Well, I thought you had a little more than that. Let me try to add a little. Always use the terrain. If possible, keep hidden wings of fast units, like cav, off to the side. If you are towering a choke point, try to hide them deep in enemy territory, with a couple of scouts to prevent backfire. Remember to always have an open channel of attack wide enough to split your force, and do not rely entirely on this force. backup from the sea, esp. with cat tiremes, will be a great asset if you can reach the choke pt. They will do a good job of disabling the cat's defenses. While useless against other ships, esp. econ-wise, they are a little cheaper than cats, and faster. Let's review the facts.
cats (fully upgraded)
180w, 80g
hp=150
at=60
damage area=11 tiles
speed=.8
fire rate=5.0
range=13
juggernauts (fully upgraded)
135w, 75g
hp=200
at=35
damage area-12 tiles
speed=1.4
fire rate=5.0
range=10
I am not promoting the widespread use of them, just their use for this strat, provided they have defense nearby too. They are still good if you are not using a choke point, but cannot work together with your land force as much. Now to get back on track. I realize I am basing this strat on a wetmap, particularly medit, but I don't do dry maps much anymore, they tend to lack balance more then wet ones. Here are a few points that relate to all maps. You should have vills working near the points at which you employ this strat, because those towers are gonna need fixin and replacing as freaquently as they are attacked. I like having priests back there, but protected by slow, powerful, and cheap units. I nominate legions for this, but if u don't have 'em, use hoppers, but be sure you have something else to counter archers. If you succeed in making them rush the towers, then will be your moment of glory. With watever they send at you, provided u have all I outlined above, will either be too weak and slaughtered by the towers and back defenses (excluding the priests, which should retreat), too slow and succeptible to the priests and juggernauts, or too numerous. By that I mean a rush of about 40-50 units like compies, slingers, and legions, which will be stuck in the middle and dumped on by everything.
Here are a few other things you could consider. Walling in iron is quite ineffective, but there are other things you can do with walls. begin construction on wall units all over the perimeter of your base, and any unit that stops within range will destroy it, giving you warning in advance. Another thing you could to is build a pattern of wall tiles with plenty of open space for FAST units to get through at creative places. You wouldn't believe the confusion this causes slower eles and cats, without hindering your offensive units, but also holding them succeptible to your own siege. (until the enemy tells his cats to stop, they will not attack but keep trying to move) I will stop now because I have typed so many posts today, my fingers will never be the same. I trust, wedsaz, that given something to go on, you will have much more wisdom to offer. You seem better at fixing things that starting from scratch. I do look foreward to hearing what u, and anyone else has to say about this post. until then, godspeed, and don't get yerself killed.------------------
Now keep yer eyes on the road and yer mind outta the gutter