impi and the 2 movement

kristopherb

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May 23, 2006
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When you get impi it has 2m and free mobility but when you upgrade it it loses the 1 movement point.Whould you prefer;-.
1)leave as it is
2)adjust it
3)other

imo 2) by giving it an impi promotion (can only be got by impi's(+1 movement pont))
 
definitely leave as is. the guys are great, way powerful early on and they stay useful for a long time after spearmen usually does. pillager patrol anyone?

if they could get (without a GG) +1 movement point that early on, which would last until they grow up to be mechs if the game last long enough ... shaka would definitely go on my "i want a random except leaders X Y or Z" option when picking opponents. he's almost there already.
 
Impi are fine as is.
 
definitely leave as is. the guys are great, way powerful early on and they stay useful for a long time after spearmen usually does. pillager patrol anyone?

if they could get (without a GG) +1 movement point that early on, which would last until they grow up to be mechs if the game last long enough ... shaka would definitely go on my "i want a random except leaders X Y or Z" option when picking opponents. he's almost there already.

I've only played as Zulu on Warlords once or twice , and not recently, but pillager patrol says a lot. I also sent a pack of impi to keep pace with my cavalry invasion force, & whenever I captured an enemy city I would leave one or two behind and buy upgrades for them.

They're fine as they are.
 
Letting Impis keep their base movement of 2 after promotions would make them insanely powerful. They're already one of the best UUs, the last thing that needs to be done is let them turn into super-fast Riflemen.
 
One of the most important parts of unique units is their timeliness (shh, nobody look at India). If a UU got to keep its bonuses indefintely, you'd never play a civ with a late UU. I could understand, in theory, leaving the extra movement through one level of upgrade, but that's opening a giant can of Praetorians that is terrifying to think about.

I gotta vote leave 'em as they are. If you don't want to lose the extra movement, don't upgrade 'em. They're no more special than the next UU.
 
I've recently learned (after drawing Ragnar) that the Vikings' powers don't really expire, either. I now have a lot of amphibious grenadiers paying a visit to Alexander's island. Oh, and their UB doesn't expire, either - +1 movement for all ships, +2 if you circumnagivate the globe! Aaah-some!
 
The two units both keep their promotions, however the Impi differ from the beserker in that they have an extra movement.
 
I would definitely build a lot of Impis if I could promote them to double-movement Pikemen, double-move Riflemen (much better than Musketeers), and the killer: double-move Infantry. I think it's pretty clear that this would give Zulu the ultimate, ever-lasting UU and would not be fair.
 
The Impi is hideously powerful as it is - certainly not in need of ANY improvement. I've been using the Zulu quite a bit lately, and I'm starting to think it may actually be the very best UU in the game. As it is, you can absolutely cripple half a continent with barely a handful of these guys, and they're extremely versatile to boot. Letting them upgrade to pikemen and keep the extra movement would be very overpowering. They stay useful for ages anyway, and are still a damn fine unit throughout the medieval even without the double-power upgrade (they're still excellent pillagers and worker-stealers, they do decently well against knights, and they make exceptional medics too).
 
The best way to use Impis is to bring them along a stack of chariots to conquer the enemies. They can keep up with chariots on attack and defend your newly captured cities, so your chariots can keep the attack. They also catch up and counter the enemy chariot stack that was meant to do what you're doing with yours. Unfortunately it's rare that you start with both horse and copper. *sigh*
 
if u deck the players so that it was like ghengis khan, hatshepsut, and the other horse people that would be bizzare and funny. and overkill
 
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