Most of the older threads have been archived, so I thought I'd start a new one. Post your favorite and frequently-tested tactics here!
I'm not a strong micromanager, so I'll mostly be learning from you. Here's what little I can share, though.
* Generals are worthwhile. Having one present means your army will have a slight bonus, which increases as you research Castle B techs. At the highest level of Castle B techs, an army of five Tanks supported by a General can defeat an enemy army of ten Tanks unsupported by a General.
* Spies are usually best sent against enemy siege, or cavalry/armor in a pinch. Beware of relying too heavily on spies - the game gives many different ways of counteracting them, as the CEO and enemy Scouts can effortlessly shut down bribery tactics. Make sure to set your Spies an escape waypoint (shift + right click) so they can get out of danger after they bribe. Spies uncloak after bribery and will otherwise stand around helplessly waiting to get killed.
* If you know where the enemy's fighting force is located, you can coordinate a two-part attack. One force (the anvil) engages them from the front, exchanging fire and essentially holding them in place. The second force of mobile units (the hammer) engages the enemy from the flank, causing extra damage. This can be effectively done with an Anvil force of mostly infantry with a General using his Entrench or Decoy ability, and the Hammer force using cavalry or armor with a General using his Quick March or Ambush ability. The Comrade patriot is especially useful as he gives a potential +10 to Armor overall (if you have full Castle B tech), making your units very resilient.
* If you're intent on using Spies, you'll have to take out the enemy Scouts and CEO quickly - ranged cavalry or armored cavalry is good for this. If none are available, infantry will do in a pinch, but you'll need to be quick and attack from the side or rear in order to reach the anti-Spy units.
* In pre-gunpowder ages, Heavy Infantry tend to die very quickly because of their lack of speed and lack of ranged attacks. The primary use I can think of for them is as a conservative defensive force to surround your siege and supply, or in rare occasions to screen your infantry against a committed cavalry rush. In early ages they can take down a small city too, but are probably less effective at this than siege.
What other micro tactics should players be aware of?
I'm not a strong micromanager, so I'll mostly be learning from you. Here's what little I can share, though.
* Generals are worthwhile. Having one present means your army will have a slight bonus, which increases as you research Castle B techs. At the highest level of Castle B techs, an army of five Tanks supported by a General can defeat an enemy army of ten Tanks unsupported by a General.
* Spies are usually best sent against enemy siege, or cavalry/armor in a pinch. Beware of relying too heavily on spies - the game gives many different ways of counteracting them, as the CEO and enemy Scouts can effortlessly shut down bribery tactics. Make sure to set your Spies an escape waypoint (shift + right click) so they can get out of danger after they bribe. Spies uncloak after bribery and will otherwise stand around helplessly waiting to get killed.
* If you know where the enemy's fighting force is located, you can coordinate a two-part attack. One force (the anvil) engages them from the front, exchanging fire and essentially holding them in place. The second force of mobile units (the hammer) engages the enemy from the flank, causing extra damage. This can be effectively done with an Anvil force of mostly infantry with a General using his Entrench or Decoy ability, and the Hammer force using cavalry or armor with a General using his Quick March or Ambush ability. The Comrade patriot is especially useful as he gives a potential +10 to Armor overall (if you have full Castle B tech), making your units very resilient.
* If you're intent on using Spies, you'll have to take out the enemy Scouts and CEO quickly - ranged cavalry or armored cavalry is good for this. If none are available, infantry will do in a pinch, but you'll need to be quick and attack from the side or rear in order to reach the anti-Spy units.
* In pre-gunpowder ages, Heavy Infantry tend to die very quickly because of their lack of speed and lack of ranged attacks. The primary use I can think of for them is as a conservative defensive force to surround your siege and supply, or in rare occasions to screen your infantry against a committed cavalry rush. In early ages they can take down a small city too, but are probably less effective at this than siege.
What other micro tactics should players be aware of?