Machine guns from Chu-Ko-Nus and archers from scouts

beestbijnacht

Chieftain
Joined
Apr 12, 2013
Messages
87
Why do I always hear people grumble about a goody hut converting a scout to an archer? They retain their terrain movement ability! One time I kept that archer up to xbow and i had a beast xbowman that could move through jungle two tiles at a time!

Also just finished a game on king as Wu Zetian. Lots of Chu-Ko-Nus that I upgraded to Gatling then MGs. Getting two shots per turn in with a MG, with a Chinese general in range - I was taking out riflemen with a single machine gun in a single turn! (nearly anyway) Lawdy! :eek:
 
Don't know other people but I love former-scout archers. they are very useful.
 
I've never heard complaints either. The only hut I hate getting is the "reveal location of barbarian encampments." OHHH WHOOPEE! The only one worse is the "reveal map" and 99% of what you get is ocean tiles...

Scout-Archer is awesome, but the BEST hut to get is definitely the prophet. Second place is free tech, only because every so often that one is a dud.
 
Don't know other people but I love former-scout archers. they are very useful.

the upgrade path for scouts in annoying, I would prefer if the upgrade path was from scout to warrior, a warrior with double movement would be nice hunting barbs, the upgrade to a archer just causes me to send him home more often then not.

It's much more difficult to steal working with a archer then a scout too.
 
Scout-Archer is awesome, but the BEST hut to get is definitely the prophet. Second place is free tech, only because every so often that one is a dud.

Culture ruin is pretty fantastic if you get it within the first couple turns. That one in particular snowballs like crazy.
 
Try longbows to machine guns as England. Upgraded to barrage 3 and double attack and they just chew through troops as the AI doesn't expect them to be able to fire from a range of 2 and plays accordingly.
 
Never heard anyone grumble about an Scout hitting a goody hut and being upgraded to Archer.

Now there are lots of grumbles when a Warrior hits a goody hut and gets upgraded to a Spear.
 
I will complain every time if my scout has 2 movement points and hits an upgrade hut, and it eats his last movement point. It's stupid. It doesn't matter how good the scout archer is, I shouldn't lose my last movement point. Rawr.
 
I will complain every time if my scout has 2 movement points and hits an upgrade hut, and it eats his last movement point. It's stupid. It doesn't matter how good the scout archer is, I shouldn't lose my last movement point. Rawr.
Then use first movement point to move around the ruin or whatever, in case you lose it. :rolleyes: I saw complaints about the scout-archer the other day also, and my reaction was also :confused: ... I've had some scarchers with extra range and double-attack and literally leveled entire civilizations with them.
 
Why would you send a scout into a goody hut with 1 MP left anyway? I always use up my MPs before I get into a goody hut... Only exception would be if there is a barb next to the goody hut and I want to move my scout back into uneven terrain to get the def bonus (and then the scarcher upgrade would be beneficial)
 
Relax. If you're complaining about 1 lost movement point on a free upgrade to a combat archer with mobility.... You will never be happy with anything, and you should resume your lifestyle of kicking puppies and stealing candy from small children. ;)
 
Relax. If you're complaining about 1 lost movement point on a free upgrade to a combat archer with mobility.... You will never be happy with anything, and you should resume your lifestyle of kicking puppies and stealing candy from small children. ;)

Pretty much this.
 
Scout ==> Archer
Then farm city-state experience until +1 range and +1 attack per turn are both available. Have an extra archer, and then you can take half the map on Deity before the Industrial era (and thus Artillery) on marathon.

Usually all I need is 2-3 melee, 1 mounted unit, and 2-3 super-upgraded ranged (that aren't siege machines) :)

Try it out folks.
 
Scout ==> Archer
Then farm city-state experience until +1 range and +1 attack per turn are both available. Have an extra archer, and then you can take half the map on Deity before the Industrial era (and thus Artillery) on marathon.

Usually all I need is 2-3 melee, 1 mounted unit, and 2-3 super-upgraded ranged (that aren't siege machines) :)

Try it out folks.

Whoa... but certainly you don't mean 2-3 scout archers, right? I've only ever gotten one per game.
 
Whoa... but certainly you don't mean 2-3 scout archers, right? I've only ever gotten one per game.

No sir I do not. I got carried away haha
Although it's certainly possible, albeit tedious and silly. Just make two scouts, and reload your quicksaves right before ancient ruins. If you do this long enough it's certainly possible. :crazyeye:
 
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