Creating a super healer with a great general?

Artifex1

Warlord
Joined
Oct 19, 2006
Messages
284
Exactly how is this done?

How much xp does your unit need to have before using the great general on them?

Is it combat 1 2, 3, 4? Someone know the step by step promotion sequence?

Can you get a unit to be able to heal your forces in enemy territory with a great general, right off the bat?
 
I can't remember the exact XP numbers, but the promotion line goes combat 1, then medic 1, 2 then 3

Easy as that, i think u can do it from a new unit as long as it has combat 1 before u add the general and u do it on a tile with no other military units so it gets all the XP

And u have to do it with a unit that can take the medic promo too. an explorer is a good choice so that he never has to be the chosen defender, but if u don't mind taking a few risks then choose a mounted unit. I even did it with a cannon recently just coz i thot it would b fun to try (after giving it the promo for +1 movement, i think it's called tactics.)
 
You need 26 XP to build West Point, unless you are charismatic, so you should shoot for that with your super healer. The GG gives you 20, so you need to get the chosen unit to 6 XP first. After Combat I you can choose Medic I. Then after the GG you can go Medic II and III. You have one more promotion left, I usually go with Morale for the one extra movement.

My favorite unit for this is a chariot so that he will never be called on to defend, and he doesn't get promoted, at least not until he can be a gunship.
 
My favorite unit for this is a chariot so that he will never be called on to defend, and he doesn't get promoted, at least not until he can be a gunship.

Same here. I've used Scouts when I had no horses, but it's practically impossible to get them up to 26 XP for West Point unless you build the Scout while running Vassalage and Theocracy.

The only problem with using mounted units for this role in BtS is if you're facing the Khmer UU--that super-WE that goes after mounted units in your stack first. :eek:
 
Now that the real super healer is the Combat I, Medic I - III, Woodsman I - III one, it might be worth it to go with melee/gunpowder units instead of scouts/explorers/chariots anyway. I try to have my initial scouting warrior get Woodsman promotions from animals and barbs, then add the GG for the double XP promo and then Combat I and the Medic route ... he'll have to fight a bit (the reason for the XP promo), but it shouldn't be a problem having him mop up weak defenders that barely survived a previous fight, and the Woodsman promos help him fight anyway.
 
It's quite hard to get all the way to Woods3-Medic3. This requires 7 promotions, or level 8 unit. Which again requires 49XP.
It's viable with Aggressive leader (L7, or "only" 37 XP needed), Charismatic leader (L8 requires "only" 37XP), Agg/Cha (Boudica - L7 at 27XP), or from Jaguar Warrior playing Monty (Agg, starts with Woods1, so L6 or 26XP is enough - this is also the West Point requirement so perfect match).

I will usually try to get two Woods3 units, whether by upgrading initial scouting warriors that had been promoted, or otherwise experienced units, then continue them for C1 and M1 if possible. Remember that Woods3 doesn't help adjacent tile healing like M2/M3 do, and this is doable as Agg leader, Cha leader, or easily as Monty, without GGs, and given some luck even without Agg or Cha or other help.
 
I just did this in my last game as Zulu for the first time, I know I know everyone does it but I just hadn't got around to trying the strategy, before I installed Solvers Fix I've been using them for Academies.

I did it with a Zulu Impi :lol: :D :lol: I'm sure you can imagine.

It was 4/3 -1 Terrain Cost, Medic III, Combat I.

I could literally sit a small stack outside wangs massive 20pop city and I'd heal quicker then he could kill a single unit, the damn thing could move half the screen in a turn over any terrain lol, Its def my opening move with a GG after that experience.
 
I made a super medic out of a holkan, in my last game, he did pretty well. Its best to go leadership, then medic, in order to avoid all combat except 99.9 odds so his sole purpose was to kill collateralled chariots/ha units during a war in which I had already won. I left them their horse city just to be nice. So after that there I have myself a woodsman 3 medic 3 holkan.
A few thousand years pass he became a drill 4 medic 3/ woodsman 3 combat 2 leadership mech infantry, without ever a hard fight, and survived to lead the world to domination.
 
You could just use 2GG to get the medic3woodsman3 unit. (or is that not allowed)? I haven't tried it. If you aren't allowed to attach 2 GG to the same unit, you could use 3GG ... attach one to unit for 20xp, then attach to another unit in same squre for 10xp and repeat for another 10xp.

Using 3GG to advance 1 unit is clearly optimal.
 
I like putting it on a Chariot. You can easily get one up to 10xp fighting barbarians and in early wars and it's got the extra movement point so that you can keep it in a captured city to heal up attackers and then get it to the front line in no time.

As Dan said, when the AI has a wounded unit and you've got over 99% odds on attacking it, have the GG attack. It's slow to pick up xps, but it does get a few extra promotions added to it.
 
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