10 attack RR Tanks

kurtkage

Warlord
Joined
Jul 29, 2006
Messages
228
Location
USA
Running 3.17 with solvers .19 patch.

To illustrate I made a little world builder save, just attack in a circle and you can kill 10 warriors on the railroad. Is this intended? I seem to think that it is not, that an attack should at least cost 1movement point. In this WB save, you can literally kill 10 units in 1 turn with 2 movement points with a tank.

In a recent game I am playing, Shaka had multiple single units spread around a neutral territory choke city on a hub map, I went to attack with a tank and was baffled when I got 3 attacks out of the 1 Tank in 1 turn with 2MP.

I understand that the terrain movement cost of the tile you are attacking will effect the movement points that it costs for an attack, as in if you attack a hill in enemy territory it will cost 2 movement points right, but should this be applying to movement Bonuses on a tile?

If attacking units in your own territory with roads or railroads, it seems to only count the movement cost as the 1/10th 1/2or3rd if there is a single unit in the tile.

Even if there are 2 units on a tile you can still get more than 2 attacks, for instance kill 1 unit costs a MP, kill the second unit only costs 1/10th, attack a 3rd unit on another tile.

This may not come up very often, but it sure seems broken to me. If it is intended then I never heard about it and would think that it overpowers homeland defense with blitz units. Maybe it has always been like this and I have overlooked it as the situation doesn't come up often enough to exploit it, if so I apologize for the post.
 

Attachments

this is a very fringe situation ;)
but no bug - actually your idea of requiring one movement point for attacks would cripple all two movement units outside your own borders - making them one movement only - and disallowing retreats...
frankly: if you attack with a stack of 10 units (or just 4-5 really) that can all be killed by any one unit of your opponent you lost the game...
 
Right I understand your point. Also with a 1movement unit attacking in your territory it is nice to go back into your border city or move away from counterattack, and I would not want to lose those types of abilities.

However I Am running into this in the current game I am playing. Shaka is slightly backwards with rifles and cavalry still, while I have tanks and infantry. It's a hub map and shaka had wiped out another civ early in the game, taking a second starting area. I've taken the middle city between the two areas so now he is trying to bring units from one side across my territory to meet up with his SOD. He's moving them alone or in stacks of 2, which is allowing me to use 1 tank to kill many units in a turn.

I am feeling cheap using a tank to kill 3-5 units in a turn, and wondering if this case is really intended behavior for blitz. Like I said I agree that it IS intended that when you finish off a stack in your territory you should be able to use your roads that same turn, but it seems as if the 3to10 attack tank is a byproduct of it that is iffy or at least cheesey/cheap.

So yea, does it come up often? I guess not. Does it happen? Yes it can.

I guess I should just stop after the first 2 attacks if I'm feeling guilty about it, but I wonder other peoples opinion, is it borderline exploit/cheap?
 
Yes Balder, but your example is a unit that Has 5MP. How about taking out 10-20units with that blitz gunship? Although that would be even more rare than the tank example hehe.

Why the AI never gets the idea that bringing 1-2unit stacks through my culture choke is beyond me, but yea this is not a blitz gunship doing this, this is a 2move tank killing up to 5 units in a turn.
 
Ahh, blitz destroyers vs. a stack of frigates & galleons (loaded with troops, of course). :goodjob:
 
Back
Top Bottom