Woods 3 healing + medic line healing

CynicalMagician

Chieftain
Joined
Aug 23, 2006
Messages
62
If you have 1 woods 3 unit and 1 supermedic GG unit (ie. combat 1 and up to medic 3), are the unit healing bonuses from these two units additive, or do you need to have all the promotions on the same unit for wounded units on the same tile to heal at the max rate?

For example, in the Rome NC game I got a woods 3 warrior that I later attached a GG to. That bonus XP only got him up to medic 1. I was thinking that it may have been better for me to attach the GG to a different unit to have a medic 3 earlier, but only if the heal bonuses from the two units are additive. This would be stupid though if wounded units only got the best healing bonus instead of all of them.

Any help from veterans?
 
No, for them to add, the promotions have to be on the same unit. It's easiest to do with Monty's Jaguars or with a Charismatic leader.
 
join the GG to the melee unit when only those two pieces are on the same tile. and promote up the woodsman line first for the first strikes and easier exp., because you need 7 levels (level 8 unit: W1,2,3. C1. M1,2,3). so that's: 7^2+1=50exp.

Tephros: 3. Supermedic: A popular use of the Great General is to create a super medic that can heal units in the same and adjacent tiles 25%, or even combining woodsman 3 with medic 3, for +40% healing in the same tile. This can be done with a melee or gunpowder unit – other units don’t get woodsman 3.

The disadvantage of using a warlord as a medic is that a non-warlord healer can do a respectable job. A woodsman 3 healer can be produced from one or more of your original warriors. Early in warmongering, +15% healing is often adequate. The woodsman promo will cause it to defend when your stack is in forests, allowing you to reach further promotions. It can also attack units that don't receive defensive bonuses while they're in forests. It’s relatively easy to then reach a medic I unit, giving 25% healing, which is as good as a non-woodsman super medic. 40% can be overkill, though there is some synergy between this medic and a withdrawal warlord. When the withdrawal warlord withdraws, it’ll be at very low health. A 40% medic will make him useable without delay.

The utility of the uber supermedic unit seems to be dependent upon several factors such as game speed, i.e. 40% healing instead of 25% might be more critical on quick than marathon. It is more useful when barbarians are turned off, as that makes it more difficult to get woodsman 3 units, or when you’re not playing an aggressive or charismatic leader, as that makes the non-warlord 25% healer less easily attainable. [see here]

i would add that it is going to take either a lot of time or a lot of luck to get this to work. you need to war a lot, and it's utility is questionable. i tend to settle my GGs, and may even favor military science (tech) for the military academy (unlocks).
 
With an Agg or Cha leader (plus Huayna, whose quechuas start with Combat I, and Pro leaders after gunpowder), I often spend two GGs to make a super-duper medic from a melee unit and a mobile supermedic from a chariot. Start with units that have 7 XP. Attach the GG to the melee = 27 XP. Attach the second GG to the chariot while the melee is in the same square = 17 XP chariot (enough for Medic III) and 37 XP melee.
 
Impi make good woody medics.
 
lilnev, you can use scout for mobile medic (upgrade to explorer to remove terrain costs also works). Oromos start w/ drill II, also less promos needed.
 
lilnev, you can use scout for mobile medic (upgrade to explorer to remove terrain costs also works). Oromos start w/ drill II, also less promos needed.

The fact that scout can't have woodman III (and I don't recall that they can have medic either) will absolutely not cause trouble for this plan ;)
 
Scouts can have medic 3; W3, M3 is quite rare combo and it's not for scouts. w3/m3 is usually doable w/ aggressive leader, a warrior goes w3 on barbarians, gets GG and then it's promoted to w3/m2, then it still needs 7xp off some mob-ups. but even w3/m1 is decent.
 
I made a super-medic great general unit in an always war game I have been playing recently. The unit currently has 910 XP, and has almost every relevant promotion it can have. I like the healing since after it single-handedly kills an invading army, all of the units which took collateral damage from attacking seige weapons are healed immediately and are good to go on the next turn.
 
i've got succes with having an Protective Archer as a medic, Drill I gives acces to medic tree
 
but even w3/m1 is decent.
Finding myself with a unit with (or the potential to have) Woodsman III/Combat I/Medic I is just about the only time I would not make a M*A*S*H unit with my first or second GG. The only thing I'm losing is the heals units on adjacent tiles you get from Medic II and Medic III, and I can work around that.

Thing is, this is still a pretty rare unit. The only time I find myself in this situation is with an aggressive leader (giving the free combat 1) and then getting lucky to get a Woodsman III warrior or something like that early on. Then I need to upgrade it and use it in battles to get the medic promotion.
 
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