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