kristopherb
Protective/Charismatic
you forgot to add that if doen right its easy to get city gar 1-2-3 redcoats and with west point you can get it pinch or combat1
In both flavors of the game, the Redcoat is well timed. Banks and Universities are coming online and the English economy is revving up - a great time for some military expansion. In Warlords, the English get the Stock Exchange (an even better Bank), so this is even more so.England: Redcoat (Rifleman)
How can you conquer the world? Let me count the ways. One of them is by using Redcoats. Well, at least in Civ4 vanilla. . . On Warlords, it's not so easy.
Yes, Churchill works this better than the other English Leaders, but only to a degree. Any English leader can take advantage of these changes, though Churchill does get a head start.On Warlords, you must consider the Churchill factor as well. The new English leader is Charismatic and Protective, making his gunpowder units especially effective. They start with City Garrison I and Drill I and can get promoted more easily. As city defenders, Churchill's Redcoats are certainly a force to be reckoned with. They are also better on the offensive, since Drill helps in any combat situation and, thanks to the free City Garrison, you can better defend newly captured cities against enemy counterattacks. Some players even consider Churchill part of the reason why Redcoats had to be nerfed.
Added the entry on Chukonus. This one was quite difficult to write. The next one is on the Quechua.
I like this idea of upgrading drill promoted archery units for riflemen and Redcoats in particular very much . A Drill 4 Redcoat is obscene getting a total of 5 first strikes and a chance of another, and +10% versus mounted in addition to normal Redcoat bonusses against mounted and gunpowder troops. The 60% reduction in collateral damage from Drill 4 makes him a great attacker or defender.First Strikes are rare in the Gunpowder era, and Immunity to First Strikes is even rarer. Knights have it, but Cavalry don't. Drill IV Redcoats are terrifying. Really, really terrifying. First Strikes are most effective when you already have the advantage and attacking Redcoats almost always have the advantage. They are either naturally stronger than the other unit, get a bonus against it, or both. Drill ends fights sooner and gives the opponent less opportunity to inflict damage. Your Redcoats will be less damaged and recover more quickly. Your offensives are less likely to stall while you wait for your healing troops.
Build more Archery units with the goal of eventually upgrading them to Redcoats. Give them Drill or Combat promotions. Let them cherry pick xp from wounded opponents to gain promotions. They will be ready to upgrade and you can have veteran Redcoats in the field shortly after you discover Rifling. Try Drill (even in vanilla) and the increased effectiveness of your Redcoats, both offensively and defensively, will surprise you.
Yes, Churchill works this better than the other English Leaders, but only to a degree. Any English leader can take advantage of these changes, though Churchill does get a head start.
I need ideas on the Cossack and the Panzer. Nobody has said anything about them yet.
Panzers, I believe, are also worthy of the pinch upgrade. With it, you'll have a unit that is stronger then mech inf (35-32) AND modern armor (42-40). So if you are strapped for money you can leave your panzers un-unpgraded and still have an advantage against future units. Upgrading them would give you a lead over gunships (50-48), but if you upgrade little to none of them you really arent losing that much. Panzers stand the test of time.
Mech infantry is gunpowder unit, not armored unit, thus it's strength 28 versus mechs 32.
Otherwise nice post.
He was talking about giving the Panzer the Pinch promotion (25% vs gunpowder units). 28+25%*28=35.
Just a couple thoughts I came up with, by no means concise.
First you have to remember you need two tech from two different paths to build Panzers, Combustion (to build oil wells) and Industrializaton. Panzers at str 28 get 50% against armored units, making them 42 against 28 tanks.
I like this idea of upgrading drill promoted archery units for riflemen and Redcoats in particular very much . A Drill 4 Redcoat is obscene getting a total of 5 first strikes and a chance of another, and +10% versus mounted in addition to normal Redcoat bonusses against mounted and gunpowder troops. The 60% reduction in collateral damage from Drill 4 makes him a great attacker or defender.
Churchill is much better than any other leader in pulling this off. He's Protective (Drill 1 free) and Charismatic (level 4 costs 8 exp), so a Drill4 Longbowman can be built in a city with barracks, and a combination of Military advisors and running Vassalage / Theocracy. Other (non protective) leaders need to get a level 5 archery unit for Drill 4 which is harder to get. It should be fairly easy to get a few protected longbows or crossbows promoted to 8 exp (or even 17 exp) by following your main attacking stack and finishing off weakened defenders. Merging a great general to a longbow, crossbow or even archer with decent experience is another way to get a late Drill 4 rifleman and the upgrades come for free.
Navy Seals start with Amphibious and March. Starting with March means that Medic III is a lot more important here. Normally when a unit has attacked and is wounded, that means it must do nothing for the next turn to be eligible for healing. Marching your Medic III unit along with your Navy Seals means that as soon as your Navy Seals have attacked, they are eligible for the 30% healing the next turn (5% from enemy territory and 25% from Medic III). So as long as your Seals are at or above 16.8/24strength, they will be back to full health the next turn.