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And once the wall is gone, your catapults are relatively safe (unless the enemy has a ranged unit in the city).
Ancient Walls combat strengh is equall to the range combat strengh of the best range unit built by its civilization. If your opponent only have archers, with their 25 range strengh, it won't two-shot your catapults and their 25 melee strengh.
If that's the case, then your opponent probably have better range unit.
Generaly speaking, siege weapons are weak (not that weak, but still weak) and must be protected. A General is also a great addition for the movement boost.
1) They are rather fragile, yet their whole utility is in taking down walls, and walls have a ranged attack that can always hit them. A very late promotion and the late game observation balloons give them stand-off range, and that's nice, but not available until pretty late.
2) They can't (normally!) move into range of a city and then fire on the same turn. This slows down the tempo of your conquest, but also means that these fragile units always are open to attack by the walls and whatever ranged units are in the city before they can get in their own first shot. Yikes!
It is true that one of their first line promotions, Crew Weapons, gives them +7 defense strength, which helps correct the fragility problem. However, they have to attack a lot and/or survive a lot of attacks to get the XP needed for the first promotion, and 2) interferes with getting in a lot of attacks, while 1) interferes with survival. Yikes!
All that said about their drawbacks, you become dependent on siege artillery to take cites for the whole long period between Renaissance walls and bombers, so you have to either figure out a way around their drawbacks, or accept the impossibility of conquest during this interval. Okay, the interval is not quite that long,as observation balloons give them stand-off ability, but it's still pretty long, and may encompass the interval during which a unique unit of yours is relevant.
One method has been mentioned, massing them and moving in 2-3 on the same turn. Unless they can be one shot, you get shots with the ones the enemy doesn't target, while the targeted unit retreats to heal. This can be pretty slow,but it will bring down the walls eventually. Melee or anti-cav with rams can speed it up, with both together maximizing the speed, which is all-important to keep up the tempo enough to work past loyalty problems.
A stratagem you can use to avoid the AI choosing your siege units to target is to distract them with something more vulnerable, like a scout, or a unit weakened by prior damage. The AI pretty rigidly uses the wall's ranged attack against the weakest available target.
Preferable, if you can manage it, is to use a great general with your siege artillery. Having them in range helps a bit with the fragility problem, but much more importantly by granting an extra movement point. It isn't really that siege artillery cannot categorically move then shoot on the same turn, it's really that they need 2 mvt points to shoot. The general gives them 3 mvt points, they use 1 to get in range, then can attack (with a strength bonus from the general) before the walls can attack back. Send in enough of them and the walls never get to attack, or at least not powerfully enough to kill your siege artillery..
The Khmer's Domrey, Bolivar's ability, and Cyrus's surprise war bonus achieve the same effect as a great general, which is why all three make wonderful conquerors.
Making siege artillery viable is a huge benefit, because they can help greatly with the tempo of conquering cities up until they are replaced by bombers in that role, and conquering cities is hugely beneficial to any victory type.
The catapult is indeed the problem child of the line, because it is so fragile (especially after crossbows appear), and the ram and tower are a better alternative in that era. But, if you foresee a need for trebuchets or bombards later on when rams and towers won't work anymore, acquire some catapults and get them that first promotion so that these later units in the siege line can get a running start.
After Ren walls start popping up, you really will have no choice. It's siege artillery or nothing until bombers appear. If you used both back when both were still useful, then your siege artillery will have acquired the promotions that help it succeed against Ren and later walls.