GG and Medic III

Well, after playing a few games I gotta say I love the medic III promoted unit. Keeps my battles moving along real well, and gets me the experience for West Point (which I would get in only 50% of my games before). Kills two birds with one GG. Unless I have a battle with 99.99% odds, I never attack with the promoted unit.
 
Same here - a chariot or spearman (if I don't have horses) gets MedicIII, and ideally +1 move as well. Keeps the offensive rolling, potentially speeding up the elimination of an enemy civ by several turns, and unlocks West Point to boot. Any GGs beyond that go to +2XP military academies in my military production city (or cities).
 
I don't know, I used to always use my first GG to make the super medic, and I still think this is a good idea in theory but lately I've been settling them all for MA's and the extra XP. This may change when they fix the bug that allows you to found the MA before MS but until then I think using more than one for a medic is a bit of a waste. Just upgrade your units to medic I... are the 2 or so extra turns it takes for a medic I to heal a stack as opposed to a medic III all that crucial, as opposed to having a city that can pump out CR2's or 3's or frigates in 1 turn? It also doesn't make sense when you have multiple stacks.
 
I used to turn a GG into a Medic 3, but now I've changed this tactic. Instead, I pick a unit and give it Medic 1 and Woodsman 3.
Of course you'll need a few battles to get there, even with Boudica, but at least you save a GG (which, btw, might help this unit get the needed XP). Anyway, I dont think this is good for a non-Aggressive non-Charismatic leader.
Some guy on this forum started a thread showing the results of tests with various combinations of Medic and Woodsman 3 promotions. I dont remember very well the results, but in order to take full advantadge of these promotions, they must be in the same unit. And well, the effect is good enough for me.
 
My first GG generally alwyas becomes the MASH unit. Having your attacking units heal faster than the defenders is huge. It may even be broken. I'm yet to get myself a Medic III, Woodsman III unit, but I suspect it'd be worth doing. Whichever of your early exploring units manages to get the most XPs for Woodsman III gets a GG attactched and groomed into the ultimate healing machine!

Subsequenct GGs will be settled or used to create super-city-busters. At the time I get my second GG, I should have a couple of units who have gotten 20-30XPs. Whichever is my most powerful unit gets the GG attatched to it so that it can upgrade without going back to 10 XP. I make sure to add leadership, and then aim to hit Combat VI CR III, then promote to a rifleman. With Gunpowder units now being able to get Drill, I'd then aim to get it to Drill IV. The Tactics promotion can be worth it as well. Nothing sucks more than losing 100 XP+ unit at >99.9% odds. Tactics substantially reduces the chances of that happening.

Building up units like this is one of the many reasons that I adore Cha.
 
My first GG generally alwyas becomes the MASH unit. Having your attacking units heal faster than the defenders is huge. It may even be broken. I'm yet to get myself a Medic III, Woodsman III unit, but I suspect it'd be worth doing. Whichever of your early exploring units manages to get the most XPs for Woodsman III gets a GG attactched and groomed into the ultimate healing machine!

Exploring units cant get Woodsman III
 

What are all the units that can get Woodsman III + Medic III(assuming you have a GG available)?

Melee and Gunpowder units only.

That means no scouts/explorers and no horsies.

Wood III + Medic I gives the same healing rate as a Medic III unit. These healing bonuses DO stack if Wood III and Medic I are on the same unit. They DO NOT stack if the Wood III unit is a different unit from the Medic I unit.

Wood III + Medic I = level 6 unit, no Great General required
(Level 4 unit with Red Cross, Level 5 unit for Agressive)
10 XP for Jaguars.

Medic III = level 5 unit, requires a Great General.
(Level 4 unit for Agressive leaders)

Medic III + Wood III:
37 XP for Agressive, 50 XP otherwise.
26 XP for Jaguars.

Yay Jaguars!

Edit for clarification: Civilopedia says Wood III only for Melee, Gunpowder.
 
Back
Top Bottom