements arriving at the city your attacking, the very turn you first come into sight. And if you try to straddle and switch between cities he will still make it back and forth to thwart your efforts, while his slower swordsmen make their way to counter-attack your invaders. Ooh, wait a minute...I forgot..his scouts and impi en route to pillage are probably gonna see you long before your attack arrives so the odds of getting to surprise him...are slim at best.
JAGS...THE TRUE INVENTORS
Yes, it was the jaguars who first invented pillage-and-run (since they dont even need bronze working to start it). Also a military civ, veteran jags will not take long and may even be all you ever see. For the price of 1 impi, there will be 2 jags, and if your an unforunate neighbor, you will see them earlier (first 10 turns) when you are weaker and may have to choose between defending your improvements or losing your city if two show up.
But unlike Impi, the jags' achilles heel of a 1 defense, means they are definately killable (even with a simple warrior). The fear of the aztec swarm diminishes with time (which is why I claim that the zulu perfected the pillage-and-run) The two jags vs one impi is also a double edged sword, since building that early swarm of jags, is likely to start eating maintenance money at an extrememly early stage.
In the long run...jags will become expensive: both in terms of maintenance and shields represented by dead jags. But hopefully they have crippled you enough by then to have out-expanded you (an important point many pillagers overlook...the true value of pillaging is slowing their expansion, while increasing yours). But if early on, you find a jag neighbor (or more appropriately...he finds you), you better buckle up and be ready to fight tooth and nail for everthing you have.
MERCENARIES THAT PILLAGE....HMMM....MAKES SENSE
I once laughed when someone told me that Carthage was a pillaging civ. Friedrich helped me wise up before my laughter would have turned to tears.
No, Numidian Mercenaries are not as fast as Impi or Jags, but they are a lot harder to peel off because of their 3 defense. More importantly, they are harder to peel off because their 2 attack will kill warriors, archers, and even unfortunate chariots and horsemen that get too close (this means that these units might lose the ability to retreat if they space far enough to avoid being attacked). Injured numidians can heal on nearby mountains and still probably fend off many of the scavengers you send after em while they heal. And their industrious roads, will make the path to pillaging you faster and faster as time goes on.
THE POOR MAN'S MERCENARY
Babylonian Bowmen follow the Carthage plan except that they lack the quick roads, and the extra defense.
HELMET, SHIELD, ARMOR, AND squirtgun
Hoplite aka 'hops too lightly' is derived from the fact that despite their hulking defense, their attack is just too light to pillage. These slow units can be stopped by placing a mere warrior to defend your tile. A 20-shield hoplite is probably not gonna hop its way into even odds agasint a 10-shielder. Greeks may be able to pull it off if they send a good attacker to help...but now it's getting pretty expensive to pillage. Greek pillages work at best against people who do not expect it..but will be very shortlived against experienced players.