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Impi?

lasombra1984

Prince
Joined
Mar 19, 2010
Messages
315
Location
Kiev
In my opinion Shaka of Zulu is great UB choice. Agressive leader, thus cheap UB is awesome but... Could anyone explain me why everyone around are so fond of Impis?
In my opinion Spearmen are secondary unit, I have 2 or 3 max in rush-stack...
Your ideas please... :confused:
 
I wouldn`t say they are rated particularly highly though . definitely behind Praets , immortals , war chariots , fast workers , catephracts etc . But I can think of a few pretty good uses .

Ultra early rush unit . obviously axes pack more punch but at that early stage before the AI can whip , the 2 movement can actually be more powerful than the extra point that axes have . And often the AI has chariots before metals . But this really only works very very early .

Early pillage kings . stack one with an axe and send the AI right back to 4000BC

Barb defense . far more flexible than axes

Longeveity . with AGG and the fact they can very easily get 10xp fighting barbs , you can do without Pikes for a very long time .

I think the fact they are juiced up by AGG and the fact you can easily justify building the UB right away just adds to the appeal
 
The two main factors of a rush are speed and unit availabilty. You may catch your enemies with Impis against Archers if you decide early on it, or Axemen against Axemen/more Archers + more cities if you delay that long. Essentially, 5 Impis on 2400BC can wreck absolute havoc on an unprepared opponent, and if you are unable to finish the job they can definitely hold of on their own (while choking the enemy) as you get more or better troops to the front lines (such as Axemen or even Swordsmen).

2-move units are underappreciated IMO - the Musketeer can be one of the best UUs in the game if you leverge it right and proper.
 
Longevity - as mentioned - is a key word. Impis can go well into the medieval period and hold up well against mounted of the day will making a good pillaging unit. Impis are also a great choke unit early on and can be used in an early rush surprise.

Also, Impis are higly valued in Multiplayer which may relate to the hoopla you've heard about them.
 
Impis can be very useful, in certain specific situations. If you're running a chariot rush and you happen to find copper available as well, a few impis to accompany your chariot stack can make it nearly invincible. They make good scouts and early barbarian defense; they can make long-distance rushes a little more practical if you don't find horses, and they have some very interesting uses in multiplayer. However, the bottom line is that 90%+ of games you might as well not have a unique unit for all the difference they make. It's just as well though; the AI Shaka REX is hard enough to handle without giving him a more useful UU.
 
Impis are great with HA for causing total carnage,promoted right this SoD can quickly wipe out civs,without having to mess about with them slow seige weopens.
 
The main point of the impi is as a choking and pillaging unit IMO. 2 moves even without mobility would be huge - a regular melee unit can move, and then nothing, well look around. A 2 move unit can move, then on the same turn

a) pillage
b) run away the from strong unit it just moved next to

And an impi is much stronger than a chariot because

c) it retains 2 movement points even moving across rough terrain
d) it can take up defensive terrain on move 2 (chariots are highly vulnerable even to archers)
e) it has a bonus against a unit it might conceivably get attacked by

If the enemy gets many axes forget it, but against one with just horse or no early resource at all they're unbeatable.
 
impi's make amazing medics. Make sure to pop a few when you can and promote them medic and stash them in a safe place.

When it comes time to make an uber medic with a Great General, you know what to do. :king:

Cheers!
-Liq
 
AGG impi hit about as hard as war chariots if you promote well and only cost a bit more. War chariots are a top notch rush UU - impi are only a little behind that.

2 moves is always underrated in civ IV, except by the most experienced warmongers.
 
The difficulty I have with 2-move units is typically in integrating them into a mixed-force assault unit. It's hard to justify building lots of cavalry if I still have to wait for my cannons to reach the city, for example. I know about the city-revolt trick, but it seems really expensive in terms of espionage points.

However, this isn't a problem for ancient-era units, where you don't use siege to crack cities, and if your opponent builds the appropriate counter unit, you just find a new opponent.
 
The difficulty I have with 2-move units is typically in integrating them into a mixed-force assault unit. It's hard to justify building lots of cavalry if I still have to wait for my cannons to reach the city, for example. I know about the city-revolt trick, but it seems really expensive in terms of espionage points.

Going slightly off-topic here, but Flanking II cavalry have 60% retreat odds. That means that even if they have practically no chance of victory they will survive more often than not, hopefully damaging the defender. This is why cavalry stacks need no siege units. Combine with Airships for even better results. Oh, and if you've done your job right your cavalry will mostly face longbows, and the FII promotion neutralises their free strikes.

And then there's Stables, giving you a second promotion without having to run Theocracy or Vassalage. Yep, cavalry rule.

On topic, an Impi rush is something I have to try. I can see them beating conventional chariots quite easily, given that an Ikhanda gets them the Cover promotion. That's assuming the enemy don't get metal. Even if they do, their mobility improves your chances of cutting the metals before too many axes arrive.
 
Impi is actually one of the more versatile early UUs and has more mileage in special applications than most units ever will, namely becoming a great general capable of becoming a supermedic and going down the woodsman line, all the while retaining the mobility of any army. Any. This is something you can use through the entire game, have your tribal warrior be viable all the way to the modern era, have him run with the tanks and mobile artilleries and what have you. (+Morale makes for 3 moves if that really is necessary)

For more trivial applications, although there's no belittling the super great general who will never have to defend (assuming that you always have a few formation dudes to defend anyhow) and be great at his business, the Impi are great at choking and home security. Mobility comes into play here and take it from someone who plays Marathon, getting there even quicker than you already would in terms of years can be a decisive advantage if played well. They make for mobile defenders and good emergency garrisons as well, not having to be confined to a single location like most defensive units.

On top of this, the multiplayer application of the Impi is staggering. The Impi is virtually immune to anything if you manage to get a pair of them standing on the copper mine of your enemy. What's he going to throw at them? Chariots? Being as mobile as they are, you will be able to sever enemy supply lines and just pin him down with ease.

To conclude, the Impi is a great, wellrounded unit that is tremendously more useful than several other UUs and has its place in any kind of military application.
 
Impi are not quite as effective as Immortals, but are still pretty damn good, especially when you take into account that they are true 2 move units - they don't slow down for anything.

if you THEN take into account that the tech that unlocks them also unlocks slavery and chopping...
 
Going slightly off-topic here, but Flanking II cavalry have 60% retreat odds. That means that even if they have practically no chance of victory they will survive more often than not, hopefully damaging the defender. This is why cavalry stacks need no siege units. Combine with Airships for even better results. Oh, and if you've done your job right your cavalry will mostly face longbows, and the FII promotion neutralises their free strikes.

And then there's Stables, giving you a second promotion without having to run Theocracy or Vassalage. Yep, cavalry rule.

On topic, an Impi rush is something I have to try. I can see them beating conventional chariots quite easily, given that an Ikhanda gets them the Cover promotion. That's assuming the enemy don't get metal. Even if they do, their mobility improves your chances of cutting the metals before too many axes arrive.

Flanking 2 Knights against fortified City Garrison 2 Longbowman in a 60% defense city?

10 str vs. 15 str (6*245%) or 16 str (6*270) if hilled city
You will need siege anyway.
 
Flanking II Cavalry, not Knights. Base 15 strength.
 
Then you're doing it wrong. It's very doable to reach cavalry while your opponents still have lbs.
 
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