Camikaze
Jul 06, 2011, 12:04 AM
Modern and Future Units
Introduction
Modern warfare is an aspect of the game that many enjoy, and that provides quite a variety in terms of unit types and uses. If your game isn't over by this stage, the chances are that you're either going to want to utilise military force, or will have to defend against it. Units covered in this article span from the stock standard Mechanized Infantry to the imposing Giant Death Robot, with explanations covering their basic statistics as well as their offensive and defensive uses.
http://forums.civfanatics.com/images/war_academy/civ5/techs/big/advancedballistics.pnghttp://forums.civfanatics.com/images/war_academy/civ5/techs/big/stealth.png
Key Concepts
Atomic Bomb
B17
Bomber
Guided Missile
Helicopter Gunship
Jet Fighter
Mechanized Infantry
Missile Cruiser
Mobile SAM
Modern Armor
Nuclear Missile
Nuclear Submarine
Paratrooper
Rocket Artillery
Stealth Bomber
Giant Death Robot
Conclusion
Key Concepts
Cost- the :c5production: Production cost of the unit.
Movement- the base number of :c5movement: Movement points that are available for the unit. Movement from an 'open' tile (such as plains) to another 'open' tile without roads or railroads uses 1 :c5movement: point.
Combat Strength- the base :c5strength: Combat Strength of the unit. You should consult the Combat article (http://forums.civfanatics.com/showthread.php?t=432238) for an explanation of how this functions.
Range- the base :c5range: over which a Ranged Unit can fire, or within which a unit with an interception ability can intercept an Air Unit. See the Ranged Attack article (http://forums.civfanatics.com/showthread.php?t=437132) for an explanation of how range works with regards to Ranged Attacks.
Ranged Combat Strength- the base :c5rangedstrength: Ranged Combat Strength of the unit. You should consult the Combat article (http://forums.civfanatics.com/showthread.php?t=432238) for an explanation of how this functions.
Required Resources- the strategic resources required to build the unit in question.
Prerequisite- the technologies that are required to be researched before you can produce the unit, or upgrade to the unit.
Abilities- additional modifications or special rules for the base unit.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/atomicbomb.png
Atomic Bomb
Cost: 600
Range: 10
Required Resources: Uranium
Prerequisite: Nuclear Fission (and Manhattan Project)
Abilities: Evasion (50)
The Atomic Bomb can be used to bomb an area, with the target tile as well as a blast radius of two tiles surrounding the target being affected by the strike. All units on the target tile will be destroyed outright, and units within the blast radius will be dealt 3-9 damage, averaging at 6. Non-combatant units have a 60% chance of being destroyed outright. Cities lose 50% of their health, and 30-70% of their population, averaging at 50%. Improvements are destroyed, and there is a 50% chance per tile that fallout is left. Also, using an Atomic Bomb causes a permanent diplomatic penalty with the target, but unlike in Civ4, not with third parties. The Evasion ability is misleading, as although it should be possible to intercept Atomic Bombs, there have never been any reported instances of this occurring. Either it's bugged or everyone who has played the game has been subject to frightfully improbable bad luck.
The Atomic Bomb is a game changer, and can either become your best friend or worst nightmare. As you would assume of such a unit, it unleashes destruction on its target like nothing else in the game before it (although the Nuclear Missile exceeds it). Given its powerful role, you must complete the Manhattan Project (which costs 750 :c5production: Production; cannot be bought with :c5gold: Gold, like all wonders/projects) before being able to build Atomic Bombs, so this cost must be considered in an examination of the benefits of the unit. The strategic resource requirement for the Atomic Bomb is uranium. The unit is a one-shot unit, meaning that it can be used once, at which point it is destroyed. However, the uranium used by the Atomic Bomb will not also be destroyed, but will be re-added to your strategic resource tally. This being the case, the only reason to hold off on using your Atomic Bombs is the resultant fallout. If you're going to invest 750 :c5production: Production into the Manhattan Project and 600 :c5production: Production in building one of these units, you should be using it. Make sure you don't build more Atomic Bombs than you will need, as the opportunity cost here is quite substantial.
The range of the unit is 10 tiles, which means that you're going to have to place it in a city near your frontline. Alternatively, Atomic Bombs can be carried on Carriers, which may allow you to strike deeper inside enemy territory, or transport them across large oceans. When using an Atomic Bomb offensively, it is best to target those units and cities which you can soon strike with land units. This is because the Atomic Bomb may not kill outright units caught in the blast radius, rather severely damaging them instead. If you do not have units placed to sweep up those remaining after your strike, these units are given a chance to recover, and the damage dealt cannot be capitalised on.
If an opponent gets Atomic Bombs, panic would not be uncalled for. Whilst your overriding concern should be to make sure that your opponents do not get any of these units (and scouting their territory to keep up to date on their weaponry is recommended!), there are ways of minimising the threat posed if your enemy does have them. Firstly remember that with a limited range, Atomic Bombs may not be able to strike deep within your territory. Removing your units to a safe distance will mean that your army is wiped out, although it will leave your border cities vulnerable, and does not stop them and the improvements around them from being targeted. Alternatively, you can ally a city state that is closer to your opponent than your cities, and an enemy Atomic Bomb will more likely fall on them in the event of conflict.
If you do not have Atomic Bombs yourself, it may be possible to take out the city containing the enemy's Atomic Bombs with a first strike. Remember though that if you fail to take the city on the first turn, the Atomic Bombs within can and likely will be used during your enemy's turn. Likewise, nabbing a few of an AI's cities that are close to your borders will push back their frontier, and therefore push back their Atomic Bomb range. They may only be able to strike at those cities which were previously theirs. As part of a first strike, it also recommended that you take out your enemy's sources of uranium. This will mean that their Atomic Bombs will be less effective. Be aware that an opponent's uranium supply may come from a City State ally, and you will need to take out this source as well.
Finally, if you do have Atomic Bombs, then targeting the tiles of your that contain Atomic Bombs will destroy all units on that tile, including those Bombs. Thus you can completely eliminate the threat of the unit by striking first.
As can be seen, the Atomic Bomb is a mighty unit in the game. In your hands, they can wipe the map of enemy hordes, but if possessed by the enemy, can wreak havoc on well crafted strategies.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/b17.png
B17
Cost: 375
Range: 10
Ranged Combat Strength: 50
Required Resources: Oil
Prerequisite: Radar
Abilities: Penalty vs Naval, Evasion, Siege I
Upgrades To: Stealth Bomber
The B17 is the American Unique Unit replacing the Bomber. The cost, range, base strength and requirements of the two units are the same, but the B17 has two vital additional abilities; Evasion and Siege I. This means that damage taken by interception is reduced by 50%, and that combat strength versus cities is increased by 25%. Important to note is that starting with Siege I means that there is only one promotion standing between the B17 and Logistics and Air Repair; Siege II.
See the American Civilization Guide for an in depth strategic analysis.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/bomber.png
Bomber
Cost: 375
Range: 10
Ranged Combat Strength: 50
Required Resources: Oil
Prerequisite: Radar
Abilities: Penalty vs Naval
Upgrades To: Stealth Bomber
The Bomber is one of the most vital modern units, allowing you to bomb visible tiles within range, dealing damage to cities or units. Each Bomber unit uses one oil, which marks a welcome change from the aluminium heavy modern era. Note, however, that the Stealth Bomber that this unit upgrades to does require aluminium rather than oil. The Bomber also receives a 25% penalty when attacking naval units, making it far more effective when focusing on land forces and cities. However, the Bomber can be transported by Carriers, which is useful is aiming to gain a position closer to enemy territory, or when moving units across an ocean.
The range of the Bomber is 10 tiles, providing potential ground support for your forces within that range. Whilst its contemporary air counterpart, the Fighter, focuses on air-to-air combat, the Bomber focuses on air-to-land, meaning it is key for dealing damage to enemy units and cities. Modern warfare is high paced, with the standard melee units having quite high movement. This means that siege units will have a harder time keeping up with a moving front, necessitating air support to soften defences. If you find yourself having to halt your advance for siege units to catch up and bombard units or cities, you should definitely consider building air units, or if not yet at that stage, beelining for Radar. If you are not planning on attacking, the utility of the Bomber is far more limited, however. It is still useful to be able to target enemy units, and the Bomber is more cost-effective in terms of ranged combat strength per :c5production: Production compared to Artillery or Rocket Artillery, but unlike these two siege units, the Bomber has the drawback of suffering from interception, which will be an issue if an invading force has fighters or anti-aircraft land units.
Interception is the biggest risk facing the Bomber. Each attack made by a Bomber deals it at least one damage, but this is often higher, and it doesn't take long before you have to give your Bombers a turn or two off to heal. In this regard, having a surplus-to-requirements airforce is recommended to ensure an advance is not held up by recovering Bombers. You need to be particularly mindful of attacking near units with an interception ability; Destroyers, Missile Cruisers, Anti-Aircraft Guns, Mobile SAMs, Fighters and Jet Fighters. These will intercept a Bomber that attacks with their range, which is two tiles for Destroyers, Anti-Aircraft Guns and Mobile SAMs, three for Missile Cruisers, eight for Fighters and ten for Jet Fighters. These interceptions will deal much greater damage to your Bombers, and they may be destroyed outright. To counter against this, Fighters and Jet Fighters may be required to complement your Bomber force. They may perform air sweeps, using up the interception abilities of the aforementioned units, opening up a clear path for your Bombers to attack. Additionally, using ground forces or siege units to destroy the relatively weak anti-aircraft units may be a good option.
One additional risk to your Bomber force is posed by Atomic Bombs and Nuclear Missiles. Air units can stack, unlike land or naval units, meaning you may be tempted to place your entire airforce in one city. However, Atomic Bombs automatically destroy all units in the target tile, and Nuclear Missiles all units within the blast radius. This means that if the city containing your entire airforce is targeted by one of these, you will lose all of your Bomber units, which would be a devastating blow. It is important to be aware of this risk and guard against it. Only put all your eggs in one basket if you are sure they will not be be broken. Aside from the usual precautions to take against the risk of Atomic Bombs and Nuclear Missiles, splitting your air units across several cities is recommended. A similar risk is posed when your cities are attacked by enemy units. If a city is taken, all air units within will be destroyed. Whilst it is obviously always important to stop your cities from being put in such danger to begin with, it is important that you avoid your problem being compounded by the loss of your airforce.
One of the keys to getting the most out of your Bombers is to take advantage of promotions. The two promotions that you should be aiming for are Logistics and Air Repair. Logistics allows for an extra attack per turn from your Bombers, which essentially doubles the unit's effectiveness. It also doubles the rate at which you gain further experience. Air Repair means that your Bomber heals every turn, whether it performs an action or not, which negates the need for your Bombers to constantly recover. The first promotion you should take is either Bombardment I or Siege I. Chose the former if your Bomber will be targeting other units, and the latter if it will be targeting cities. You should then continue along your chosen path for the next promotion, picking up either Bombardment II or Siege II. The promotion following this will allow you to take Air Repair, and you should choose this option. You will be able to take Logistics with the promotion following this one. Taking Air Repair first is more desirable, as you will not need to stop your attacks to heal. Once you have taken those four essential promotions, it is recommended that you continue to either Bombardment III or Siege III, greatly increasing the effectiveness of your unit. If you are facing stiff resistance in the form of interception, Evasion is an also an option.
Just as your own Bombers will come under threat from enemy anti-aircraft units; naval, land and air, the best way to defend against enemy Bombers is to ensure your own anti-aircraft forces are up to scratch. Placing a Destroyer or Missile Cruiser in a naval grouping will provide you cover, and an invasion force with Anti-Aircraft Guns and Mobile SAMs directly behind your front-line units will do the same. Similarly, garrisoning an anti-aircraft unit in each of your cities (especially if you have the Oligarchy social policy) will allow you to intercept incoming Bombers. The best defence is Fighters and Jet Fighters, however, due to their increased range. When attacking, placing these near your front-line and setting them to 'intercept' will provide your invasion force with cover against enemy Bombers, and when defending, they will help neutralise the aggressive threat posed by Bombers.
Bombers are very useful and powerful units in the game, speeding up the pace of attack dramatically. However, it is key for them to work in combination with the rest of your forces. Bombers will be destroyed by interception without sufficient support, and will prove unproductive without melee units following up an attack. Whilst Bombers are arguably the crème de la crème of modern conventional forces, it is important to understand that they are only so as part of a variegated military force, and synthesising their usage with additional units is of prime import.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/guidedmissile.png
Guided Missile
Cost: 150
Range: 8
Ranged Combat Strength: 60
Required Resources: None
Prerequisite: Satellites
Abilities: Evasion (100)
The Guided Missile is a cheap unit that packs quite a punch. It can be used to target a unit or city, having no blast radius like the Nuclear Missile. It is, however, a one-shot unit, meaning that it is destroyed on use. The range of 8 tiles is less than that of the Nuclear Missile or any air unit, but it can be transported on Missile Cruisers or Nuclear Submarines, allowing it to strike deeper into enemy territory. Also, the Guided Missile does not require any resources, unlike contemporary ranged units, and additionally do not cost any upkeep. Guided Missiles cannot be intercepted.
Guided Missiles come in handy when you are needing additional firepower in the short term, either to take down units or damage cities. The low cost means you can build them quickly or buy them cheaply when in danger, or when needing that little bit extra sooner rather than later. Note that you are unable to use them until the turn after they are built or bought. You can get two and a half Guided Missiles for the price of a Bomber, yet the Guided Missile will do more damage, with a Ranged Combat Strength of 60 as opposed to 50, for example. The difference is in the longevity of other ranged units, which can be used turn after turn, as opposed to the one use nature of Guided Missiles. An important caveat to this example is that Bombers will start with promotions, increasing their relative effectiveness to make them more powerful than a Guided Missile.
You may find it useful to have a few Guided Missiles on hand in a war if you are needing immediate extra firepower, and ensuring that a unit is killed outright without the chance of recovery the following turn, or ensuring that a city is taken without your units facing the danger of bombardment can be quite important. As they do not cost any upkeep, you don't lose anything by having them on hand.
An additional use for Guided Missiles is in naval combat. Whilst a Bomber will not be very effective against naval units, and will be at risk of interception, Guided Missiles may help you win a battle or deal the extra damage required to sink a ship. A particularly useful situation would be if you were to see a loaded Carrier within range. If you do not have the ships to get to it, you may be able to sink it and the load it is carrying nonetheless. Note that Anti-Aircraft Guns and Mobile SAMs receive a bonus against Guided Missiles, so striking them will reduce the utility of the unit.
A final use of Guided Missiles is in wars of short duration. If you do not need the longevity provided by Bombers; the firepower turn after turn, then it is more cost-effective to build Guided Missiles. There is no point having Bombers if you are only going to use them once or twice each, as they only gain an advantage over Guided Missiles after three attacks.
That being said, most of the time you will be better served by Stealth Bombers, which come at a comparable time in the tech tree. You may find that your situation calls for more intense but one-off firepower, or you may find that your Stealth Bombers are completely ineffective against a shield of Fighters, but generally you will be better off building Stealth Bombers, which can promote and increase their value over time. Keeping a handful of Guided Missiles on hand is fine, given they cost no upkeep, but it only recommended that you build or buy them if you know you are going to use them, and if you know that your use of them is going to be worthwhile.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/helicoptergunship.png
Helicopter Gunship
Cost: 425
Movement: 6
Combat Strength: 50
Required Resources: Aluminium
Prerequisite: Rocketry
Abilities: Ignores Terrain Cost, Hovering unit, Bonus vs Tanks, No Defensive Terrain Bonuses, Unable to capture cities
The Helicopter Gunship is a very unique and useful unit in the game. Requiring aluminium to be built, it has base strength comparable to Mechanized Infantry, but with double the movement. This movement has some additional perks, namely that as a 'hovering unit', Helicopter Gunships can move on and over mountains, being the only unit in the game capable of doing so, and that the unit ignores terrain costs, meaning it can move on forested hill tiles just as easily as on plains. Combined with railroads, this means a very large distance can be traversed, and even without the benefit of railroads, Helicopter Gunships can penetrate deep into enemy territory. The unit also receives a +100% combat bonus against both Tanks and Modern Armor (although it should be noted that both Anti-Aircraft Guns and Mobile SAMs have a +100% combat bonus against Helicopter Gunships). The drawbacks of Helicopter Gunships, in addition to this disadvantage, are that it does not receive defensive terrain bonuses (most other units will gain a +25% defensive bonus in forest, for example), and that it is unable to capture cities (it can still attack and deal damage to a city, but another unit will be required to actually take the city).
The Helicopter Gunship is a rather multifarious unit, and of its major uses is as a powerful scouting unit. Before a war has even started, you can scout out a potential opponent's entire territory very quickly with a Helicopter Gunship, given its large movement (assuming you have open borders). But more importantly, you can use Helicopter Gunships to enter into enemy territory and make visible tiles and units behind the front line, allowing them to be bombed (remembering that only visible tiles can be targeted), or striking at enemy workers. They can also be used to pillage tiles. Removing railroads or roads via this method can be very effective in slowing down an enemy's counterattack (especially if you do so on a tile next to a river). More so, Helicopter Gunships are powerful enough that you can use them to attack and often destroy these units. This is particularly useful in the first turn of war, when the enemy may have a lot of their units roaming free. Other land units will be able to destroy units on and very close to the border, but Helicopter Gunships will be able to move much further into the enemy's territory and destroy units there as well. When doing this, be wary however of getting your units stranded. If they are well ahead of your other units, they will be the target of enemy bombardment, and without any cover, will be able to be targeted by their Achilles Heal; Anti-Aircraft Guns/Mobile SAMs. It is therefore advised that you beware of the risk involved in using the unit in this way. It works best if you have a tech lead!
When attacking with your Helicopter Gunship, it is best to target those units over which it has an advantage over (Tanks & Modern Armor) and to avoid attacking those units which it is penalised against (Anti-Aircraft Guns & Mobile SAMs). Helicopter Gunships are useful both attacking cities and other units in the open field.
The ability of Helicopter Gunships to move on and over mountain tiles is very useful (obviously more so in mountainous terrain, and you should adapt your strategy to suit the terrain accordingly). Finishing a turn on a mountain tile will mean that you will not be targeted by enemy melee units (unless they also have a Helicopter Gunship), making your unit invulnerable to Anti-Aircraft Guns and Mobile SAMs, for instance, and negating the 'no defensive terrain bonuses' penalty. Note however that your Helicopter Gunships will still be vulnerable to Jet Fighters, so it is a good idea to keep a unit with an interception ability close by.This ability also can make Helicopter Gunships very useful in attacking cities. They do normally provide a useful role as city attackers, but this is amplified when there is a mountain adjacent to a city. As there are only six possible directions to attack a city from, it is important to maximise the number of attacks you can get in, to hasten the taking of a city. The Helicopter Gunship is the only unit that is able to utilise mountain tiles in this manner, and it is highly recommended that you seek to make use of this. Similarly, when conducting an amphibious invasion, ensure that you land your Helicopter Gunships on any available mountain tiles, both to make sure that they are not attacking by enemy melee units, and to free up other tiles for other units to make landfall.
Another evident use of Helicopter Gunships is using them to take out your enemy's Tanks and Modern Armor. These are two units that can be very dangerous against you, harassing your invading force or alternatively your defensive force and cities. Removing the danger they pose is quite important, and the Helicopter Gunship is the best unit for this purpose.
Whilst the Helicopter Gunship is quite a potent offensive unit, it is also exceptionally useful when defending. If you are needing to worry about an enemy attack or counterattack, then leaving some Helicopter Gunships behind your lines is recommended, as their movement (especially when combined with roads or railroads) will allow you to more easily reach any threat, and pick off the attacking units. The larger movement of the Helicopter Gunship makes it more suitable for this role than, for example, Mechanized Infantry. Note though that you will want your Helicopter Gunships to be attacking encroaching enemy units, not waiting on a tile next to your city and giving them the opportunity to attack you.
The recommended promotion path of the Helicopter Gunship is rather straightforward. You should choose Mobility I, then Mobility II, followed by Logistics and then Repair. The mobility promotions maximise the advantage of the unit in the movement department, and Logistics not only gives your unit an extra attack per turn (very useful when combined with such high movement), but also allows you to move after you have attacked, meaning an escape from battle is possible, greatly increasing the offensive worth of the unit. Repair means that the unit will heal every turn, even if moving, and allows you to maintain a highly mobile offensive, wreaking havoc behind enemy lines. The Ambush promotion line is not as useful for the Helicopter Gunship, given it already receives a massive bonus against Tanks and Modern Armor. However, it does provide a nice bonus once reached Logistics, which should be your priority.
It is important to be able to guard against the threat posed by the Helicopter Gunship. The units that will allow you to do this are Anti-Aircraft Guns, Mobile SAMs and Jet Fighters. If you keep a couple of the former two behind your lines or in an invasion force, you will be able to easily deal with any Helicopter Gunship threat posed. Jet Fighters receive a bonus when attacking Helicopter Gunships also, and have a wider range of attack without relying on railroads or roads.
Helicopter Gunships come at a reasonable price, so given the many advantages that they bring, and the different situations they can be used in, they are generally quite a cost-effective option. Remember that it is important to weigh up your individual situation in deciding what unit mix to pursue, but the Helicopter Gunship will often be a prime part of that. A lot of your modern army will be made up of upgraded units, which may be heavily promoted, and therefore much more effective than the base model. Only Anti-Tank Guns upgrade to Helicopter Gunships, and only Lancers upgrade to Anti-Tank Guns. A Lancer can move after combat without the need for additional promotions, and this is carried over when upgrading. As this is a vital ability for Helicopter Gunships (and largely why you should be aiming for the Logistics promotion), it is recommended that you take advantage of this upgrade path. Newly bought or built Helicopter Gunships will not be nearly as effective straight off, particularly if the remainder of your or your enemy's forces are carrying promotions.
Patch version of this article: 1.0.1.383
Introduction
Modern warfare is an aspect of the game that many enjoy, and that provides quite a variety in terms of unit types and uses. If your game isn't over by this stage, the chances are that you're either going to want to utilise military force, or will have to defend against it. Units covered in this article span from the stock standard Mechanized Infantry to the imposing Giant Death Robot, with explanations covering their basic statistics as well as their offensive and defensive uses.
http://forums.civfanatics.com/images/war_academy/civ5/techs/big/advancedballistics.pnghttp://forums.civfanatics.com/images/war_academy/civ5/techs/big/stealth.png
Key Concepts
Atomic Bomb
B17
Bomber
Guided Missile
Helicopter Gunship
Jet Fighter
Mechanized Infantry
Missile Cruiser
Mobile SAM
Modern Armor
Nuclear Missile
Nuclear Submarine
Paratrooper
Rocket Artillery
Stealth Bomber
Giant Death Robot
Conclusion
Key Concepts
Cost- the :c5production: Production cost of the unit.
Movement- the base number of :c5movement: Movement points that are available for the unit. Movement from an 'open' tile (such as plains) to another 'open' tile without roads or railroads uses 1 :c5movement: point.
Combat Strength- the base :c5strength: Combat Strength of the unit. You should consult the Combat article (http://forums.civfanatics.com/showthread.php?t=432238) for an explanation of how this functions.
Range- the base :c5range: over which a Ranged Unit can fire, or within which a unit with an interception ability can intercept an Air Unit. See the Ranged Attack article (http://forums.civfanatics.com/showthread.php?t=437132) for an explanation of how range works with regards to Ranged Attacks.
Ranged Combat Strength- the base :c5rangedstrength: Ranged Combat Strength of the unit. You should consult the Combat article (http://forums.civfanatics.com/showthread.php?t=432238) for an explanation of how this functions.
Required Resources- the strategic resources required to build the unit in question.
Prerequisite- the technologies that are required to be researched before you can produce the unit, or upgrade to the unit.
Abilities- additional modifications or special rules for the base unit.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/atomicbomb.png
Atomic Bomb
Cost: 600
Range: 10
Required Resources: Uranium
Prerequisite: Nuclear Fission (and Manhattan Project)
Abilities: Evasion (50)
The Atomic Bomb can be used to bomb an area, with the target tile as well as a blast radius of two tiles surrounding the target being affected by the strike. All units on the target tile will be destroyed outright, and units within the blast radius will be dealt 3-9 damage, averaging at 6. Non-combatant units have a 60% chance of being destroyed outright. Cities lose 50% of their health, and 30-70% of their population, averaging at 50%. Improvements are destroyed, and there is a 50% chance per tile that fallout is left. Also, using an Atomic Bomb causes a permanent diplomatic penalty with the target, but unlike in Civ4, not with third parties. The Evasion ability is misleading, as although it should be possible to intercept Atomic Bombs, there have never been any reported instances of this occurring. Either it's bugged or everyone who has played the game has been subject to frightfully improbable bad luck.
The Atomic Bomb is a game changer, and can either become your best friend or worst nightmare. As you would assume of such a unit, it unleashes destruction on its target like nothing else in the game before it (although the Nuclear Missile exceeds it). Given its powerful role, you must complete the Manhattan Project (which costs 750 :c5production: Production; cannot be bought with :c5gold: Gold, like all wonders/projects) before being able to build Atomic Bombs, so this cost must be considered in an examination of the benefits of the unit. The strategic resource requirement for the Atomic Bomb is uranium. The unit is a one-shot unit, meaning that it can be used once, at which point it is destroyed. However, the uranium used by the Atomic Bomb will not also be destroyed, but will be re-added to your strategic resource tally. This being the case, the only reason to hold off on using your Atomic Bombs is the resultant fallout. If you're going to invest 750 :c5production: Production into the Manhattan Project and 600 :c5production: Production in building one of these units, you should be using it. Make sure you don't build more Atomic Bombs than you will need, as the opportunity cost here is quite substantial.
The range of the unit is 10 tiles, which means that you're going to have to place it in a city near your frontline. Alternatively, Atomic Bombs can be carried on Carriers, which may allow you to strike deeper inside enemy territory, or transport them across large oceans. When using an Atomic Bomb offensively, it is best to target those units and cities which you can soon strike with land units. This is because the Atomic Bomb may not kill outright units caught in the blast radius, rather severely damaging them instead. If you do not have units placed to sweep up those remaining after your strike, these units are given a chance to recover, and the damage dealt cannot be capitalised on.
If an opponent gets Atomic Bombs, panic would not be uncalled for. Whilst your overriding concern should be to make sure that your opponents do not get any of these units (and scouting their territory to keep up to date on their weaponry is recommended!), there are ways of minimising the threat posed if your enemy does have them. Firstly remember that with a limited range, Atomic Bombs may not be able to strike deep within your territory. Removing your units to a safe distance will mean that your army is wiped out, although it will leave your border cities vulnerable, and does not stop them and the improvements around them from being targeted. Alternatively, you can ally a city state that is closer to your opponent than your cities, and an enemy Atomic Bomb will more likely fall on them in the event of conflict.
If you do not have Atomic Bombs yourself, it may be possible to take out the city containing the enemy's Atomic Bombs with a first strike. Remember though that if you fail to take the city on the first turn, the Atomic Bombs within can and likely will be used during your enemy's turn. Likewise, nabbing a few of an AI's cities that are close to your borders will push back their frontier, and therefore push back their Atomic Bomb range. They may only be able to strike at those cities which were previously theirs. As part of a first strike, it also recommended that you take out your enemy's sources of uranium. This will mean that their Atomic Bombs will be less effective. Be aware that an opponent's uranium supply may come from a City State ally, and you will need to take out this source as well.
Finally, if you do have Atomic Bombs, then targeting the tiles of your that contain Atomic Bombs will destroy all units on that tile, including those Bombs. Thus you can completely eliminate the threat of the unit by striking first.
As can be seen, the Atomic Bomb is a mighty unit in the game. In your hands, they can wipe the map of enemy hordes, but if possessed by the enemy, can wreak havoc on well crafted strategies.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/b17.png
B17
Cost: 375
Range: 10
Ranged Combat Strength: 50
Required Resources: Oil
Prerequisite: Radar
Abilities: Penalty vs Naval, Evasion, Siege I
Upgrades To: Stealth Bomber
The B17 is the American Unique Unit replacing the Bomber. The cost, range, base strength and requirements of the two units are the same, but the B17 has two vital additional abilities; Evasion and Siege I. This means that damage taken by interception is reduced by 50%, and that combat strength versus cities is increased by 25%. Important to note is that starting with Siege I means that there is only one promotion standing between the B17 and Logistics and Air Repair; Siege II.
See the American Civilization Guide for an in depth strategic analysis.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/bomber.png
Bomber
Cost: 375
Range: 10
Ranged Combat Strength: 50
Required Resources: Oil
Prerequisite: Radar
Abilities: Penalty vs Naval
Upgrades To: Stealth Bomber
The Bomber is one of the most vital modern units, allowing you to bomb visible tiles within range, dealing damage to cities or units. Each Bomber unit uses one oil, which marks a welcome change from the aluminium heavy modern era. Note, however, that the Stealth Bomber that this unit upgrades to does require aluminium rather than oil. The Bomber also receives a 25% penalty when attacking naval units, making it far more effective when focusing on land forces and cities. However, the Bomber can be transported by Carriers, which is useful is aiming to gain a position closer to enemy territory, or when moving units across an ocean.
The range of the Bomber is 10 tiles, providing potential ground support for your forces within that range. Whilst its contemporary air counterpart, the Fighter, focuses on air-to-air combat, the Bomber focuses on air-to-land, meaning it is key for dealing damage to enemy units and cities. Modern warfare is high paced, with the standard melee units having quite high movement. This means that siege units will have a harder time keeping up with a moving front, necessitating air support to soften defences. If you find yourself having to halt your advance for siege units to catch up and bombard units or cities, you should definitely consider building air units, or if not yet at that stage, beelining for Radar. If you are not planning on attacking, the utility of the Bomber is far more limited, however. It is still useful to be able to target enemy units, and the Bomber is more cost-effective in terms of ranged combat strength per :c5production: Production compared to Artillery or Rocket Artillery, but unlike these two siege units, the Bomber has the drawback of suffering from interception, which will be an issue if an invading force has fighters or anti-aircraft land units.
Interception is the biggest risk facing the Bomber. Each attack made by a Bomber deals it at least one damage, but this is often higher, and it doesn't take long before you have to give your Bombers a turn or two off to heal. In this regard, having a surplus-to-requirements airforce is recommended to ensure an advance is not held up by recovering Bombers. You need to be particularly mindful of attacking near units with an interception ability; Destroyers, Missile Cruisers, Anti-Aircraft Guns, Mobile SAMs, Fighters and Jet Fighters. These will intercept a Bomber that attacks with their range, which is two tiles for Destroyers, Anti-Aircraft Guns and Mobile SAMs, three for Missile Cruisers, eight for Fighters and ten for Jet Fighters. These interceptions will deal much greater damage to your Bombers, and they may be destroyed outright. To counter against this, Fighters and Jet Fighters may be required to complement your Bomber force. They may perform air sweeps, using up the interception abilities of the aforementioned units, opening up a clear path for your Bombers to attack. Additionally, using ground forces or siege units to destroy the relatively weak anti-aircraft units may be a good option.
One additional risk to your Bomber force is posed by Atomic Bombs and Nuclear Missiles. Air units can stack, unlike land or naval units, meaning you may be tempted to place your entire airforce in one city. However, Atomic Bombs automatically destroy all units in the target tile, and Nuclear Missiles all units within the blast radius. This means that if the city containing your entire airforce is targeted by one of these, you will lose all of your Bomber units, which would be a devastating blow. It is important to be aware of this risk and guard against it. Only put all your eggs in one basket if you are sure they will not be be broken. Aside from the usual precautions to take against the risk of Atomic Bombs and Nuclear Missiles, splitting your air units across several cities is recommended. A similar risk is posed when your cities are attacked by enemy units. If a city is taken, all air units within will be destroyed. Whilst it is obviously always important to stop your cities from being put in such danger to begin with, it is important that you avoid your problem being compounded by the loss of your airforce.
One of the keys to getting the most out of your Bombers is to take advantage of promotions. The two promotions that you should be aiming for are Logistics and Air Repair. Logistics allows for an extra attack per turn from your Bombers, which essentially doubles the unit's effectiveness. It also doubles the rate at which you gain further experience. Air Repair means that your Bomber heals every turn, whether it performs an action or not, which negates the need for your Bombers to constantly recover. The first promotion you should take is either Bombardment I or Siege I. Chose the former if your Bomber will be targeting other units, and the latter if it will be targeting cities. You should then continue along your chosen path for the next promotion, picking up either Bombardment II or Siege II. The promotion following this will allow you to take Air Repair, and you should choose this option. You will be able to take Logistics with the promotion following this one. Taking Air Repair first is more desirable, as you will not need to stop your attacks to heal. Once you have taken those four essential promotions, it is recommended that you continue to either Bombardment III or Siege III, greatly increasing the effectiveness of your unit. If you are facing stiff resistance in the form of interception, Evasion is an also an option.
Just as your own Bombers will come under threat from enemy anti-aircraft units; naval, land and air, the best way to defend against enemy Bombers is to ensure your own anti-aircraft forces are up to scratch. Placing a Destroyer or Missile Cruiser in a naval grouping will provide you cover, and an invasion force with Anti-Aircraft Guns and Mobile SAMs directly behind your front-line units will do the same. Similarly, garrisoning an anti-aircraft unit in each of your cities (especially if you have the Oligarchy social policy) will allow you to intercept incoming Bombers. The best defence is Fighters and Jet Fighters, however, due to their increased range. When attacking, placing these near your front-line and setting them to 'intercept' will provide your invasion force with cover against enemy Bombers, and when defending, they will help neutralise the aggressive threat posed by Bombers.
Bombers are very useful and powerful units in the game, speeding up the pace of attack dramatically. However, it is key for them to work in combination with the rest of your forces. Bombers will be destroyed by interception without sufficient support, and will prove unproductive without melee units following up an attack. Whilst Bombers are arguably the crème de la crème of modern conventional forces, it is important to understand that they are only so as part of a variegated military force, and synthesising their usage with additional units is of prime import.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/guidedmissile.png
Guided Missile
Cost: 150
Range: 8
Ranged Combat Strength: 60
Required Resources: None
Prerequisite: Satellites
Abilities: Evasion (100)
The Guided Missile is a cheap unit that packs quite a punch. It can be used to target a unit or city, having no blast radius like the Nuclear Missile. It is, however, a one-shot unit, meaning that it is destroyed on use. The range of 8 tiles is less than that of the Nuclear Missile or any air unit, but it can be transported on Missile Cruisers or Nuclear Submarines, allowing it to strike deeper into enemy territory. Also, the Guided Missile does not require any resources, unlike contemporary ranged units, and additionally do not cost any upkeep. Guided Missiles cannot be intercepted.
Guided Missiles come in handy when you are needing additional firepower in the short term, either to take down units or damage cities. The low cost means you can build them quickly or buy them cheaply when in danger, or when needing that little bit extra sooner rather than later. Note that you are unable to use them until the turn after they are built or bought. You can get two and a half Guided Missiles for the price of a Bomber, yet the Guided Missile will do more damage, with a Ranged Combat Strength of 60 as opposed to 50, for example. The difference is in the longevity of other ranged units, which can be used turn after turn, as opposed to the one use nature of Guided Missiles. An important caveat to this example is that Bombers will start with promotions, increasing their relative effectiveness to make them more powerful than a Guided Missile.
You may find it useful to have a few Guided Missiles on hand in a war if you are needing immediate extra firepower, and ensuring that a unit is killed outright without the chance of recovery the following turn, or ensuring that a city is taken without your units facing the danger of bombardment can be quite important. As they do not cost any upkeep, you don't lose anything by having them on hand.
An additional use for Guided Missiles is in naval combat. Whilst a Bomber will not be very effective against naval units, and will be at risk of interception, Guided Missiles may help you win a battle or deal the extra damage required to sink a ship. A particularly useful situation would be if you were to see a loaded Carrier within range. If you do not have the ships to get to it, you may be able to sink it and the load it is carrying nonetheless. Note that Anti-Aircraft Guns and Mobile SAMs receive a bonus against Guided Missiles, so striking them will reduce the utility of the unit.
A final use of Guided Missiles is in wars of short duration. If you do not need the longevity provided by Bombers; the firepower turn after turn, then it is more cost-effective to build Guided Missiles. There is no point having Bombers if you are only going to use them once or twice each, as they only gain an advantage over Guided Missiles after three attacks.
That being said, most of the time you will be better served by Stealth Bombers, which come at a comparable time in the tech tree. You may find that your situation calls for more intense but one-off firepower, or you may find that your Stealth Bombers are completely ineffective against a shield of Fighters, but generally you will be better off building Stealth Bombers, which can promote and increase their value over time. Keeping a handful of Guided Missiles on hand is fine, given they cost no upkeep, but it only recommended that you build or buy them if you know you are going to use them, and if you know that your use of them is going to be worthwhile.
http://forums.civfanatics.com/images/war_academy/civ5/units/big/helicoptergunship.png
Helicopter Gunship
Cost: 425
Movement: 6
Combat Strength: 50
Required Resources: Aluminium
Prerequisite: Rocketry
Abilities: Ignores Terrain Cost, Hovering unit, Bonus vs Tanks, No Defensive Terrain Bonuses, Unable to capture cities
The Helicopter Gunship is a very unique and useful unit in the game. Requiring aluminium to be built, it has base strength comparable to Mechanized Infantry, but with double the movement. This movement has some additional perks, namely that as a 'hovering unit', Helicopter Gunships can move on and over mountains, being the only unit in the game capable of doing so, and that the unit ignores terrain costs, meaning it can move on forested hill tiles just as easily as on plains. Combined with railroads, this means a very large distance can be traversed, and even without the benefit of railroads, Helicopter Gunships can penetrate deep into enemy territory. The unit also receives a +100% combat bonus against both Tanks and Modern Armor (although it should be noted that both Anti-Aircraft Guns and Mobile SAMs have a +100% combat bonus against Helicopter Gunships). The drawbacks of Helicopter Gunships, in addition to this disadvantage, are that it does not receive defensive terrain bonuses (most other units will gain a +25% defensive bonus in forest, for example), and that it is unable to capture cities (it can still attack and deal damage to a city, but another unit will be required to actually take the city).
The Helicopter Gunship is a rather multifarious unit, and of its major uses is as a powerful scouting unit. Before a war has even started, you can scout out a potential opponent's entire territory very quickly with a Helicopter Gunship, given its large movement (assuming you have open borders). But more importantly, you can use Helicopter Gunships to enter into enemy territory and make visible tiles and units behind the front line, allowing them to be bombed (remembering that only visible tiles can be targeted), or striking at enemy workers. They can also be used to pillage tiles. Removing railroads or roads via this method can be very effective in slowing down an enemy's counterattack (especially if you do so on a tile next to a river). More so, Helicopter Gunships are powerful enough that you can use them to attack and often destroy these units. This is particularly useful in the first turn of war, when the enemy may have a lot of their units roaming free. Other land units will be able to destroy units on and very close to the border, but Helicopter Gunships will be able to move much further into the enemy's territory and destroy units there as well. When doing this, be wary however of getting your units stranded. If they are well ahead of your other units, they will be the target of enemy bombardment, and without any cover, will be able to be targeted by their Achilles Heal; Anti-Aircraft Guns/Mobile SAMs. It is therefore advised that you beware of the risk involved in using the unit in this way. It works best if you have a tech lead!
When attacking with your Helicopter Gunship, it is best to target those units over which it has an advantage over (Tanks & Modern Armor) and to avoid attacking those units which it is penalised against (Anti-Aircraft Guns & Mobile SAMs). Helicopter Gunships are useful both attacking cities and other units in the open field.
The ability of Helicopter Gunships to move on and over mountain tiles is very useful (obviously more so in mountainous terrain, and you should adapt your strategy to suit the terrain accordingly). Finishing a turn on a mountain tile will mean that you will not be targeted by enemy melee units (unless they also have a Helicopter Gunship), making your unit invulnerable to Anti-Aircraft Guns and Mobile SAMs, for instance, and negating the 'no defensive terrain bonuses' penalty. Note however that your Helicopter Gunships will still be vulnerable to Jet Fighters, so it is a good idea to keep a unit with an interception ability close by.This ability also can make Helicopter Gunships very useful in attacking cities. They do normally provide a useful role as city attackers, but this is amplified when there is a mountain adjacent to a city. As there are only six possible directions to attack a city from, it is important to maximise the number of attacks you can get in, to hasten the taking of a city. The Helicopter Gunship is the only unit that is able to utilise mountain tiles in this manner, and it is highly recommended that you seek to make use of this. Similarly, when conducting an amphibious invasion, ensure that you land your Helicopter Gunships on any available mountain tiles, both to make sure that they are not attacking by enemy melee units, and to free up other tiles for other units to make landfall.
Another evident use of Helicopter Gunships is using them to take out your enemy's Tanks and Modern Armor. These are two units that can be very dangerous against you, harassing your invading force or alternatively your defensive force and cities. Removing the danger they pose is quite important, and the Helicopter Gunship is the best unit for this purpose.
Whilst the Helicopter Gunship is quite a potent offensive unit, it is also exceptionally useful when defending. If you are needing to worry about an enemy attack or counterattack, then leaving some Helicopter Gunships behind your lines is recommended, as their movement (especially when combined with roads or railroads) will allow you to more easily reach any threat, and pick off the attacking units. The larger movement of the Helicopter Gunship makes it more suitable for this role than, for example, Mechanized Infantry. Note though that you will want your Helicopter Gunships to be attacking encroaching enemy units, not waiting on a tile next to your city and giving them the opportunity to attack you.
The recommended promotion path of the Helicopter Gunship is rather straightforward. You should choose Mobility I, then Mobility II, followed by Logistics and then Repair. The mobility promotions maximise the advantage of the unit in the movement department, and Logistics not only gives your unit an extra attack per turn (very useful when combined with such high movement), but also allows you to move after you have attacked, meaning an escape from battle is possible, greatly increasing the offensive worth of the unit. Repair means that the unit will heal every turn, even if moving, and allows you to maintain a highly mobile offensive, wreaking havoc behind enemy lines. The Ambush promotion line is not as useful for the Helicopter Gunship, given it already receives a massive bonus against Tanks and Modern Armor. However, it does provide a nice bonus once reached Logistics, which should be your priority.
It is important to be able to guard against the threat posed by the Helicopter Gunship. The units that will allow you to do this are Anti-Aircraft Guns, Mobile SAMs and Jet Fighters. If you keep a couple of the former two behind your lines or in an invasion force, you will be able to easily deal with any Helicopter Gunship threat posed. Jet Fighters receive a bonus when attacking Helicopter Gunships also, and have a wider range of attack without relying on railroads or roads.
Helicopter Gunships come at a reasonable price, so given the many advantages that they bring, and the different situations they can be used in, they are generally quite a cost-effective option. Remember that it is important to weigh up your individual situation in deciding what unit mix to pursue, but the Helicopter Gunship will often be a prime part of that. A lot of your modern army will be made up of upgraded units, which may be heavily promoted, and therefore much more effective than the base model. Only Anti-Tank Guns upgrade to Helicopter Gunships, and only Lancers upgrade to Anti-Tank Guns. A Lancer can move after combat without the need for additional promotions, and this is carried over when upgrading. As this is a vital ability for Helicopter Gunships (and largely why you should be aiming for the Logistics promotion), it is recommended that you take advantage of this upgrade path. Newly bought or built Helicopter Gunships will not be nearly as effective straight off, particularly if the remainder of your or your enemy's forces are carrying promotions.
Patch version of this article: 1.0.1.383