You know what, howitzers probably a very good idea. I've been playing this
game for years and can't ever remember building or using any
howitzers...stictly massive tank assault (Elephants/Crusaders early...
ironclads are cool).
"Jim Walshe" <jim@[EMAIL PROTECTED]
> wrote in message
news:1070222827.19336.0@[EMAIL PROTECTED]
> I agree with Trog's idea for taking a whole continent at once, but
would
> like to suggest a variation that can improve your Civ score.
> If you use spies and howitzers (you'll still need some armour for
its
> 3-square movement) you don't need to destroy the city walls.
Investigate
> city with a spy, then attack with howitzers, and you should get two
rounds
> of combat from most of them. The advantage of this is that the city
doesn't
> lose a population point for each combat you win if it still has its
walls,
> so you take over a larger city & this gives you a higher score.
> Nice to see there are people still playing Civ2 - I thought I was
the
> only one.
> Jim.
> "Trog" <Trog@[EMAIL PROTECTED]
> wrote in message
> news:nvXqb.511$KN4.310827@[EMAIL PROTECTED]
> > Here are 3 little tricks to help win you the game by conquest:
> >
> > *1).The Trouble With Partisans.... Invading a country can be made
> difficult
> > with half-a-dozen partisans jumping out everytime you take a city, so
in
> > order to eliminate them try this: attack with overwhelming force,
which
> > sounds simple but you want enough units to totally surround the city
> before
> > taking it. If you can position a unit (spy, caravan, plane, tank,
> anything)
> > on every one of 12 city squares before taking it there will be no
place
> for
> > partisan units to pop-up.
> >
> > *2) My g*ddarn Senate signed a peace treaty behind my back!!!..... If
you
> > are hopelessly ahead in the tech & military unit race the A1 nations
will
> > frequently switch to Fundamentalist Govs. and wait for you to attack
them
> so
> > they can buy back their cities and steal your tech. The way to prevent
> them
> > from buying back their cities is to attack as a Democracy. (if you
have
> > built happy wonders and happy improvements like temple, courthouse and
> > coloseum attacking as a Demo is not much of an unhappy problem with
20%
> > luxeries.. play the WW2 scenerio in MPG as the Allies for practice).
Of
> > course, the Senate of a Democracy will continue to try signing a
treaty
> > after ever city-conquest which can leave you exposed to enemy spies
and
> > attacks. To prevent that, simple suround the city as outlined in *1
before
> > taking it. Immeddiately after taking the city go into the diplomacy
screen
> > and send a diplomat to the victim civ. who will alway tell you to Go
> Away!!!
> > which pre-empts your Senate from interveening. You see, your Senate
only
> > interveens when the enemy civ sends a diplomat to YOU. The enemy civ
will
> > only do this when one of your units approaches one of their units or
> cities
> > after a city is taken.... if you surrounded the city and blocked the
> > Partisans you can beat them to the diplomatic punch. Instead of asking
for
> a
> > treaty the A1 will angerly send you away...you are now free to move
onto
> > city #2 with no meddling from your Senate.
> >
> > *3) Wow, taking the enemy one city at a time is still kinda hard. I
lose
> > units when they counter attack, they send spies, my Senate keeps
butting
> > in:... Well, this takes us back to the OverWhelming Force Theory. Try
> taking
> > the entire civ. or land-mass in one-shot (one turn)... I do it all the
> time
> > on deity level. The best units to do this are a massive force of tanks
and
> > spies. (lots and lots of tanks and spies). Send the spies in one at a
time
> > to blow-up the enemy walls (it will usually take 3 or 4 spies per
city).
> Use
> > the spies to walk you tanks around enemy units blocking you with their
> zone
> > of control (hopefully, the enemy has a good RailRoad system). Pound
the
> city
> > down until there are no enemy units in it BUT DON'T TAKE IT just yet.
Now,
> > use your spies to blow-up the walls in the next city and spy walk your
> tanks
> > over. Pound this city down until it is undefended but DON'T TAKE IT
just
> yet
> > either. Now move on to city #3 and all the rest one at a time. After
you
> > have done this to each enemy city, surround each one one at time as
> outlined
> > in *1 (place 1 unit on each of the 12 city squares), take the city and
> > immediately head to the Diplomacy menu to prevent Senate intervention.
Now
> > go take all the other undefended cities the same way...one at a time
after
> > first saurround it. Remember, moving along on RailRoads cost
absolutely
no
> > movement points... tanks and spies have 3 movement point each... a
fighter
> > or cruise-missile can park on a mountain top and wait for a city to
fall
> > before landing in that fallen city (just make sure it is all done on
the
> > same turn.... Bombers (And missiles) are great at surrounding and
pounding
> a
> > city down too but you get the tanks and spies long before the Bomber
and
> > missile techs comes along and the game should be over by then if you
> played
> > your cards right).
> >
> > cya.
> >
> >
>
>


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