late game scouts

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Aug 23, 2007
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Today I experimented with some scouts, after turn 50. Capital had heroic epic/workshop/forge/barracks/armory.... and after 5 longswords, I made 4 scouts in a row, with Morale and scouting II. They turned out to be extremely useful for pillaging, filling in gaps (preventing flanking), flanking, and providing zone of control! They are great with scouting II, because they gain an extra movement. Also, the timing allows the scouts to catch up to the longswords, while additional longsword reinforcements would've lagged behind.

That game I waited about 5 turns on settling the 2nd and 3rd city, while I made Heroic epic (turn 50). This gave my longsword push a nice advantage. ( I wanted to break my neighbor before he fortified his chokepoint with longswords, which would have delayed me until Astronomy/Metallurgy/Rifling)
 
Interesting. The bad part is the maintenance cost. But in medieval era it's not so bad.
 
-1g/turn for a scout is negligible in medieval era? *YES

A scout that has +1 sight and 3 movements/turn? *YES

It can be built in 1 turn and be disposed in anyway you want (pillaging, filling gaps, zone control)?
*YES

The uses of scouts are immese (especially in mid game). It suprises me how many players neglect the full potential of scouts in later eras.
 
It suprises me how many players neglect the full potential of scouts in later eras.

Well i often have enough of other kind of units to flank and other stuff. But scouts can be helpful in some situations(read forest/hills/riversided tiles around ennemy land).
 
also useful as human shield and to lure units out of position
maintenance cost is low , they prob wont last long anyway!
 
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