Timhotep
Pleb
posted 07-16-01 10:02
ET (US)
1 / 11
I also had hard times with the sea people and losed all my ships and had to load the previous save again and again.
The best tactics was this: I had two warships waiting the attack in the north, other four were waiting in further away, they took care of the transports. Enemy warships started following the first two ones, i moved them slowly to west, keeping some distance between them and the enemy ships. If they were engaged in close combat, they were destroyed at once, but this way they were shooting all the time without getting much damage. It is also possible to send another one to get repair.
After a while some of the sea people`s ships stopped and were left behind from the other ships.(Perhaps they had taken some damage, there is no way to see this but it is obvious) They were easy to destroy one by one.
I also tried to lure enemy ships to the flood plains and once succeeded to destroy the whole fleet this way.
This tactics takes time but slowing the game speed to 50-60% makes it possible to take care of the city at same time.
Sutekh
Pleb
posted 08-26-07 14:55
ET (US)
8 / 11
Do not forget that their warships are superior in terms of ramming but inferior in terms of fire - your warships are far better protected against missile fire and the range of your missiles is quite impressive.
Keeping this in mind, you should always take advantage of their weaknesses. Timhotep's tactic is good and Tryhard's note on towers too. However, I don't recommend to build towers as they are fairly expensive and the land is split.
Instead, you can easily build two archer companies and, just before you are invaded, order your archers to hold "loose formation" on the respective bank so that your enemies do not inflict heavy casualties. I found archers really very effective against warships of Sea People.
Although it might be objected that building companies is also costly (and it surely is), the distinction consists in several moments.
1) Towers cannot be sent to battles in far-off lands, can they? Archers can. And with repeated Seth's minor blessing received before the respective distant battle your troops are always victorious regardless of whether you sent a company consisting of a single bowman or full six academy-trained chariot companies. You don't have to care if a small, average or a large force is expected to strike there.
2) Archers can be trained quickly and their arrows damage ships (at least those of Sea People) greatly. If ordered to hold a loose formation, they are less vulnerable to hostile fire. In fact, I had 3 companies, all involved in defence when Sea People arrived and with help of my 5 warships (the sixth was chasing transports), I was able to win with only 2 casualties (2 bowmen). (Normal difficulty)
3) Enemy ships will not stop under a tower (and fight it) and even though vessels of Sea Peiple are slow, javelin throwers are not accurate at range, missing their targets. Nor are sentries. When passing by archers who are standing along the river bank(s), enemy warships will stop and start shooting regardless of whether crews are tired or not. However, transports always try to break through and disembark troops so have a couple of your own warships ready to thwart this intention. So, archers have a "locked" target and sink ships as fast as is humanly possible. Despite the fact that your warships are nearby and firing arrows on the enemy warships, these will not attempt to ram them. So you can have 4 warships floating a few steps from the enemy but they won't start chasing your ships.
joshofet
Pleb
posted 08-26-07 17:34
ET (US)
9 / 11
Are you aware you are adding to a thread that is over 6 years old Sutekh. These issues may have been discussed elsewhere, and apart from Tryhard I wouldn't expect anybody of the others to react. Nonetheless you do have some valid discussion points.
rockpenguin
Pleb
posted 05-17-20 07:13
ET (US)
11 / 11
Couldn't resist keeping this going after a six year and 11 year gap. Struggled with naval warfare but hoping this helps!
RP