Colonel Kraken
Deity
snepp said:I think so, but I might be a bit biased given my recent migration towards building bombers/stealth over artillery. Keep in mind my entire post involves little thought, and under no circumstances any meaningful calculations.
[*snip*]
Increasing artillery's ability to be transported would help. I don't necessarily want to be able to move them into enemy territory and fire on the same turn, but give them some way to keep up with the tanks (same can be said for infantry). Here's what I propose, a troop transport capable of loading 4 units (1 artillery max, to simulate towing), that has a movement rate of 2. Unloading would function like the naval transport, using up the unloaded unit's movement point for that turn.
Edit: Heroes reminded me of artillery not having access to the flanking promotions, yet another strike to artillery's standing in my book.
Excellent look at these units, Snepp. Thank you. I agree: Artillery are very annoying to use on the offense. Too bad we didn't have a graphic for modern self-propelled artillery. Also, it would be very nice to have a graphic for air-mobile artillery: helicopter transport of these light artillery units. That would make them much more useful.
You know, it's sad to find the Firaxis team decided to do away with some of the fun items from Civ III : paradrop, helicopter airlift, etc. I thought they were supposed to keep the fun things in Civ IV.