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Best Millitary unit in civ2 opinion poll.

knightblk

Chieftain
Joined
Aug 5, 2002
Messages
13
Location
Virginia
Taking a poll of opnion on the best unit in Civ2.
 
I love the marines. :love:
 
But he's talking about Civ 2! :groucho: ;)

I like the Stealth Fighters because they look cool, have a decent range, the vets have an attack of 12 and you can have more than one attack per turn. Ideal to use against those irritating barb partisans! [this tip brought to you courtesy of Starlifter Civ 2 Tips Inc, sometime last summer :)]
For sheer bludgeoning power the howies can't be beaten but I am also fond of crusaders for those early conquests.
Spys, freights and engineers are very useful too, but you specified military units so I can't have them. :(
But I do use spies as military units. You can use their ability to get around zones of control to transport your big guns to the other side of the enemy's railroad which is a bonus. Attack from all sides! :cool:
 
But I like the sounds the marines make when they attack! That's partly why I like them so much. :evil: :p
 
Stealth fighters are the best for all the reasons already stated by duke o' york, and my favourite is to use them in conjunction with paratroopers, to circumvent AI defences of Island hopping.

Fly in, attack AI city until one movement point left, and when enemy unit flag drops switch to paratrooper to take the city, then switch back to Stealth fighter and fly in.

Howies are good to but they don't look as cool and aren't much use in archipeligo maps.

ferenginar 66
 
Crusaders are one of my favourite units as they give a real chance of an early conquest, especially since they appear just when my empire has become relatively strong.
 
I’m usually too slow to use crusaders -- so my first major military thrust is done with the cavalry. At this stage, Sun Tsu & Leo’s are still in gear & I have a level or two of tech over the enemy. Once the opponent gets muskets in place, I have to move up to artillery, so I often slow the war effort until the howies come out.
 
Mech infs, the best defense and aggressive defense.
 
Howitzers, they can kill any other unit in almost any situation! :groucho:
But I agree that both the fighters and later the stealth fighters are very neat in their respective periods.
 
BC: vet Elephant (only need CerBur and HBR to get PT, you are one step away from MT, moves like a horse but hits like a catapult)

mid-game: vet Frigate (transport AND fast, powerful naval unit) (best combined with Lighthouse and Magellan)

late-game: vet Paratrooper (knock-knock, who's there, your behind-the-front-lines city is mine!)
 
I almost never see anything close to modern days so I like the ancient tanks and howizters:knights and crusaders.
 
The best unit is a horde of NONE Partisans from the sacrifice-a-city-to-the-barbarians tactic.

Lots of movement with no support. Great for seizeing mountain chokeholds deep in enemy territory and preventing the enemy from getting lots of NONE partisans when you take their cities.
 
I believe the howitzer is the strongest unit, but it depends on the terrain. If an empire is spread out without roads or railroads or if it is on different islands then I'd use vet stealthfighters instead.:)
 
howtizer, or earlier in the game, the ironclad
 
I find myself using the tank a lot, but I have been rethinking my approach and diversifying. stealth and paratroopers are a great combo, howies hammer anything, crusaders are ideal early, and riflemen are cheap and defend very well. I also like the firepower of a battleship with and AEGIS escort for defense. The marine has the coolest sound effect, next to the spy.
 
Catapults are a good strong attack unit early in the game. Armors are the best way to crush the opposition at the end.
 
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