Combat Ideas

qwerty25

Prince
Joined
Mar 24, 2010
Messages
399
I don't think current civ 5 uses its hex-board enough for combat and that there could be more abilities and variations. And while civ 6 will undoubtedly bring some new stuff it doesn't seem like they're changing it to that large of a degree.

We all love how artillery has an extended range to three and musketmen doesn't iron.

Here's some ideas:

  • Horseman and Knight could ignore Zone of Control except from Spearman/Pikeman.
    Enables spearman another usage over swordsman, now its better at protecting archers.Probably same idea for tanks and anti-tank gun.
  • Swordsman could have a shield up ability offering 50 percent less received ranged damage for two turns, in exchange for 50 percent more Melee damage received.
  • Swordsman perhaps instead could have a "charge" +1 mp at the cost of vulnerability.
  • Swordsman also can ignore ZoC maybe? Or perhaps only for skirmisher. Thus forcing people to have swordsman to defend their archers from other swordsman.
  • Skrimisher or Guerilla unit.
    Has a semi ranged attack 2 tiles away that obeys ZoC. Same as if a warrior moved ome tile attacked and then returned to its previous tile.
  • Chariot Archer. Same ignore ZoC except for spearman. Entering forest should end all movemnt versus hills which will only take up 2mp
  • some kind of "jump over" a tile with an enemy ability. Could be a horseman charging past the unit would be interesting
  • Axeman. Counter to swordsman. When attacking can force enemy to retreat








Support unit ideas
  • Medic camp to heal.







Have any more ideas like this?
Plus support unit ideas?
 
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