Deleted. Post was about CRII Amph Maces--nonsense!
Duh! I think I took that from an STW post, but now that you say it, I am sure he must have meant Combat II amphibious. Scrap that.
Sorry about that. I thought tried to make it clear that I wasn't sure CR2 units could get Amphibious. That's why I stated it as
Amphibious CR2/CR3 Macemen which I intended as either
Amphibious CR2 (which all now know isn't possible) or
CR3 Macemen in case we can't have have an Amphibious.
City Raider III is +30% and +10% versus Gunpowder units, so its not so bad of a "replacement" for Amphibian which would have negated a +50% for the defense. With just City Raider III we get +40% versus Gunpowder and we don't really that its only +30% versus Archery units.
So a Macemen with City Raider I + City Raider II + City Raider III attacking from a Galleon versus a Rifleman ignoring the Rifleman's promotions for the moment. The Rifleman starts +25% fortify +25% hill defense +50% amphibious attack minus +20% CRI + 25% CR2 +30% CR3 +10% versus Gunpower units = +100% - +85% for a net gain of +15% for the Wizard of Oz. Add the wizard's promotions of CG1 + CG2 + CG3 + Drill1 we get +15% + CG1 +20% + CG2 +25% + CG3 +30% +10% Melee = 100%.
The Airships bring the Rifleman's strength down from 14.0 - 20% = 11.2. Not quite as tough. Drill 1 provides a first strike chance, so maybe it get a free hit in 50% (I'm not sur that is what "chance" means, but its probably close enough. That is no so good for a unit that isn't immune to first strikes like a Maceman. A Knight would be better in regard to first strikes, since it is immune to first strikes.
A Knight with Combat 1 + Combat 2 + Amphibious may be a better unit to attack the wizard with. A Knight (strength 10) with Combat I + Combat II has an effective strength of 12 which is greater than a Rifleman after the Airships are done with it 11.2. However, it can subtract just the +50% Amphibious, leaving the Rifleman with +50% defensive bonus, excluding promotions and CG1 +20% + CG2 +25% + CG3 +30%, making a +125% bonus for the Rifleman, but with the Knight's vastly strength of 12, this is much better than the case of the Maceman facing a +100% defensive bonus, but only at strength 8.
So for lower technology units, I suggest that the Maceman be taken out of consideration. We should concentrate on Knights.
If the Knight reaches 13 XP, it can get a fourth bonus which should be Pinch which reduces the defensive bonus it faces from +125% - +25% Pinch = 100%.
So we should consider Knights with Combat I + Combat II + Amphibious and Combat I + Combat II + Amphibious + Pinch.
Knights also have the advantage of starting out with +2 XP from Stable and can move across roaded land at 6 plots per turn as fast as unit unit we are ever likely to have. This will allow the earlier built Knights to earn up to 13 XP for a total of Combat I + Combat II + Amphibious + Pinch.
Sun Tzu Wu