Left over Cossacks?

chimera99

Chieftain
Joined
Nov 1, 2001
Messages
25
Okay, as Kathrine, you have conquered part of the world and now have advenced in science to where you now have gun ships and tanks. Having spammed Cossacks, you have quite a lot of them. Given the "gunships are pretty usless" general impressions from this board, what do you do with all of them, upgrade or sucide them against stronger units?
 
Medics and mop-up.

I like to give my Cossacks the Medic promotion so that they can get to March (thus becoming even more unstoppable :lol:), so they work quite well as Medics when Tanks and such come along. I'll leave one behind in a conquered city to help heal the wounded Tanks that I left to rest there, and it'll keep the natives happy until I can send a real defender that way.

Cossacks are also powerful enough so that they can easily mop up the last few defenders of a city once the Tanks have cleared out the primary garrison troops and blasted everything full of collateral damage :hammer:
 
Yep, Cossacks are great for mopups and make awesome medics and escorts for your arties. They can also be a main force if you just bombed a stack out in the open with your bombers they can take out most modern units when they are down to 50% hitpoints but you may have some losses. This saves your main modern units to attack cities.

Gunships useless? Hardly. They are pillage machines. I don't use them enough myself but man they are the biggest pain in the arss when the AI lands 2-3 full transports of them on your backside. They can unload and pillage 3 times in one turn. And tanks can't really take them out so you better hope you have some mech inf. around or enough air power to hurt them or else you are in big trouble and can't stop them.

Oh, Cossacks are good at taking out gunships after they've been bombed. ;)
 
Gunsips useless?!?
Sure depends on strategy. I go for war. I start war with one AI, finish him fast, no ceasfire. then prepare well and take next AI. I must be fast, beacuse war gives unhappy faces over time and that cripples economy more than raiding enemy - since it happens in all citys parallel. to make war finish fast, you must take citys fast, including big citys and small citys. also remember that liberated citys have this "we want to join our motherland"

so taking a small citys fast is not easy - tanks not speaking artilerry are not so fast movers, so I send just one tank per city, rest is done by plains/ships and gunsips. Three tanks start to three small citys one to each, while stack of gunships manage to make a single full round. at this point arts have reached big city, with some infant protection, and surviving gunships are just getting there after arts have done with defenses. city per turn or city per two turns is a must rule. sometimes I sacrifice several units juts to take city 1 single turn faster.

also gunsips can well defend against enemy in field, and return in same turn to mobile healing base (a square with medic) to get healed fast. tanks and others are hard to consolidate for healing, thus their use is limited in blicwar.

as mentioned, gunsips are ultracool with airforce support - bombers and fighters weaked city defenses or enemy stacks, gunships finish off. a 3 star gunship with blicz (you should have them a lot, assumung cossaks rulll) can do like 4 attacks per round. so - 2 or more bombers do attack (not bomb!), that leads to a full stack of crippled units, and few most powerful and dangerous are seriously crippled, and then just 2-4 gunsips can take the stack out - all in one single turn. this leads to eleminated stack or taken town in one turn (need some tank for town), and seriously injured gunsips. have spare time? one gunsip attack per turn, retreat one square back, repeat on next turn after bombers again. leads to eleminated stack/town in 2 turns and little injured gunships.

I see it like this - a plain + a gunship is equil to two tanks combatvise - can do colletarial, can kill units, similar rate/results. sure not identical, tank cannot bombard, gunship cannot ocupy, tanks probably still bit stronger. but gunships move 4 tiles turn, tanks move just 1.5 avarage (mind rivers, hills etc). thus all in total with gunsips the liberation of country goes more than 2 times faster.

some AI with evil dictator and mass destruction ability (since I finished that project..) has 10 citys. with mostly gunship +some plains + 10 tanks army I can finish him in 15-20 turns. with tanks only it would take 30-40 turns, assuming movement penalty. in those 20 extra turns he builds extra 20 units (assuming, some math on remaining citys can be done), that adds few more turns just to kill those new units.

thus gunsip adds major strategic option for blic war in its timeframe, thats clear. blic war is best conguest/domination strategy assuming CIV4 design and balance - thats my opinion. there are people taking one city, signing peace, getting backstabbed and so on. probbaly they know their way and probbaly its wery good, dont know. If you have thise cossaks waiting to be upgraded - go for some AI in fast and sure war.
 
In my current game, my remaining Cossacks were highly promoted, and as someone above said, make great medics.
 
bonscott said:
Gunships useless? Hardly. They are pillage machines.
On top of that, Russian Gunships are promoted from Cossacks, which are so powerful that at least a couple are bound to get all the way to Blitz before they obsolete...and a 4-move unit with Blitz is about as scary as it gets :hammer: :D
 
Gunships with Blitz are great...I almost always follow that promotion path with my early mounted units, looking forward to the day I can upgrade them to gunships...
 
A gunship can even destroy modern armour without flinching. I saw the sheer power of Gunships once when Tokugawa sent a stack of gunships unprovoked against my stack of modern armour that I used in a game to dominate. I thought he was crazy until every single modern armour was destroyed leaving me without an army:eek:. Luckily I won the space victory 3 turns later, before he was able to show the sheer pillaging power of 20-30 gunships on a continent :p.

I've been using gunships ever since, and gunships which are promoted from old Cossacks are a force to be reckoned with. No they aren't as powerful as tanks, or as stable defensivly as even marines, but they make up for it in their speed and specialized warfare.
 
The real power of gunships is when they are upgraded from cavalry with the March promotion. One gunship with March has the combat power of five regular gunships, since it doesn't need to waste time retreating, healing, and returning to combat.

When the power of cavalry wanes, I make it a top priority to get as many cavalry as possible upgraded with March. Once you have gunships with March and Blitz, backed up with a wing of bombers, they start gaining experience like crazy. Add in Ambush, and they will rip through entire stacks of Tanks or Modern Armor without blinking.
 
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