April 8, 2003, 14:04
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#1
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King
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
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A looooonnnnnng front
Ok, i have a large empire, but i share my continent very much split down the middle with the Romans, its the point when you've got infantry, but no tanks.
I have an incredibly large front to fight on if i want to take on these Italians.
The Continent goes thin in the centre, then splits in two. Both our homelands are on these parts where it splits, i'm lucky enough to have got control of most of this chokepoint in the middle, so i'll be able to cut off the italians main army (Used to get the lands in the south, and are still there!) from their homeland, i hope this will leave me to attack a pritty weak homeland.
Anyway, does anybody have any pointers or tips on waging war on a large front?
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April 8, 2003, 14:09
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#2
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Deity
Local Time: 19:20
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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You have Railroads, yes? If so, size of the front doesn't really matter. Any AI invasion will have to march slowly into your territory, while your troops can zap instantaneously around on your rails.
Incidentally, why would you pick a fight with them pre-tanks? I know such wars can be done - I've done 'em, - but why not wait for the extra offensive punch?
-Arrian
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grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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April 8, 2003, 14:36
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#3
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King
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
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Well, i'm not at war yet. And my modded marines will be able to help too, i almost have marines, tanks will be two techs away.
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April 8, 2003, 16:49
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#4
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Emperor
Local Time: 17:20
Local Date: November 1, 2010
Join Date: Dec 1999
Location: Huntsville, Alabama
Posts: 6,676
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If I have a good tech lead and a fast research rate in a situation along those lines, I'll generally wait for Modern Armor. I'm usually pretty close to having the needed techs by the time I have a clerly overpowering tank force, and from there, it makes a lot of sense to me to wait the few extra turns to upgrade them to MAs so I can get the bulk of the war over with in a turn or two once I do start fighting.
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April 8, 2003, 16:54
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#5
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Deity
Local Time: 19:20
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Well, there's that option too. If you can manage MA vs. Infantry... well, it's a bit like Tanks vs. Riflemen.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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April 8, 2003, 17:00
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#6
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Firaxis Games Programmer/Designer
Local Time: 19:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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What about long fronts pre-RR?
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April 8, 2003, 17:05
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#7
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King
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
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No idea trip, WW1+ is my game. I've decided i'll just hold a line accross the Italian mainland, and i'll take over the south. I want to have an ice Blitzkreig over the italian homeland with Tanks, aircraft, and Paras.
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April 8, 2003, 17:32
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#8
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Firaxis Games Programmer/Designer
Local Time: 19:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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I was thinking two main offensives would be most effective.
One to draw off their forces, the other being the pivotal strike to hit at their city core and take out their most productive cities. Depending on your enemy's capabilities you could either prioritize capturing cities or destruction of units (not very productive means the more units you destroy sooner the weaker they'll be short and long term... if they have a huge industrial base, if you don't take their cities first, you'll be wading in as many units as you just killed).
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April 8, 2003, 18:09
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#9
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King
Local Time: 17:20
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Dallas, Texas
Posts: 1,209
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Use your left over calvary to take out strategic resources. Generally, at this time you have calvary that has very little offensive power, but are eating away at your treasury. Using the calvary as kamikaze units makes use of them before their ultimate death.
There also good as military police in cities that are taken over. Thus freeing your modern units to make war. Also if the city reverts back to your enemy, it's a small loss.
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April 8, 2003, 18:13
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#10
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Prince
Local Time: 16:20
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
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Screen shot?
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"Guess what? I got a fever! And the only prescription is ... more cow bell!"
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April 8, 2003, 18:21
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#11
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Emperor
Local Time: 16:20
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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If there is concern regarding Rome's troop levels, then declare war, leave a city just beyond their reach lightly defended, and leave a hole in your lines for them to advance through so the SOD can be surrounded while you "attrit" them.
I know, it's an exploit ....
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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April 8, 2003, 18:43
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#12
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Emperor
Local Time: 17:20
Local Date: November 1, 2010
Join Date: Dec 1999
Location: Huntsville, Alabama
Posts: 6,676
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Cavalry aren't all that good against infantry, but they can pick off older troops that haven't been upgraded yet and even have a decent prospect of success against riflemen or guerillas. And to the extent that cavalry are available to pick off weaker AI units (assuming the AI has some), that can free up more tanks or MAs to go after tougher targets. (Although if the priority is leader farming rather than winning quickly, there can be advantages to using attacks against two weak units the same turn to get a tank or MA promoted.)
Nathan
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April 8, 2003, 18:49
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#13
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Emperor
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Mu Mu Land
Posts: 6,570
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Load up most of your boardering cities with a good number of defenders, no Cav. Move all your Cav behind, not in, one of your cities (preferably one closest to an enemy city that you wish to take first, from which to begin your seige). Declare war, and wait. The idiots will send their large force to the city that you have left "defenseless". When that hoard comes swoop down with all the Cav you have sneakily stacked be hind the town. Move in some defenders and start your assault on that town you have selected to take first.
What town you should take first; either a town that gives them a resource, or a town that would make it easy for you to split them in half.
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April 8, 2003, 19:26
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#14
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Prince
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Jan 2003
Location: The biggest dork around.
Posts: 375
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You said that you had modded Marines. My suggestion would be to send a few transports with Marines way, way behind their lines and draw off their units. Then launch your real offensive and grab what you can before they a)destroy all your marines or b)turn around and hit your main army. Do that a couple of times and Rome will be hurting.
BigD
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April 8, 2003, 20:17
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#15
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Warlord
Local Time: 00:20
Local Date: November 2, 2010
Join Date: Mar 2003
Posts: 217
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All the above are valid tips - just like to add that massive artillery forces tip the balance at ANY stage against the AI - they nearly always use them defensively, one at at a time per city. Get a stack of 40 and you'd be amazed at how few losses you start taking. Just don't forget to defend them!
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April 9, 2003, 03:12
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#16
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Warlord
Local Time: 00:20
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Austria
Posts: 180
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I usually make a kind of walls from my infantries on the frontlines or borders, where I am not planing to attack, but only for "any case". The wall doesn't has to be all along the border, but like a "banana" beside your border cities. You can add some artillery to this wall, too. This kind of a defence helped me a lot of times. My neighboure civ used to attack the wings of my "banana" and not trying to go behind it and attack my city from back (as I would do). And they can not move on your territory fast anyway.
If I have a tiny border I build sometimes a real wall, depending on if I want them to be able to cross my country or not (because my emprire can divide his empire, or helping me in war with the other civs on the other side of my empire).
cheers,
cumi
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April 9, 2003, 03:38
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#17
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Chieftain
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Oct 2002
Posts: 41
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Quote:
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Get a stack of 40 and you'd be amazed at how few losses you start taking.
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I fully agree. Two artillery units will bring a veteran infantry unit in normal terrain down to 1 hit point (The AI will not attack with only one HP, and the units will be easily defeated with cavalry). If you have decent cultural borders, just let him throw whatever he's got at you
(Remember: The bombard range of artillery is 2)
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April 9, 2003, 11:12
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#18
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King
Local Time: 23:20
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
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I'll get a screen shot of the map soon.
My modded marines are in between tanks and infantry, not as good on attack as tanks, and not as good on defense as infantry. But Better on the attack than infantry, and better on the defense then tanks.
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