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Civ VI - Flanking and Support

Civ VI Flanking and Support

Support
  • All combat units gain the ability to support when the Military Tradition Civic is researched
  • Support bonuses apply purely to the defender
  • For every adjacent friendly military unit, you gain +2 vs non-ranged units when defending. (Allies do not count). This means ranged units ignore defender support when attacking but themselves count as support and can be supported when defending.
  • You can support across rivers.
  • One problem with the support bonus is you cannot see your own support values, you must add them up in your mind.
  • The Anti Cavalry class Square promotion doubles all support values for the promoted unit making so that unit provides +4 for support rather than +2
  • All adjacent combat units count toward support means an embarked scout and a caravel in the same square will provide +4 support to any adjacent land or sea unit.
  • Units in cities/encampments cannot be supported but can support adjacent units.
  • Support units (Rams and Towers) do not count as support but catapults do.
  • Friends and allies do not count toward support, nor do other civs mutually warring against the same foe.
  • Barbarians gain support when at least half of the major civs have discovered Military Tradition.
Strategies.

    • Using weaker units like scouts and archers behind a first line bolster defence, especially in situations where terrain and fortification are already being used.
    • Being able to attack first often better than defending but try and ensure your units end in a situation where they are supporting each other for when the enemy then attacks you.
    • Killing enemy ranged units first should always be considered because they ignore any support bonuses you have
Flanking
  • All non-ranged units gain the ability to flank when the Military Tradition Civic is researched.
  • Flanking Bonuses apply purely to the attacker.
  • If you are a melee unit, for every of your military units adjacent to the target at the time of your attack you gain +2 flanking bonus. Therefore, move all your units adjacent before doing your attacks. The first unit naturally does not gain a flanking bonus, so 1 unit adjacent and attacking gains 0 flanking and 2 units adjacent and attacking gain +2 each, 3 units +4 each.
  • Light Cavalry level 2 promotion “Double Envelopment” provides 2x flanking bonus. This does not double the flanking bonus of the unit but doubles the total flanking value when that unit attacks.
  • Flanking does not count against city walls/encampments although a unit in a city counts toward flanking values.
  • Support Units (Rams and Towers) do not count as flanking.
  • An embarked scout and a caravel in the same square count as +4 for flanking against any enemy unit on land or sea. Land units also count flanking value versus sea units.
  • Friends and allies do not count toward flanking, nor do other civs mutually warring against the same foe.
  • Great Admiral Horatio Nelson increases this by 50% (to +3 per unit) for naval military units.
  • Great general Georgy Zhukov increases this by 50% (to +3 per unit) for land military units. This makes the maximum flanking value for land +30 with light cavalry.
  • Barbarians gain flanking when at least half of the major civs have discovered Military Tradition.
Strategies
  • Move all units that will help in a flanking manoeuvre before initiating a combat to gain full value from flanking bonuses
  • Consider the order of combats as a unit that displaces an enemy unit can help in flanking for another combat.

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Reactions: Petr Milovanov
Author
Victoria
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Awesome resource, thanks for posting!
Very Useful Information... didn't realize I wasn't supporting my troops!!
nice explanation and tips again
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