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Last post 09-02-2008, 8:27 PM by ohyeah. 21 replies.
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Subject:
Naval Warefare
Lately I have been playing alot of water maps and gotten the yuck knocked out of my mouth. I'm looking for a good strategy set for water maps. Post on your favorite civ, what you would do in each age, deck ideas, your best strategy for conquering the water ways, etc...
This is a cry for help so please no BS.
Conquer, or go home!
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Red-Commie  |
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Where the grass is green and the girls are pretty |
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Subject:
Re: Naval Warefare
1. Build ships
2. Attack
3. PIHB
4. ???
5. Profit
I'am nothing, nothing is perfect, therefore, i'am perfect.
The object of war is not to die for your country, but to make the other bastard die for his -General George S. Patton
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Subject:
Re: Naval Warefare
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Ummm... Yeah. That didn't help.
Conquer, or go home!
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Subject:
Re: Naval Warefare
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i would recomend for attacking on sea to use the spanish or ports as they have gof ship cards and upgrades, the tad and twc ships are horrible compared to the europeans, for eco i would reccomend japan as they can get 5 fishing ships in age two that can be sent twice
don't click this this? Site
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Subject:
Re: Naval Warefare
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So far, Kev, you da man. Anyother takers? I'm hurt'in here.
Conquer, or go home!
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Subject:
Re: Naval Warefare
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I've found the Iroquois work well, I"m assuming the aztecs are better with an extra boat, providing you use the water dance with a full firepit, it adds 80% to health and attack. Plus you can get 2 privateer cards, 3 boats and 4 boats. I"ve played mainly with friends via LAN at Honshu and I own the map by pumping out canoes and using them to fish when they aren't attacking. It saves pop and produces resources.
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Subject:
Re: Naval Warefare
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If it's supremacy we're talking about here; I suggest the Dutch. They have a 3 Fluyt shipment in the Fortress age - just FF or Semi FF and ship that in for a huge boost to your water control.
Know what's weird? Day by day, nothing seems to change. But pretty soon, everything's different.
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Subject:
Re: Naval Warefare
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If you're not good at water i'd suggest that you try to take control on land and ignore the water.
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Subject:
Re: Naval Warefare
Everyone frow Rawrzilla on down has had some interesting ideas. The map in TAD were your on a tiny island is a good example of were I need help. I've walled my Island completely and built three docks and I'm still getting a good swift kick in the balls because defending a second colony is hard. The one in the Japanese isles is also a real pain if you want to expand and set up ship choke points by taking over islands to set up artillery and outpost to stop incomming ships. The Japanes, I've noticed are good here, because there castals can be upgraded with one shipment and another can increase there range. I played Dutch thinking I could get an easy win by just buying more wood in age 3 and sending for some factories in age three and I somehow still noobed it up. I want a good balance of naval power, but, what about my landing party. Getting a good balance between my ships, economy, and land units is my biggest problem. When I play a European civ, I always choose advanced hot air balloon to find targets for my monitors. What then, am I doing wrong? Whatever. I gotta go to bed; I have this crappy thing called a job *UGH* Later playas.
Conquer, or go home!
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Timrio  |
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On my Fancy Throne |
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Subject:
Re: Naval Warefare
Aztec, British, Spanish, Maybe ports (I could never see why they have a better navy. They have the same cards ) And China are great Naval civs.
Aztecs have Water dance and the Talcoc Cannoe. Very Powerful and cost effective with Water dance. Includeing the fact they have a bit of shipments.
British have powerful cards. Mortar Combat, Off shore support, and Naval gunners are a great boast to the navy.
Spanish have tough Galleons. Almost as strong as Frigates. Not only that they get an Extrea Warship card.
China. Fireships in cases are not cost effective. But Fu-Chan and Warjunk are though. Fireships are great to destroy docks when your other navy is holding up somewhere else
Japan (Edited in): Japans Navy is slighty UP. They're Carvel is fast but isn't good in Combat. The Galleon is a bit more powerful. But still can get pwned.
They're Frigate is also slighty UP: Instead of a 40 Siege Broadside attack, they do 35 Siege Broadside | | |
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