Longbowmen get a new lease of life

Radegast

Chieftain
Joined
Feb 13, 2002
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Kingston,Surrey,UK
With the modifications to archers and Longbowmen in C3C I find that the previously limited life Longbowmen can now remain useful up to (and through?) the Modern Age.

With the zero range bombard, Longbowmen are effective on the defence, up against everything until Infantry/Tanks. They can usually take a hit point off Cavalry and often can get one against Riflemen (If the opponent uses these in attack). These slight reductions can often mean the difference between your defender living or dying. Even if the defender remains at one hit point the AI has to either use up another attack unit or you live to fight another day.

Secondly using a stacked longbowman means there is another unit to defeat. Sure, it only has one defence so will die easily once it is on its own, but again this takes up an attacker.

During the middle ages, where a Longbowman is around the same cost as any other unit the loss of a Longbowman is a problem, but later on these units are so relativly cheap it's a shoulder shrug which just might buy some time.

Their other great use is for killing off the one hit point enemy units sitting next to you. Firstly, it saves 'wasting' a 'proper' attack unit which might be better used in taking down a full strength enemy. Secondly, winning these battles can get Elite Longbowmen which can even take out a low hit point Tank and may in time produce Great Leaders as well (just remember to have a defensive unit available to cover them or they are toast after an advance after combat)

As industrialisation kicks in there are usually a number of cities around that are producing just two or three shields each due to either corruption or the need to place them in deserts and other undesirable locations. Or there are captured cities with high unhappiness due to AI drafting/rushing. What to produce with these cities? Some can become worker/settler farms but mostly these cities take so long to produce anything its not worth the effort. So, rush a barracks and switch to longbowmen. These will take between 6 to 15 turns to produce and can of course always be rushed fairly cheaply when war comes. As there are often phases around this time where you are avoiding war so you can crank up the infrastructure/science/military in order to at least be competetive with the stronger AI civs then three or four Longbow factories will produce a significant force relatively quickly. These will probably die off quite quickly once war erupts again but what the hey, they are expendable.

These units also make excellent Military Police either to provide happiness or prevent culture switching without having to waste high powered offensive/defensive units which are better placed on the front line. A regular longbowman is as good a policeman as an elite Mech Infantry.

They are also useful for hurrying the odd bit of production, sometimes just adding seven (or whatever it is) shields to a city producing 30 shields a turn will drop its build time to 1 turn meaning that all 30 shields apply to the next production rther than wasting 20+ on completing in two turns. While this is a very inefficient method for converting shields it does the job in many cases.

And their final use is as cadre unit in the production of 'proper' military. Simply disband one in a city with an empty production box, then rush the Modern Armour (or whatever) eliminating the doubled cost for rushing from scratch. Rinse and repeat thereby generating modern units every turn, Sure, you need money for this but at this stage of the game you should have a fairly large income anyways.

The drawback is the upkeep of course, but I'm not suggesting that Longbowmen comprise a large portion of your forces. 20 or 30 in a 300 to 400 unit army is probably sufficient, especially after the terrain is mostly railroaded. And maybe you'd rather have one infantry rather than three longbows but how many times have you begged for just one mor unit to cover a gap/city etc?

I've not tried putting them in armies yet, do they retain the zero range bombard and can zero range bombard actually join armies?


If players have a problem with archers and tanks in the same army, well just view them as light artillery, mortars etc.

In fact, this gives me an idea for a new unit stream for the Industrial and Modern ages giving Longbows an upgrade path.

These units would retain a zero range bombard which increases at each upgrade. Their defence strength remains at two or three and attack strength is minimal, maybe 5 at max so that they can be used to kill off wounded enemys. Perhaps the Industrial age unit could be classed 'Light Infantry' or 'Skimishers' or 'Horse Artillery' and the Modern Units be 'Fire Support Team', or 'Bazooka' or whatever. I'm sure someone out there will come up with a good name and a top-notch graphic nudge nudge ;) ;)

Conceptually, these are cheap(ish) dual purpose units that can provide fire support against assault, hold ground at a pinch and clean up routing (1HP) enemy.
 
There certainly has been some changes with the archers/longbowmen. I just noticed in a game today and wondered the hell what was going on when the archer was attacking first when i had attacked a group of units. Now my question is, does the archer have to perform the fortify action for this to happen cos it certainly makes them more powerful and very annoying when the computer uses it against ya. I mean it doesn't take off a unit of health every time but it certainly makes a difference.
 
I find the longbowmen overpowered. They just smash through cavs, which I find ridiculous. Of course, the cav has only 3 in defense, but as you say longbowmen retain their usefulness until very late in the game... That's completely unrealistic. Bows... bleeeh. :)
Some types of units should just simply vanish when you get to another age. Longbowmen belong to that category, IMHO.
 
Has a band of longbowmen ever faced cavalry in real life? It's essentially 2 units with ranged projectiles. I don't know of a war like that, but, it's possible. (Cavalry units have very little armor...).
 
Originally posted by Masquerouge
Some types of units should just simply vanish when you get to another age. Longbowmen belong to that category, IMHO.
I thought they upgraded to Guerilla.
 
Originally posted by Grey Fox
I thought they upgraded to Guerilla.

They do. I think he was talking about how some units should dissapear when they become obsolete.
 
Originally posted by SuperBeaverInc.


They do. I think he was talking about how some units should dissapear when they become obsolete.
I usually disband some units, if I don't upgrade them all, so they do in my games atleast ;)
 
Originally posted by SuperBeaverInc.
They do. I think he was talking about how some units should dissapear when they become obsolete.

Correct ! :)

And I notice the longbowmen vs Cav fight quite a lot in my games, since I'm usually the first to go for Military Tradition and the AI loves longbowmen.

Chieftess, I do agree that cavs have very little armor. However, IMHO, I just find that when longbowmen attack cavs, cavs are a bit too weak.
...
In fact it's just the period when you have cavs and not yet riflemen that's annoying ; you've got very powerful and fast offensive units, but your overall unit defense is still weak (pikemen at most). And since cavs are fast, way too often I'm stuck in my frontline with cavs defending freshly captured cities (pikemen not there yet, you can see them on the horizon line if you look carefully) and getting killed with amazing consistency by a bunch of longbowmen.
Hopefully that special time is not too long :)

But generally speaking, I'd say that every time you come into a new age, you either upgrade your units or they die. I'm tired of seeing spearmen and warriors playing a part in modern wars.
Of course, this would mean a huge change in gameplay, and I'm not sure I'm ready to ruin the current one that works quite well :)
 
I don't mind when the AI doesn't upgrade their units, just makes easy targets for my upgraded units and helps produce GLs or beef up my units to Elite for when I face their upgraded units.

I haven't played C3c yet, what is this zero bombard bonus thing, I heard about it, but it was never properly explained to me.
 
I thought that the final upgrade in the path for longbowmen was the TOW Infantry. If that's the case, once you discover the tech for them, you might not be able to build any more Longbowmen.
 
A unit with 3 move points should never get attacked by a unit with only 1. If you're being reckless with a purely offensive unit then they should be vulnerable to longbowmen. The cavalry's defense (in the game and in real life) is its speed.
 
Nothing is quite as surreal as finding you have a long lost spearman near the end of the game and then upgrading him to modern armour.
 
Originally posted by Chieftess
Has a band of longbowmen ever faced cavalry in real life? It's essentially 2 units with ranged projectiles. [...]

What makes clear that, after the invention of powder, in principle each unit should have a bombardment capability of range 0, if not being an bombardment unit anyway.


@Radegast:
[...]winning these battles can get Elite Longbowmen which can even take out a low hit point Tank [...]

This just stresses the fact that the combat system of Civ3 is weak :mad: and units are set up in a most poor way. If I have a look at the movement of 3 of an Keshik and the 2 of a tank :confused:

Really, the first thing one has to do after getting the copy of PTW of C3C is to maintain unit stats....
 
Originally posted by Commander Bello

If I have a look at the movement of 3 of an Keshik and the 2 of a tank :confused:

Early tanks were slower than infantry, and more were lost to muddy fields than to enemy action.
 
Originally posted by Commander Bello
This just stresses the fact that the combat system of Civ3 is weak :mad: and units are set up in a most poor way. If I have a look at the movement of 3 of an Keshik and the 2 of a tank :confused:
Do you know how fast light cavalry is? And how slow the early tanks were?
 
Originally posted by HalfBadger
I haven't played C3c yet, what is this zero bombard bonus thing, I heard about it, but it was never properly explained to me.

The zero bombard simply means that the unit has a bombard strength, but cannot offensively bombard another square. However, if the unit (or a stack with the unit in it) is attacked, the unit will 'bombard' the attacking unit, often taking away a hit point before the battle begins. Think of it as a defensive first fire.
 
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