militia for cities(how many are free upkeep, spear militia as they have 75 men - not that riots are the problem that it was in rtw, but... out of rtw habbit:p), 2-3 pessies in castles.
In all honesty... the ai attacks are obvious from so many miles away, you have plenty of time to get back(ok, I'm watchtower obsessed, and 90% of the time I have a spy in every enemy city on my border). Also, the ai NEVER(or ok, in ~10 long campaigns, I never noticed it) sieges you when you're already attacking one of his cities unless you share a huge border.
Combine the above with the ai's passion for carrying tons of siege eq/artilery which makes his armies crawl and you should have plenty of warning. Also, as a side note, never saw him assaulting in the 1st turn(even when he has siege eq., he'll just sit there patiently to build his ram only to bombard your walls in the next turn...).
When I just conquered the city:
- it already has a trained spy in it(I keep training them till they reach max. - just go in the city again and again every turn) so the chance he gets in a spy vs. my guy with 9-10 skill is close to nil(not that he uses the opened gates anyway, but...);
- I redo my units, and what needs training I gradually send back to retrain(3/turn, or whatever, so the garnisson is all the time still close to full);
- in the mean time I build churches/townhalls(everything useful that the ai never builds);
- stack is back to full, some militias are trained, go for the next city; or stay there, whatever...
When I don't want to attack the faction and it's obvious that he prepares to attack me:
- 6-7 spear militia; ok, prolly I'd use more if it'd be very late in the game, however, very late ingame you have so many troops that it hardly matters(and he has so few:p) plus probably you can field 2/3rds of a stack in any desired city in 1 turn when you feel he's about to attack(each city/castle produces 3 units, and you should have at least 2 cities near enough).
- 1-2 pessie archers(highly optional);
- 1-2 cav. units(to chase the routers). Mailed knights or whatever should do just fine.
This should hold perfectly against anything bar mongol/timurids, but those are another story anyway. When he sieges, I just drop all the imagination I might have and just blob my militias to repel his attack. He does 2 holes on the left wall section near the gate, 2 on the right, so I can put my schildoms there in the deploy fase as he always does them in exactly the same place. Make sure the units are close enough to the wall where I know he'll make the holes in order to allow only few soldiers in at a time. Abit on the left/right too, so he can't charge at all, because he'll have to go around the wall abit.
If he has a general, lucky me, because you'll kill him very fast(general being mounted and the ai charging like the french at crecy, needless to say the general reaches the hole 1st and insists in fighting your spearmen till he dies - I know that a bg unit can mop a spear militia like no tommorow on open field with charge, however he can't charge here).
If he doesn't have siege machines... you fight on the walls, which already gives a huge bonus... I put 4 or so militias on the walls, and the other 2-3 are sent where it seems to be hotter. If I want to be nasty, I pull my cav. out through the gate and charge in his back(main gate is just fine, he'll ignore you anyway - that suppossing he didn't use the ram, if he did... side gate). Charge in the back, his units already worn out abit, morale penality due to them being in a big blob... they break on charge like no tommorow...
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