How do you use guerillas.

If you make the guerilla a hidden nationality, when you upgrade to TOW would it become "non-hidden"? Also, when you upgrade from Med Inf would it become hidden?
 
I think the designers wanted a unit that could bring those ancient Swordsmen into the modern era, and Guerillas are moderately useful as a 6/6/1 unit.

It looks like they were intended to be a hidden Nationality unit, but that must have been too powerful in the initial testing. So they are now mostly useful if you lack Rubber. Used in conjunction with no resource Artillery, Guerillas can be effective at taking enemy cities, which gives a geographically-challenged player a fighting chance.

I think they have limited usefulness, but I like that the designers thought to try to bridge the gap between the ancient and modern eras.
 
The AI doesn't handle the hidden nationality trait well, unfortunatley. It's probably also the reason we don't have modern/industrial age pirates.
 
mix them up with your conventional infantry, specially if you have good numbers of them, move them up in stacks of 20-30 next to enemy citys,fortify on high ground, if you need to...

it works if its timed right with your stack/stacks of arty that move around and have range 2, bombard everything to redline and attack with guerillas first and then cavalry(specialy if you dont have enough cav)
 
Guerillas are useful units for a number of reasons.
1. They extend the usefulness of the swordsman and mace units.
2. They upgrade to TOW
3. They have defensive bombardment (albeit, i've never seen damage done by it.)
4. If you lack rubber, it gives you a decent strength industrial infantry unit that, combined with artillery, you can capture a rubber colony or two. This is especially important if you don't have horses, either.
5. If you don't have rubber, they make it even more advantageous to bee line for replaceable parts in the industrial age, rather than nationalism, because you have a six point defensive unit.
 
I've just been running a test on Conquests with Guerillas set to hidden nationality and have discovered a strange anomoly.

Obviously, when a unit is hidden nationality, the AI will always go after it- be it Privateers, Guerillas or anything else.

The problem is, where a city is fortified with a guerilla, the AI use ships to bombard it, despite it causing war (as any bombardment of a city always will). I'm sure the AI doesn't intend to start war but seems simply to be trying to kill the hidden nationality units.

In my current game, I have numerous coastal cities. The vast majority are garrisoned with Infantry, but one or two others have guerillas as the only defensive unit - these cities are the only ones to be attacked by ships.
 
Hmm, that does seem very strange indeed! It's common knowledge that Hidden Nationality units become relentlessly hunted down by the enemy for no good reason, but with this much dedication!

Perhaps it wouldn't happen if they were set to invisible, then ships wouldn't be able to see them, but I suppose the Guerrilas would then become super-powerful with the ability to romp around the map capturing workers all the time.

I normally play without the TOW upgrade too, in order to keep Guerillas around until Modern Times, but thats just the way I want to play.
 
I'm going to turn off the hidden nationality and remove the TOW upgrade - guerillas should certainly be around i nthe modern age and the more I think about it, in the RW guerillas have never really been the type of unit with hidden nationality. It was obvious to the Nazis that the Guerillas in Yugoslavia were Yugoslavians - the problem was that they were practically indistinguishable to normal citizens.
 
Guerillas are really only if you dont have rubber for infantry. They have 6 defense, unlike 10 for the infantry. Theyre useful if you have large armies of Med. INfantry and have enough gold to upgrade them all to Guerilla :twitch: :twitch: :twitch: :twitch: :twitch: :twitch: :twitch:
 
Dave the Monkey said:
I've increased the movement of Guerillas to 2. This allows them to pillage and escape in the same way as guerillas in the real world have done in the past.
I did the same in my Mod but also increased their attack and defense to 8. (that's not that high considering the changes I made in that Mod to other units)
Dave the Monkey said:
I've just been running a test on Conquests with Guerillas set to hidden nationality and have discovered a strange anomoly.

Obviously, when a unit is hidden nationality, the AI will always go after it- be it Privateers, Guerillas or anything else.
I've noticed that as well. I think they treat the hidden nationality units as barbarians. (which they also attack like crazy)
 
I found that a stack of guerilla's in stacks can be quite formidable as they tend to support each other. Plus they draw enemy fire, leaving your main forces to perform combat manuvers mainly unheeded. Paras can be used in a simlar way to draw enemy units into kill zones (ie where your arty is)
 
I think Guerillas were intended as hidden nationality units.

But the AI has for some odd reasons the tendency only to build those units with hidden nationality, or well, say, overemphasize production of them.

This is why they are probably as they are, 2nd grade Infantry upgraded from Medieval Infantry, later perhaps TOW Infantry.
 
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