Charles 22
King
baptiste said:Same, never went past 6 promotions (cossack with 2 stars, +25 vs gunpowder, heal, zone heal and heal in movement).
I find it a nice tactic to have a sneaker healer in your stack : an unit that only attacks at the end, when fight is always a win, and then takes easy promotion, and let it be the "doc" of your army.
I've acquired the habit of keeping some very weak units, for the express purpose of being medics, and station them in frontline cities. To upgarde these units would be a tragedy. The whole point is to keep them a weak unit, because in their being weak, they are guaranteed, in most circumstances, to be the unit which is attacked last, which means that each and every turn they are healing the other units. If your medic promotions are few, in my case so far, no more than 4 units, making them a strong unit insures their death.
This means, that the best healer unit you can use, would be either the warrior or the scout. I'm not sure if either of these units has the medic promotion in their list. The scouts may not. Actually the scouts aren't that good a unit for medic, because it's going to take a long time to get a medic promotion, even just the first one, since those units can't attack.
If they can do it too, the galley would make an even better medic unit (since it can't be attacked while in port), but could be helpful only for ports.
The key for keeping any weak medic unit would be to have them very active in the opening stages of the game, when there's more weak units to attack.