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Imperialism -- Attacking Stacked Forts

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crymson

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Sep 3, 1997, 3:00:00 AM9/3/97
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Anyone have a method of attacking a fort heavily guarded by artillery
besides throwing piece after piece of light cannon at it? Once
someone gets 5 heavy artillery pieces lodged in there its incredibly
difficult to get them out -- and always at a high price.

Sappers/Demos seem next to useless..and in a big battle it takes
incredible patience to use them (or maybe I'm not doing something
right?).

Any/All strategies appreciated...

--
crymson

John Phelps

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Sep 10, 1997, 3:00:00 AM9/10/97
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In article <timbolEF...@netcom.com>, tim...@netcom.com (Mike Timbol) wrote:

> Sappers and their decendents are, more or less, useless for large battles.
> They take too long.
>
> What I do is fight the battle over a few turns, using plenty of Light
> Artillery, and several Light Cavalry (Hussars or Scouts).
>
> The Light Cav always moves before the Light Artillery, and they only take
> half damage. Use them to soak up all of the enemy artillery fire on the
> first round, while you move your own guns in place. Since your guns can
> move *AND* fire, you should be able to hit their artillery before their
> artillery pounds you back. That's key, because their just-damaged
> artillery does less damage.
>

One thing struck me reading this thread - did you guys realize that the
sapper can move all but one of his moves, and then dig for one square (his
last move point)? I use the trick above, attracting fire with Light Cav
or Skirmishers (which move before Sappers), and then run my Sapper forward
4 or 5 squares, and then dig the last one. You can hop your way forward
twice like this before getting in range of the defending infantry. So,
within 5 turns you can be blowing a hole in the wall, and you don't have to
dig a tunnel all the way in.

On that 5th turn (or however turns it works out to be), you charge with all
your cavalry (so you are then poised to go in through the hole), move your
Light Arty up to take their shot (preferably at the defending cannon) like
Mike describes, and you should be in great shape.

Patience is the key! : )

(that, and higher tech arty doesn't hurt in the slightest)

John

--
John Phelps - correct mailto: jphelps at austin.apple.com

Anything above represents my personal opinion, not my employer

So little time, so many games...

bruce

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Sep 11, 1997, 3:00:00 AM9/11/97
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So, did anyone notice that you can shell portions of the enemy fort walls
while staying out of range of the cannon defending it? Just set up one square
outside of the "red zone" with the cannon and shell the walls directly. It
usually takes three good hits to knock one down, but since no units are in
danger, the AI will ignore you
-Chip
NOSPAMPLEA...@quasar.phys.vt.edu


Getzen

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Sep 11, 1997, 3:00:00 AM9/11/97
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In article <jphelps-ya0240800...@news2.apple.com>,
jph...@nojunk.here.com (John Phelps) wrote:

>One thing struck me reading this thread - did you guys realize that the
>sapper can move all but one of his moves, and then dig for one square (his
>last move point)? I use the trick above, attracting fire with Light Cav
>or Skirmishers (which move before Sappers), and then run my Sapper forward
>4 or 5 squares, and then dig the last one. You can hop your way forward
>twice like this before getting in range of the defending infantry. So,
>within 5 turns you can be blowing a hole in the wall, and you don't have to
>dig a tunnel all the way in.

Good thinking! I will be trying that in my next battle.

Jim Getzen
get...@home.com

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