Unit healing

ModernKnight

Warlord
Joined
Dec 20, 2005
Messages
143
Location
Atlanta GA USA
Hi folks,

This has probably already been posted, but I don't spend a ton of time here so I could've missed it.

Here's a little guide to unit healing:

Promotions

Promotions heal half of a unit's damage. This is regardless of a medic being present, territory status, promotion or level being promoted to. Promotions always heal half your current damage, as far as I can tell. Thus they are best used for healing if you are heavily damaged.

Although it can be tricky, save your promotions for when you might need some heavy healing, if you can.

Medics

Medics add 10% healing per turn, just like it says. This is additive with natural healing (below). Medics are not additive; only one counts (including adjacent Medic IIs). However, a medic can move and end its turn in the same tile as a damaged unit, and the medic bonus will still apply - only the damaged unit needs to hold still to heal.

Healing

The percent healed per turn is determined by territory status:
Code:
    [u]-M[/u]   [u]+M[/u]    [u]Territory[/u]
    5%   15%   Enemy
   10%   20%   Neutral
   15%   25%   Friendly territory*
   20%   30%   Friendly city
   30%   40%   Friendly city with Hospital
where +/- M refers to a medic being present

*Being inside a city in rebellion (inc. newly captured) counts as being in friendly territory outside a city (15%)... I guess you can't use its full resources because of the rebellion.

I have not tested healing in Open Borders situations... I don't allow OB much!

Notes

All units except those with March (e.g. Mech Infantry) must stay still for an entire turn to heal. (A.k.a., if you've already moved some, use the rest of your move to get in good position.) I don't know exactly what territory status applies if you have March, but presume that it's wherever the unit ends its turn.

Healing can take up to 20 turns for a near-dead unit in enemy territory without a medic, but this would only take 6-7 turns (1/15%) with a medic. The quickest a unit near death can be healed is 4 turns (friendly city with medic; 1/30% rounded up), although 3 turns max is more realistic. (And certain if you're lucky enough to have a hospital.)

These numbers dictate that if you have a medic in enemy territory (15%), you should not move to be healed at a 30%+ city unless you can get there in ONE turn. Why?
  • It takes 6 turns staying where you are. (Or just barely 7 if near dead.)
  • It takes 3 turns at a 30%+ city (with medic or hospital).
  • The difference is 3 turns.
  • If it takes two turns to get to the city, it would take 2 to get back. Total: 4 turns.
  • Or even if you can make it there and back in 3 (changing position), there has been no net gain - you're healed (and back or whatever) in 6 turns. Why not just stay there and get your fortify bonus?
 
ModernKnight said:
The quickest a unit near death can be healed is 4 turns (friendly city with medic; 1/30% rounded up), although 3 turns max is more realistic.

It's three turns if the city has a hospital.
 
Ah, right... I've never once had to use that, since by the time I've got hospitals I've long since won or lost. But let me put it in the table - thanks!
 
Wow thanks Cam, great article! He covered way more than I. Lots of good tips in there, like giving March to a cavalry before chopper upgrade, and using a medic explorer with Mech Infantry.
 
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