View Full Version : Chariots, The Perfect Medic
CivMcNut Feb 15, 2008, 10:15 AM I have played a couple of different games where I had a chariot I promoted to medic in the classical age, winds up being my primary medic the whole game. They are awesome at this job.
They are definately the last unit to get attacked once it gets to the middle ages or unless you have like a warrior standing in the same tile. They still move quick and heal as good as any other unit after time. The whole key is just to keep them away from the fray and slide them on in after the battle is over and the troops are beat up. What's more, if the only chariots you have left are medics, then you know what they're doing near the fight and it's a reminder to move them in, and heal your current beat up stack.
With the two movement points they move just as fast as any other unit til gunships.
tycoonist Feb 15, 2008, 10:17 AM chariots are frequently attached to GG to make a super medic 3 chariot.
ese-aSH Feb 15, 2008, 10:35 AM about GG remember that for agresive leader :
medic1 + wood1 + wood2 + wood3 on a melee/gunpowder unit
gives you 25% heals exactly as the :
combat1 + medic1 + medic2 + medic3
will do on a chariot.
and your melee/gunpowder unit can still get the medic2 + medic3 promotions later.
KaytieKat Feb 15, 2008, 10:51 AM Hi
I used to like chariot medics lots but since BtS I been using medic spearmen more especially if leader I am playing is agressive. Agressive means u can make a medic spearman right out of the barracks which u cant do with chariots until much later and even without agressive spearman medics can eventually go down the woodsman line which means if you attatch a gg to it it can have 40% healing with medic 3 and any others you make that dont have gg can still go down woodsman and get 25% healing which is as good as gg attatched chariot only no gg needed.
Now bout the only time I use a chariot medic is if I am doing a early chariot type only rush and want a medic to keep up but as soon as I start using cats or axes or anything to attack where stack is going to go one square at a time, medics start being spearmen.
Other medic types I like are medic privateers so they can heal faster while in enemy or neutral waters.
Medic transports are also handy not only for healing ships but while units are sitting in transport they dont count as moving EVEN if the transport does so they will heal up while transport is sailing on to next target.
Medic navy seals or mechs especially if u make in redcross city so you dont need to waste promotion to get medic can be very fun. they make march work even better and they are like little energizer bunnies they never stop after battle but by time they get to next fight even through enemy territory they all healed up they just keep going and going hehe.
Kaytie
madscientist Feb 15, 2008, 10:53 AM I will generally attach a GG to a chariot for the medic III although I agree medic I and woodsman III are pretty nice although tough to get medic II and III if the chariot avoids combat. Monty's UU allows several super healers without having to attach a GG to.
alex sword Feb 15, 2008, 11:39 AM Medic III and Woodsman III combination should be the target one. So, Chariot is not a good choice for super medic (woodsman is not available). Explorer is better option.
madscientist Feb 15, 2008, 11:46 AM Medic III and Woodsman III combination should be the target one. So, Chariot is not a good choice for super medic (woodsman is not available). Explorer is better option.
The problem with an explorer is how do they get the promotions? You can build one with say 5 free XP, that's Woodsman III (woodsman I is free). Attach a GG and you can get combat I (you need this first), medic I medic II (25 XP if I recall correctly) and that's it. The unit cannot attack so no experience points. A melee unit you can attack when the odds are high to keep getting experience.
The idea would work for a charismatic leader though.
Personally I like the mounted unit and settle for medic III for the speed. Otherwise I would use a melee. I should also note I never refuse the free upgrade as I usually have well promoted units in the stack anyway. Risky, but no good general lives forever.
alex sword Feb 15, 2008, 11:58 AM You're right but one statement is not correct - GG should be attached only when Explorer gets enough points to be supermedic.
I do so:
1) Build 2-3 explorers as soon as they are available to explore land.Yes, you need play support, but you will get better trades and also when paper is available you will get more cash for maps.
2) 10XP is quite feasible with barbarians. That's Woodsman III.
3) when you start war, move your explorers in good places (forested hills) and let them fight. Most probably, one will live long enough to get 17XPs. Supermedic is ready as soon as GG is attached.
KaytieKat Feb 15, 2008, 12:22 PM Hi
Biggest problem with getting a woodsman 3 supermedic explorer isnt fact that recon units are hard to get promoted but because woodsman 3 promotion isnt an option available for recon units
Kaytie
Way_Traveler Feb 15, 2008, 12:31 PM Is there any reason your medic unit and your woodsman unit have to be the same unit? In my most recent game, my warrior got Woodsman III early (fluke, granted). I then used my first GG to create the standard Medic III chariot. Seems to be working pretty well. Just keep 'em in the same stack.
KaytieKat Feb 15, 2008, 01:02 PM Is there any reason your medic unit and your woodsman unit have to be the same unit? In my most recent game, my warrior got Woodsman III early (fluke, granted). I then used my first GG to create the standard Medic III chariot. Seems to be working pretty well. Just keep 'em in the same stack.
Hi
I am pretty sure medic 3/woodsman 3 healing bonus wont combine to heal other units unless both promotions are on the same unit. Now I am NOT 100%sure how it all works but I THINK what game seems to do is go through whole stack and sees which unit is giving best healing to the stack and then the stack gets that healing bonus and thats it so having two seperate units, one with woody 3 and one with medic 3 wont help the stack like one single unit with both promotions would.
Kaytie
Plinko16 Feb 15, 2008, 01:10 PM Medic bonuses do not stack, that pretty much explains it.
pfo Feb 15, 2008, 01:12 PM I like spearmen better, as they are dual purpose. Often when invading enemy lands, the cavalry are the most capable of hitting you with their extra movement. Having some dummy spears along to play medic could deter this, and they are not likely to be picked to fight non-cavalry, especially with medic promotions. Two per stack usually works great.
InvisibleStalke Feb 15, 2008, 01:15 PM Woodsmen 3 + medic 1 is not a big stretch for an aggressive leader and doesn't require a great general.
lordqarlyn Feb 15, 2008, 01:43 PM I have played a couple of different games where I had a chariot I promoted to medic in the classical age, winds up being my primary medic the whole game. They are awesome at this job.
They are definately the last unit to get attacked once it gets to the middle ages or unless you have like a warrior standing in the same tile. They still move quick and heal as good as any other unit after time. The whole key is just to keep them away from the fray and slide them on in after the battle is over and the troops are beat up. What's more, if the only chariots you have left are medics, then you know what they're doing near the fight and it's a reminder to move them in, and heal your current beat up stack.
With the two movement points they move just as fast as any other unit til gunships.
Medics are absolutely essential for massive offensives. Indeed, units with medic in my stacks do not attack, they just sit there providing healing.
Cabledawg Feb 15, 2008, 01:59 PM Medic Promotions do stack. A 40% healer is something I strive for in every game.
http://forums.civfanatics.com/uploads/97311/Civ4ScreenShotMED.jpg
madscientist Feb 15, 2008, 02:03 PM CableDawg, I think you misunderstood. One unit can get all those promotions. The question was would 1 unit with Woodsman III and another with medic III together equal one unit with Woodsman III and Medic III, which cannot happen (and is easier to get).
DMOC Feb 15, 2008, 02:12 PM My favorite medic healers are impis. They are much better than chariots in my opinion and they even have a mobility promotion. :)
r_rolo1 Feb 15, 2008, 02:15 PM There is a big con to chariot medic in BtS : khmer UU ... and the guy loves to build them....
IMHO a spear/pike is much better, as it can serve to something more than healing
popejubal Feb 16, 2008, 01:29 AM Medic III and Woodsman III combination should be the target one. So, Chariot is not a good choice for super medic (woodsman is not available). Explorer is better option.
Wood III is not available for Recon units (Scout/Explorer).
Only Melee units can take Wood III. That means Axemen/Macemen. The way I figure it, it's easy enough to get a 10 XP unit, just go straight for Wood III and ignore the Medic line. Only attach the GG AFTER you already have Wood III, Combat I, Medic I unit so that you can go all the way to Medic III Wood III in one shot.
Unless you're actually getting all the way to Wood III, Medic III, you don't need the GG at all and would be better off settling the GG for the extra XP in your Heroic Epic city.
popejubal Feb 16, 2008, 01:32 AM Is there any reason your medic unit and your woodsman unit have to be the same unit? In my most recent game, my warrior got Woodsman III early (fluke, granted). I then used my first GG to create the standard Medic III chariot. Seems to be working pretty well. Just keep 'em in the same stack.
Those promotions each work just fine, but they won't stack with each other if the Wood III and Medic III are on different units. The promotions only stack when the Wood III and the Medic promotions are both on the same unit. This is possible with a Melee unit and only with a Melee unit since Wood III is only available to Melee.
It's a ton of XP, but it's doable.
Peluin Feb 16, 2008, 03:11 AM Here's something I've done in games where I go out of my way to make a super-unit ( > 100xp):
For your first great general, have him lead a unit.
For following great generals, put the first great general unit and one "normal" unit together on a tile. Attach the new great general to the normal unit. Every unit on the tile gets a share of 20xp, which includes your first great general unit :)
You could level up an explorer that way, but as was mentioned, they don't get woodsman 3. So don't :) Can be useful to get those last 5-10 xp for other healer units going for Med3/Woods3 though!
CivMcNut Feb 18, 2008, 12:17 PM The thing I like about the chariots as medics the most I believe is that they are easy to identify later in the game, if you don't have any other kind of chariot. You know why they are there and what they are doing.
Peepers Feb 18, 2008, 09:34 PM My vote is for Impi. 17 XP will get them to +25% heal, sans GG.
druidravi Feb 19, 2008, 10:58 AM 1)Jaguars medic3+wood3 @ 26 exp , morale @39exp
Tie
1) Agressive+Charimsatic(Boudica) -- medic3+wood3@28exp. morale @38 exp
Just get a melee medic unit to 8 exp attach GG - bam supermedic
3)Impis medic3+wood3 @ 37 exp come with free morale
4)Agressive leaders/ Quechha medic3+wood3 @ 37 exp, morale@ 50exp
With quechhas it is easy . You can just attack barbarain/Ai archers on ground gaining 10exp easily . Attach a warlord and you have a 30 exp wood3+medic1,2 unit . Upgrade it to spear and just attack all those defenceless horse units Ai likes to keep next to your stack till you reach 37 exp . With quechha you unit starts early in the experience game . Also with quechha rush you can get that GG very early.
With aggresive civilizations you start a bit later with spearmen medics as warriors don't have quechha's lifespan.
Tie
4) Charismatic Leaders medic3+wood3@ 38 exp morale @49 exp
Notable leaders would be Charimatic french leaders with 2 movement musketeers .
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