Post by jihad on Dec 10, 2005 2:33:40 GMT -5
Choking is really the only way to "attack" early unless you have a huge stack or a city is poorly defended. Experienced players can see an attack coming four turns in advance at least (more with good sentries), and archers are so cost effective as city defenders. Perhaps this is why people who claim it is too easy for the defender in CIV complain. The definition of an attack has to be broadened to include choking.
The more I learn the more reinforced my thinking is that Bronze Working should be the first tech you research, and a worker should be the first unit you build. Bronze has so many periperphial benefits outside of getting axes and spears. Forest chopping is a huge boost to production unmatched in speed by any other strategy. Chopping those woods next to your capital gives choking Quecha's less places to hide. Also the Slavery civic is a valuable option, and can save cities on defense, in addition to fueling a dagger strike. Knowing where the Bronze is by turn 8 lets you plan to work towards it, so that by the enemy starts to choke you with more than 1 unit you have a good chance at having axes to stop it. I seem to have gotten sidetracked on why bronze/worker first is so dominant.
Choking is relatively easy to learn. Quechas are good chokers early, and hard to remove but 2 warriors can often remove the threat of 1 quecha. Without the aggressive trait, Quechas will win 2/3 of the time 2.2 to 2.0 against a plain warrior. However 2 warriors will beat 1 Quecha, 95% or more of the time because when strength is reduced by just a little a unit is dramatically less effective, with CIV's combat system. "Quantity has a quality all of its own." (Stalin)
Breathing is really about patience and not overreacting. That Quecha sitting in the forest next to your capital may be inconvienient but as long as you have 2 warriors lying around he dare not emerge from his hole or die. 2 or 3 quechas and you may need 4 or 5 warriors, but as long as you have more than he does, he can't really come out in the open, or he will trade 1 for 1 and your survivor will have a promotion. The Shock upgrade can be harsh, but by the time an Inca player can build a barracks and a few quecha, you should at least have a warrior in their house making them keep some back. Two technologies you should research early when facing Inca or any strong choker are Husbandry and Bronze. Finding either copper or horses, means you have an effective counter to choking, and will breathe fine until axes, but at some point you have to counter attack anyway. Chariots will overpower Quecha's usually, since they can guard against archers and warriors easily with 1 upgrade but cavalry will destroy them. I dont think I need to explain what happens when you get an Axeman against an early Inca choker.
The main advantage the defender has against chokers is that within and just outside a defender's borders, the fog of war is gone but the attacker is still mostly blind. You can see whats coming and prepare to crush it, even if you trade units this nets one of your units with XP. Also a defender must never get too caught up in defense and constantly look for opportunities to start fires in the emeny's house. You must put down the fire hose and pick up the box of matches at some point if you want to win.
Sending a unit to go cause trouble once in a while is good in many ways. It keeps the enemy honest, and also is a good scout. Think of it as stone age radar, send out a ping every 10 turns or so to check up on things.
Occupy key points and force the choker to move through open if he moves. When you have the choker outnumbered dont be afraid to attack, even on a hill or forest (both is risky though, see 'Key Points') , especially before the fortify bonus gets high. Be like the Russians in Enemy at the Gates "Every two men get gun, when first man goes down, man behind picks up gun and fights on." This assumes a stronger economy and production than the enemy, but when he is building chokers he isnt building workers and settlers. Maybe this is because I always try to play India. In most cases, the trade will be 1 for 1 anyway. The interesting thing about combat is that while a 0% to 10% advtantage leads from 50% to 68% chance of winning, going +20% and +30% is only 72% and 76%, Often to combat warrior chokes I send 2 warriors or 3 if in a forest to attack, and expect 1 loss. Winning that 20% chance or so is like a free unit.
One tactical trick Ive picked up in duels is trying to precognitively enter a forest square as the opponent give the order to, so that he runs into it and loses his choker (most likely). This relies on the choker having 1 space he wants to go to, and a somewhat less than perfect connection. It takes some practice but once it works a couple of times results are tremendous. Pay attention to the order the opponent moves his units so you know when the choker move is coming up, tap that hotkey and the direction you remembered if the plot isn't occupied yet.
Thats all I have on the choking topic without digressing too much.
The more I learn the more reinforced my thinking is that Bronze Working should be the first tech you research, and a worker should be the first unit you build. Bronze has so many periperphial benefits outside of getting axes and spears. Forest chopping is a huge boost to production unmatched in speed by any other strategy. Chopping those woods next to your capital gives choking Quecha's less places to hide. Also the Slavery civic is a valuable option, and can save cities on defense, in addition to fueling a dagger strike. Knowing where the Bronze is by turn 8 lets you plan to work towards it, so that by the enemy starts to choke you with more than 1 unit you have a good chance at having axes to stop it. I seem to have gotten sidetracked on why bronze/worker first is so dominant.
Choking is relatively easy to learn. Quechas are good chokers early, and hard to remove but 2 warriors can often remove the threat of 1 quecha. Without the aggressive trait, Quechas will win 2/3 of the time 2.2 to 2.0 against a plain warrior. However 2 warriors will beat 1 Quecha, 95% or more of the time because when strength is reduced by just a little a unit is dramatically less effective, with CIV's combat system. "Quantity has a quality all of its own." (Stalin)
Breathing is really about patience and not overreacting. That Quecha sitting in the forest next to your capital may be inconvienient but as long as you have 2 warriors lying around he dare not emerge from his hole or die. 2 or 3 quechas and you may need 4 or 5 warriors, but as long as you have more than he does, he can't really come out in the open, or he will trade 1 for 1 and your survivor will have a promotion. The Shock upgrade can be harsh, but by the time an Inca player can build a barracks and a few quecha, you should at least have a warrior in their house making them keep some back. Two technologies you should research early when facing Inca or any strong choker are Husbandry and Bronze. Finding either copper or horses, means you have an effective counter to choking, and will breathe fine until axes, but at some point you have to counter attack anyway. Chariots will overpower Quecha's usually, since they can guard against archers and warriors easily with 1 upgrade but cavalry will destroy them. I dont think I need to explain what happens when you get an Axeman against an early Inca choker.
The main advantage the defender has against chokers is that within and just outside a defender's borders, the fog of war is gone but the attacker is still mostly blind. You can see whats coming and prepare to crush it, even if you trade units this nets one of your units with XP. Also a defender must never get too caught up in defense and constantly look for opportunities to start fires in the emeny's house. You must put down the fire hose and pick up the box of matches at some point if you want to win.
Sending a unit to go cause trouble once in a while is good in many ways. It keeps the enemy honest, and also is a good scout. Think of it as stone age radar, send out a ping every 10 turns or so to check up on things.
Occupy key points and force the choker to move through open if he moves. When you have the choker outnumbered dont be afraid to attack, even on a hill or forest (both is risky though, see 'Key Points') , especially before the fortify bonus gets high. Be like the Russians in Enemy at the Gates "Every two men get gun, when first man goes down, man behind picks up gun and fights on." This assumes a stronger economy and production than the enemy, but when he is building chokers he isnt building workers and settlers. Maybe this is because I always try to play India. In most cases, the trade will be 1 for 1 anyway. The interesting thing about combat is that while a 0% to 10% advtantage leads from 50% to 68% chance of winning, going +20% and +30% is only 72% and 76%, Often to combat warrior chokes I send 2 warriors or 3 if in a forest to attack, and expect 1 loss. Winning that 20% chance or so is like a free unit.
One tactical trick Ive picked up in duels is trying to precognitively enter a forest square as the opponent give the order to, so that he runs into it and loses his choker (most likely). This relies on the choker having 1 space he wants to go to, and a somewhat less than perfect connection. It takes some practice but once it works a couple of times results are tremendous. Pay attention to the order the opponent moves his units so you know when the choker move is coming up, tap that hotkey and the direction you remembered if the plot isn't occupied yet.
Thats all I have on the choking topic without digressing too much.