KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
When on the transportHow do you figure? When do you heal?
When on the transportHow do you figure? When do you heal?
So the new one is more historical than origninal? The oringinal is better and more suitable. The New Spearman has the linen armor as i said, this armor is more tough and used in later periods. The New Phalanx is based on VERY early periods, yet it is stronger. Even if this game wants to emphasis the spartan hoplite as a UU, then atleast they should add the right Hoplon symbol and a red cape.
That's where, not when. So, you leave your troops idle for 1+ turns to heal? Without march, that's what you have to do.When on the transport
That's where, not when. So, you leave your troops idle for 1+ turns to heal? Without march, that's what you have to do.
Wodan
But this assumes the transport is taking more than 2 turns to move to the new city to be assaulted. Turn 1: marines get on board, transport moves. Turn 2, transport moves, marines attack.A unit does not count as moving if the transport is it on moves.
^
nod
A unit does not count as moving if the transport is it on moves.
But back to the phalanx debate, I realise that my previous idea was unbalanced, but I also think that the new phalanx is a boring unit for the same reason. If playing as greece, then there's no point in buiding anything but phalanxes (untill HA or cats turn up), and if your playing against them then theirs no reason to build anything other than axes, as thats the only think that stands a chance of beating them.
I do, however, like the idea of giving them a free formation promotion, but I think that thats a little weak and a little unrealistic. For a start they can beat horse archers but not chariots. Very odd. Perhaps a free shock promotion would be better. This would make them the best melee unit in the game, but still vulnerable to chariots. Also after two promotions the phalanx would only have +10% against an enemy axe (combat 1 + combat 2 + free schock as opposed to combat 1 + shock). This makes them strong, but not unbeatable and fun to use.
That is the heart of my point, peter450. Thnx for putting it so well into text!What makes march useful is that in a stack with a healer, the march units can all attack an be healed by the begining of the next turn so long as the damage taken was not to big, thats not a bonus to be sniffed at and means attacks carry far more momentum.
However i personally think the Seal should have commando over march is it better reflects what seals are
I don't have a problem with the Gallic Warrior. Promoting along the Guerrilla line is awesome for making medic units that are unstoppable on hill positions. These guys can eventually be upgraded to machine guns. Having 3 Guerrilla III, Combat I machineguns on a hill guarding your stack of rifle/grenadier/cannon is completely OP (even if the AI has infantry!) It's just as good as promoting down the drill line just in a different way.
yatzee again! I really wish someone could make a valid and complete case against a particular UU. I can make a fair case against the Navy SEAL, but I'm sure other people can provide situations (common and rare) that the SEAL is a great UU. Basically, I feel like the Navy SEAL is barely an improvement over the regular marine unit. So they have 1-2 first strikes? big deal. IMHO, I don't send my marines in until my fighters and or artillery has sufficiently ruined the coastal city's defenders. March isn't that great for this unit, either, since I rarely move marines around anyway (besides from transport to city)
To make the SEAL a solid late game UU, they should start with commando. That's it. No first strikes, no march, just commando. I would so use SEALS then.
I think your thinking of Woodsman for healing units but yes guerilla III is very strong with the the 50% withdrawal chance and the hill combat. Plus the AI has a nasty habit of building cities on hills and this helps.
Also I don't see the advantage of drill line by itself. It seems to be mostly a support promotion to increase the powers of other promos (other than the reduced collateral)
march is useful for advancing quickly but other than that... its no panzer and is way out-classed by mech infantry and even infantry have +25% against gunpowder (making it 25 compared to 24 and 1-2 fs) so maybe seals should get the +25% too?
The drill line of promotion is also perfect if you have a tech lead on your opponent. A fortified infantry in a city with Drill I/II/III will be able to kill off three or four riflemen before the next defender becomes the stronger one.
So the new one is more historical than origninal? The oringinal is better and more suitable. The New Spearman has the linen armor as i said, this armor is more tough and used in later periods. The New Phalanx is based on VERY early periods, yet it is stronger. Even if this game wants to emphasis the spartan hoplite as a UU, then atleast they should add the right Hoplon symbol and a red cape.
I think your thinking of Woodsman for healing units but yes guerilla III is very strong with the the 50% withdrawal chance and the hill combat. Plus the AI has a nasty habit of building cities on hills and this helps.
Also I don't see the advantage of drill line by itself. It seems to be mostly a support promotion to increase the powers of other promos (other than the reduced collateral)