Air Combat

Well they all intercept using the same rules and have a 1 tile range although aircraft supposedly can only defend once.
I just checked a few while doing some nuke tests (4 sub nukes manages to waste 4 SAM protected cities, 4 bombers failed to bomb 4 cities with mobile sams)

Biplane = 55
AA =70
Destroyer = 70
Battleship = 70
Minas Garaeas = 75
Mobile SAM = 80
Fighter = 80
Missile Cruiser = 90
Jet fighter = 85

So protecting a city with a missile cruiser ideally, inland a mobile SAM will be even vs a fighter which seems odd.




Cool thanks. So it looks like ships provide the best Anti Air, especially if I have the 100% naval construction card. I also saw another post where you said Mobile Sams seem to intercept nukes the best for some reason? That's weird, one thing I miss about Civ 5 is they had the yellow/red upgrade arrows on the units that you could hover over and easily see what the unit bonuses are. Like in civ 6 the spearman, for example, say "bonus against mounted units" but even the wiki doesn't say what that bonus % is. For civ vets we can roughly figure out like we are here but new people probably don't have a clue lol
 
But....but... I mean cmon, a fighter on a carrier should be able to intercept incoming aircraft
Absolutely. Unless you had to designate a fighter to intercept ala the way it was in... civ5, was it? Yes, it's obvious Firaxis has more development to do in the air department.
 
you said Mobile Sams seem to intercept nukes the best for some reason
I did a quick test in firetuner

I placed 8 German mobile SAM's down and fired a nuke at each, 4 from subs and 4 from bombers.

All 4 sub ones blew up the SAM's

All 4 bombers got damaged (not destroyed) and flew home with out dropping their bomb (clearly not slim pickings flying them... if you do not know what I mean you must watch DR Strangelove)
 
What was wrong with the Civ 5 mechanics? Or even Civ 4 was better than this :(
 
Ah okay. Are all nukes in civ 6 delivered via plane or submarine? I remember Civ 5 had tactical nuke missiles
 
What was wrong with the Civ 5 mechanics? Or even Civ 4 was better than this :(

I remember an interview were they stated they design a new civ game from the ground up each time. They're trying to reinvent the wheel but they aren't quite there yet...
 
I remember an interview were they stated they design a new civ game from the ground up each time. They're trying to reinvent the wheel but they aren't quite there yet...

That makes sense, because it used to take 2 expansions before Civ 3 was in a great shape. It then started over with Civ 4, which wasnt perfect before Beyond the Sword (Xpack nr 2). Stuff they fix in expansions seems to be forgotten when they make the new game from scratch, only to be reintroduced again later.

On paper, Civ 6 looks like the best civ game yet. It contains most of the features I consider important for a Civ game from scratch. It just doesnt click 100% with me however, but Im optimistic about its future.
 
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So Patrol at sea just seems a little broken but sort of works.

I place a fighter on Patrol on a sea space within range of the carrier... lets say carrier tile as its a good example.
  1. The carrier moves 4 tiles away and the figher stays where you placed it because the carrier is still in range.
  2. The carrier then moves a 5th tile and the fighter moves its patrolling tile to that of the carrier but continues patrolling.
  3. The carrier moves another tile and the fighter behaves as in point 1.
This feels weird but I guess the idea is if your ships move, you move the fighters patrol to the ship you want to protect.
You can only have one patrol per tile but you can have adjacent overlapping patrols
A patrol cannot move further out than its range
You cannot have a central patrol tile inside another civs borders.
 
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Even if you are at war with the other civ?
I'll try it tonight but it would be silly to if you think about it. I'll let you know.

Also reading up I suspect that nuke bombers count as strategic bombing runs. A strategic run is successful if the the plane is still at 50% after interception, it would explain why my Sams stopped them. Will try that a bit too.

Strategic is when you bomb a tile rather than a unit similar to a pillage but you do not get the loot. I guess the city centre is a tile.
 
Nope... you cannot Patrol in an enemies territory
upload_2017-9-17_20-56-14.png


Confirmed, nuke gets dropped only if the bombert is less than 50% damaged
upload_2017-9-17_21-24-1.png
 
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Silo fired seemed to be killed by a mobile SAM, just tried 10 in a row, all failed to hit. Both Nuke and Thermo.
Also you do not loose a nuke if it fails to go off, even a ICBM!

upload_2017-9-20_13-54-56.png


However, there appears to be no way to stop a Sub Nuke despite what I read on a forum, I just cannot recreate it. You can see I have clearly gone to extreme limits here
upload_2017-9-20_14-6-1.png


More testing shows any AA capability that can protect a city including a destroyer, will stop a silo launched ICBM.
upload_2017-9-20_14-16-25.png


But for bombers the AA must do 51% to stop it. Here is the result of a jet bomber versus a single AA gun
upload_2017-9-20_14-24-29.png


As an opposite example it took three AA to stop a normal bomber
 

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Maybe Slim Pickens plane was at 51%
So many good characters but George C Scot was superb, a cut above.

Gen. Ripper was always my favorite, although the one shot from the war room where Gen Turgeson keeps packing his mouth with gum never fails to crack me up.

Lots of promotions don't work as intended. Garrisson is basically just broken. One of the reasons I redid most of them back in November.

In what way? I always get the +10 when the unit is parked in a district, but do not otherwise. It seems to work as intended.
 
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