How do you use guerillas.

CivEmperor

Warlord
Joined
Sep 22, 2003
Messages
158
Location
Canton Ohio
I don't know what to use them for or what you even could.
Need your help.
 
The only time I ever used them to real effect was as support troops in a pillaging campaign. Since the AI would go after the weakest unit, they would go after the guerillas, leaving my conventional infantry free to continue fighting. They also have a pretty good attack if your enemy doesn't have Replaceable Parts.
 
The only reason to have guerillas is because you have some swordsmen -> medieval infantry -> guerillas. Actually, there might be some valid reason - missing some resource or being cheaper but I've never come across it.
 
If you don't have any available resources, Guerillas are the best infantry unit you can field. Personally, I don't find them very useful -- although I haven't played any games where I've lacked Rubber in a very long time. If I have a limited amount of unit support, I'd much rather use it on armor, infantry and air power. And as for upgrading, I almost always disband my older era units rather than pay gold out the wazoo. In this case especially, why pay loads of gold to get lots of 6/6/1 units? Maybe for tanks or something else, but not these. It's just not worth it in my opinion.
 
Prince David said:
The only reason to have guerillas is because you have some swordsmen -> medieval infantry -> guerillas. Actually, there might be some valid reason - missing some resource or being cheaper but I've never come across it.

Missing some resource, actually. Rubber, in this case.

Plus, in C3C guerillas have an added bennie: They upgrade to TowInfantry. I always try to place a few TowInfantry into my heavily defended city (defensive bombardment rocks!) and they make good worker escorts in war torn areas.
 
Yeah, the only good thing about the Guerilla I can see is the fact that they upgrade to TOW Infantry, which kills against tanks, and can even hold off MAs with it defensive bombard capability.
 
I notcied that in the civilopedia it mentions:

"Insurgents fight for their own goals and beliefs and so can operate without revealing the nationality of their paymasters."

This seems to me that the Guerilla is supposed to be a hidden nationality unit, but it isn't. Maybe an oversight by the coders?

Anyway, I've moded the Guerilla so that it is hidden nationality, and it's quite usefull then, as its not too powerfull as to totally womp the AI, just the odd sneak-attack here and there.
 
I normally skip the upgrade to guerilla and just go straight from medieval infantry to TOW infantry.
 
Defensive bombardment is the only real use, imo - I usually take a few along with an invading army and use them to garrison the cities I take. Their defensive score and defensive bombard makes them like a 2-in-1 unit. Although I'm not convinced that use was the intention of the creators....
 
maverick_mw said:
I notcied that in the civilopedia it mentions:

"Insurgents fight for their own goals and beliefs and so can operate without revealing the nationality of their paymasters."

This seems to me that the Guerilla is supposed to be a hidden nationality unit, but it isn't. Maybe an oversight by the coders?

Anyway, I've moded the Guerilla so that it is hidden nationality, and it's quite usefull then, as its not too powerfull as to totally womp the AI, just the odd sneak-attack here and there.

Nice. Think I'll do this in an upcoming Always War SG. Never done a mod before. The ability to pillage & kill AI units without having your nationality detected would be nice. Guerilla War. :D
 
I build guerras if I run out of cavs during artillery warfare phase. They are still cheaper than using infs to do the killing, just in case they die.
 
@NetGear
Infantry and Guerillas cost the same so why would it be cheaper?
 
ur right, i got it confused with one of my own old AU-like settings....

cavs infs and guerra are all same values right? anyways. even if guerras are same values as infs, i guess you could still use them for the zero range bombard...
 
handy900 said:
Nice. Think I'll do this in an upcoming Always War SG. Never done a mod before. The ability to pillage & kill AI units without having your nationality detected would be nice. Guerilla War. :D
What's the point in an always War game? :hmm:
 
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 applied both changes (hidden nationality and 2 move) - to me they represent funded insurgents in the modern era, the same way 'local' peoples were funded on the sly to wage 'third-party' war during the Cold War.

Edit: Now if they could only act like spies and sabotage cities... :sad:
 
Ankka said:
What's the point in an always War game? :hmm:

No point other than to have a different kind of experience. Also, they tend to be a lot more of a challenge. Always war on Emperor is perhaps as hard as a regular game on Sid.
 
Did some research on the Vietcong geurillas and I cam to the conclusion that in Civ they should treat all terrain as road (unless in enemy territory) and they should be invisible when in jungle, mountain, forest, hills and such.

Could be quite funny when the enemys supposedly safe arty stack way behind their lines is suddenly ambushed by your previously invisible geurillas. :eek:
 
crazyluke2001 said:
Did some research on the Vietcong geurillas and I cam to the conclusion that in Civ they should treat all terrain as road (unless in enemy territory) and they should be invisible when in jungle, mountain, forest, hills and such.


I agree, but I also think that they should use enemy territory as road too - as if an invading army takes a city, the immediate ZOC will be AI-controlled. A guerilla would, however, still know the terrain better than the invading army and therefore should be able to move quickly to pillage/attack.
 
Back
Top Bottom