truly elite players use amphibious and cover
On certain maps, amphibious is very handy. Amphibious Polynesian Maori/swords can attack anywhere. Great for those pesky coastal cities with only one or two land tiles to attack from.
You can make a case for cover, too. The .275 patch AI loves to build ranged and siege units on defense. Try invading the incans and you'll see what I mean.
I agree that shock or drill are more universally useful.
On certain maps, amphibious is very handy. Amphibious Polynesian Maori/swords can attack anywhere. Great for those pesky coastal cities with only one or two land tiles to attack from.
You can make a case for cover, too. The .275 patch AI loves to build ranged and siege units on defense. Try invading the incans and you'll see what I mean.
I agree that shock or drill are more universally useful.
I take Blitz usually for the reason Mad said. If you take Blitz first you will have both Blitz & March sooner than if you go the other way around due to fast exp points.
i'd generally expect the opposite. compare attacking 2x one round, healing for two rounds to attacking once every round... 50% more exp for march while maintaining same amount of health compared to blitz.
obviously you don't need to heal every point of damage, but you do need 50 exp, so you're going to have to heal at some point(s) with blitz before you get to march
The big ability of Blitz is the ability to attack and then retreat to safety in a single round, so your damaged unit isn't in a vulnerable position. I like March, but Blitz is definitely good in a closer situation.
that's a pretty rare situation, unless you're up to mech infantry or such. it's more likely you could take the city with the double attack and gain safety that way through blitz - that's really the main advantage i see.
Often there are only 2-3 good hexes in which to attack a city. In that case you can attack, and then swap the unit for a less damaged one and attack. Then next turn move the first unit to safety... which kind of bugs me about civ 5 and the one hex per tile which really amounts to more traffic copping than actual tactics.
Tactics should be about flanking, surrounding, feinting, using terrain to your advantage, etc. not playing tetris with your units.
Well, that's the thing. A city with only 2-3 hexes to attack from should be harder to attack than one which is open on all sides. In the previous system, you just march your stack of doom up to any city that isn't a 1-tile island and it's the same.