How to use cruise missiles?

jkg

Chieftain
Joined
Dec 6, 2003
Messages
1
Cruise missiles don't seem to move over water squares, they can only move one tile in enemy territory, and only have a bombard range of two. Seems like artillery is a much better option even though it is slightly more expensive and has a marginally lower attack rating. The fact that it is reusauble, seems to make it much more effective.

Any good use of cruise missiles that I'm missing?
 
Yes, but in standard rules, Cruise Missiles have leathal bombardment, whereas Artillery does not. So having a few cruise missiles around to mop up after the arty takes them down is not all that bad a thing to have.

Welcome to CFC. . . :thumbsup:
 
On top of what Turner said, you can transport the Cruise Missiles by sea at a later stage, and the fact they have a higher range can somehow prove very useful (hitting some resource improvement 3 tiles away, bombarding cities from sea before a landing – again, at a later stage), etc.
+ when you reach a certain point where you have a couple of cities that produce them in one turn, after a while, you’ll have a pack of them, and they can be reaaaaaaaally deadly!!!
I once captured around 4 to 5 cities after I had hit them one after the other with some 20 cruise missiles. No fighting, just using Arty and CM’s, and then marching into a “freed city”.
 
A popular tactic is to use Arty to redline any enemy ship that ends up within range of your coast, and then sink it with a Cruise Missile; it's practically a guaranteed kill even against Battleships. The AI's got brighter on this point over the patches, but it still works.
 
Originally posted by Masquerouge
However their use is quite limited, I'd say. They're expensive, and are a one-use unit. So I'd suggest you only build them for fun :)
This topic has been discussed many times:

Use your corrupt cities to build them.

A 60 shield cruise missile sinks a red-lined 200 shield battleship.

Ship a couple of them (w transports) to your islands to sink enemy ships.

If you have enough, use them to hit mech infantry defenders in metropolises.
 
Another nice thing about CM's is that when you target a city with them they always will hit the military unit in the city instead of sometimes improvements like Arty will.
 
compared to radar artilary whos BRF is 16.2.2 CM's are 16.2.3 which means it has a better chance of bieng effective, and infinitly better chance of killing a unit
 
OK, I am using CM's ... and I don't see anything happening when I use them! When I use an arty I see something akin to "Bombard Successful! Enemy units injured!" or some such. When I use a CM, I see ... nothing.

I'm playing C3C, latest patch (as of Apr 12, 2004).

-- WC
 
I don't think you're supposed to see anything. I just use cruise missles to take out enemy naval units, though.
 
Ditto that WWWeasel. I do the same, plus give range of 5 to 7 tiles, and let nuclear sub carry 2 as well as the Aegis. AI seems to deploy CM's more with these changes.
 
Ditto what others have posted.

Use 'em to defend your coast. That's about all they're good for unmodded.

Also the AI doesn't knwo how to use them. Last night I was moving a large stack of MA's in on a city. The AI launched a volley of about 10 CM's at my stack of 20+ MA's. I couldn't stop laughing. :)
 
I've usually found CM's to be useful. I tend to have a stockpile of them especially after railroads are inplace. Like everyone else has mentioned, they tend to be useful in mopping up wounded ships or tanks, etc.
 
Back
Top Bottom