Make Range a Support Unit

Liltary

Chieftain
Joined
Aug 25, 2018
Messages
6
What would you all think about making range/artillery units like battering rams, where they can occupy the same tile as infantry or cavalry? This would seem more realistic to me in the sense that a squadron of archers would be obliterated if caught alone, but are powerful support if they have protection.
 
For early ranged units, like archers and crossbows, I think there is a serious fun factor for having ranged be their own unit. The playerbase seems to enjoy having them. It's a flexible mechanic that lets you have a mechanic shared by city bombard attacks, siege units, naval vessels, air units, and so on. Classical warfare seems to be something that is popular as it is - look where FXS has focused so many civ's unique units.

Where I do think this proposal would make a lot of sense is once we hit the industrial/modern era.
This is where we see a transition from "swords, archers, and horsemen" to infantry, tanks, and artillery.
Ranged units get pushed from field cannons to machine guns- a fairly useless unit. The defensive, range one unit is a bit of a dud with the players. So if you were looking for a way to create a support unit that had a ranged attack of some kind, this would be the spot. Upgrade field cannons into artillery (seems natural!) and create the machine gun line of support units. (If you were a modder or wanted a few units in this line, Gatling Gun- Machine Gun - "bazooka"/Mortar Team is one way, lifting from civ5's line.) What would they do? One option would be for the unit to provide a ranged attack like a machine gun does. I think this would be a little too good though. I would imagine a much more balanced mechanic would be to have these "MG" support units grant the attached unit the spear throw mechanic from Civ5's impi unit.

The Spear Throw promotion in Civ5, for those who didn't play much BNW, gave the units a ranged attack that triggered when they went into combat. An attacking impi would have a ranged attack applied to their target, then their melee strike would connect on the now weakened opponent. It also applied when defending, weakening the attackers before they hit the impi. I could see this concept working very well with MGs attached to a unit like infantry. Have 1-2 machine gunners appear on the tile with the infantry during combat- they could fire a couple bursts before combat started. One might consider having the ranged power of the support unit be a bit stronger when defending than attacking, or possibly only when defending. (It could grant some bonus strength by being on the tile in all cases as a general usefulness measure.)

This way, you don't end up having to issue twice the commands for the same number of core "military units" and you avoid the balance problems of introducing the ability to have a carpet of beefy melee units protecting a swarm of gunners that can shred any incoming foe.

This concept of converting some unit lines into support would also work really well on ther anticav line. Pike and Shot and Musketmen could both upgrade into infantry (I wish they would put riflemen back into the game, a base unit for the redcoats and gardes imperiale, then they'd upgrade to rifles. This is what really happened once they invented bayonets.) For goodness sakes, both units are already carrying guns!

Then we could drop this weird "anti tank" unit and have them be support units that grant a substantial bonus vs tanks - maybe +10 for AT crew. This would mean an infantry unit with an antitank crew supporting could fight at par with a tank unit- but would have a greater combined production cost. You wouldn't just flood out supply convoys for everyone.
 
For early ranged units, like archers and crossbows, I think there is a serious fun factor for having ranged be their own unit. The playerbase seems to enjoy having them. It's a flexible mechanic that lets you have a mechanic shared by city bombard attacks, siege units, naval vessels, air units, and so on. Classical warfare seems to be something that is popular as it is - look where FXS has focused so many civ's unique units.

Where I do think this proposal would make a lot of sense is once we hit the industrial/modern era.
This is where we see a transition from "swords, archers, and horsemen" to infantry, tanks, and artillery.
Ranged units get pushed from field cannons to machine guns- a fairly useless unit. The defensive, range one unit is a bit of a dud with the players. So if you were looking for a way to create a support unit that had a ranged attack of some kind, this would be the spot. Upgrade field cannons into artillery (seems natural!) and create the machine gun line of support units. (If you were a modder or wanted a few units in this line, Gatling Gun- Machine Gun - "bazooka"/Mortar Team is one way, lifting from civ5's line.) What would they do? One option would be for the unit to provide a ranged attack like a machine gun does. I think this would be a little too good though. I would imagine a much more balanced mechanic would be to have these "MG" support units grant the attached unit the spear throw mechanic from Civ5's impi unit.

The Spear Throw promotion in Civ5, for those who didn't play much BNW, gave the units a ranged attack that triggered when they went into combat. An attacking impi would have a ranged attack applied to their target, then their melee strike would connect on the now weakened opponent. It also applied when defending, weakening the attackers before they hit the impi. I could see this concept working very well with MGs attached to a unit like infantry. Have 1-2 machine gunners appear on the tile with the infantry during combat- they could fire a couple bursts before combat started. One might consider having the ranged power of the support unit be a bit stronger when defending than attacking, or possibly only when defending. (It could grant some bonus strength by being on the tile in all cases as a general usefulness measure.)

This way, you don't end up having to issue twice the commands for the same number of core "military units" and you avoid the balance problems of introducing the ability to have a carpet of beefy melee units protecting a swarm of gunners that can shred any incoming foe.

This concept of converting some unit lines into support would also work really well on ther anticav line. Pike and Shot and Musketmen could both upgrade into infantry (I wish they would put riflemen back into the game, a base unit for the redcoats and gardes imperiale, then they'd upgrade to rifles. This is what really happened once they invented bayonets.) For goodness sakes, both units are already carrying guns!

Then we could drop this weird "anti tank" unit and have them be support units that grant a substantial bonus vs tanks - maybe +10 for AT crew. This would mean an infantry unit with an antitank crew supporting could fight at par with a tank unit- but would have a greater combined production cost. You wouldn't just flood out supply convoys for everyone.

A good set of proposals, and I admit I've been an advocate of more use of the 'ranged attack before melee' mechanic for a while now.

But...
Most of the Support Units late in the game are not really combat units: Medic, Balloon, Supply Column, - except for the antiaircraft units, they are, in fact, the quintessential 'support', not direct combat outfits like 'weapons' units like machine-guns and antitank guns/missiles are.

Therefore, I suggest that machine-guns, mortars, and antitank weaponry in fact are Support Weapons that on a Civ scale, are a direct part of the unit and shouldn't be separate at all. From the 1930s on (late Modern - early Atomic Era, in Game Terms) infantry units down to battalion had tripod/wheel mounted machine-guns and 60mm - 82mm mortars, and down to regiment had 37mm - 57mm antitank guns. If you seriously think that Civ VI Melee Units of that period are smaller than regiment, I would point out that in the average game your army will then be somewhat smaller than that of historical 1940 Latvia!
So, instead of making machine-guns and antitank guns and such separate units of any kind (Historical Footnote: only 1 country fielded machine-gun or antitank units larger than a battalion: the Red Army of WWII (Atomic Era) had Antitank Artillery Brigades and 'Fortified Regions' that were brigade-size, units largely equipped with heavy machine-guns. Since Civ VI has units combine into Corps, I suggest that a unit is intended to be Division sized (12,000 - 20,000 men), which makes even the exceptional Soviet Army brigades (4 - 6,000 men) only marginal as separate Civ VI combat units) why not make them a form of Promotion for 'regular' Combat Units?

Suggestion:
Starting in the Modern Era, have a set of Organizational Upgrades which can be applied to any or all of certain types of units. These would be:
Machineguns - available at Tech: Advanced Ballistics.
Available to any Melee, Anti-Cavalry OR Mounted Cavalry (Cavalry, Heavy Chariot, Horseman, or Knight) Combat Unit (the 'Tachanka' machine-gun cart was used in Polish, Ukrainian, Red and White Cavalry units down to regiment from 1920 on)
Provides a Ranged Attack (1 Tile range) before Melee to the unit. Increases Maintenance Cost by 1 (ammunition supply)
Light Antitank - available at Tech: Chemistry
Available to any Melee, Anti-Cavalry, Reconnaissance, or Mounted Cavalry (Yep, antitank battalions in every historical Soviet/German cavalry division in the Atomic Era) Combat Unit
Provides + X Points combat factor against any Tank or Modern Armor unit (exact points should be related to the difference in combat factors between Infantry and Tank units: Infantry with intrinsic antitank can defend well against Tanks, but not overwhelm them without some serious fortification or terrain advantages). Increases Maintenance Cost by 1 (ammunition supply)
Antitank Missile - available at Tech: Composites Replaces Light Antitank, not 'In Addition To'!
Available to any Melee, Anti-Cavalry, Reconnaissance, or Cavalry Unit (Missiles are mounted on tanks, helicopters, armored personnel carriers, light armored vehicles, etc)
Provides + X Points combat factor against ay Tank or Modern Armor unit AND increases general melee combat factors against any unit. Increases Maintenance Cost by 1 (ammunition supply)

To make this type of Promotion/Upgrade completely different from the Gold-Cost Upgrades that change units, have these 'Upgrades' cost Production, not Gold. It would also be delightful if the graphics of the unit could change with the Equipment Upgrade: one figure lugging a bazooka or 'Milan' type antitank missile, or dragging a wheeled heavy machine-gun behind him - or one mounted figure replaced by a tachanka machine-gun cart, which, to me at least, would be worth the price of any DLC all by itself...

This would also leave the Ranged and Anti-Cavalry lines open in the late game for a more rational set of 'real' units of that type: Artillery and Rocket Artillery could become Ranged units as they should have been from the start, 'Anti-Cavalry' merges with Melee after Pike and Shot as it did historically, and for the Bombard/City Attack line:
Heavy Howitzer (Modern Era)
Cruise Missile (Information Era)
Heavy Howitzer could use the current 'artillery' graphic, and a decent World War Two howitzer/artillery graphic could be substituted for Artillery (this shouldn't be hard: there are probably more WWII era graphics available all over the web than any other single subject!)

And, yes, this concept could be applied earlier for Equipment Upgrades: Leather Armor for Warriors, Shields for Cavalry, Metal Armor for Melee/Anti-Cav, Bayonets for Musketmen - it could result in a lot more variety and decision-making for the Unit lines in the game, possibly way too much!
 
A good set of proposals, and I admit I've been an advocate of more use of the 'ranged attack before melee' mechanic for a while now.

I was thinking of your writings when compiling my post!

Most of the Support Units late in the game are not really combat units: Medic, Balloon, Supply Column, - except for the antiaircraft units, they are, in fact, the quintessential 'support',
For various reasons, players seem to have rejected the repeated attempts of introducing one tile range on ranged units. The way the game is, MGs will never be used unless they are made OP like Civ5's release gatling gun. Anti tank units have a brief moment at pike and shot, but AT crews are abysmal on the contemporary battlefield. For gameplay and to spice up the support unit layer, I think integrating them that way is an easy drop in.
To make this type of Promotion/Upgrade completely different from the Gold-Cost Upgrades that change units, have these 'Upgrades' cost Production, not Gold. It would also be delightful if the graphics of the unit could change with the Equipment Upgrade: one figure lugging a bazooka or 'Milan' type antitank missile, or dragging a wheeled heavy machine-gun behind him - or one mounted figure replaced by a tachanka machine-gun cart, which, to me at least, would be worth the price of any DLC all by itself...
This essentially,in game mechanics, makes them "Support Units"; although there's more permanency as an upgrade. Although, adding a whole "equipment" side to the game might make warfare too unwieldy for a large segment of players. It's not a complex system in a strategy game, but Civ is not a war sim for most people- even though we sometimes wish it was :) (I bet you could mod a support class in as equipment for a scenario or something. Build the equipment unit, they attach to your soldiers and grant the boost/change the graphic. Now that would be a cool scenario...)

Artillery and Rocket Artillery could become Ranged units as they should have been from the start, 'Anti-Cavalry' merges with Melee after Pike and Shot as it did historically,
Based on game stats and the way people play, I think Artillery fills both bombard and ranged. Which isn't a bad thing: the battlefield necessarily changes from pikes-knights-xbows to tanks-infantry-artillery, and the relationships between unit classes change. The late game 'ranged' units that do what crossbows did are fighter aircraft, going by how the game is laid out. Of course, there's no reason to have an airforce right now so we don't use them. I really think Anticav should fold in with standard melee after Pike & Shot as well. I want Riflemen, darn it! And I want support units that aren't supply convoys, I always end up with too many supply convoys.
 
For various reasons, players seem to have rejected the repeated attempts of introducing one tile range on ranged units. The way the game is, MGs will never be used unless they are made OP like Civ5's release gatling gun. Anti tank units have a brief moment at pike and shot, but AT crews are abysmal on the contemporary battlefield. For gameplay and to spice up the support unit layer, I think integrating them that way is an easy drop in.

Unless 1-tile ranged units have plenty of mobility AND the ability to move after shooting (which is how all the various types of Horse Archers should work) they get into Melee all the time and rarely get a chance to use their range factor twice. A straight up high-factor melee or mounted unit will wack them every time.

This essentially,in game mechanics, makes them "Support Units"; although there's more permanency as an upgrade. Although, adding a whole "equipment" side to the game might make warfare too unwieldy for a large segment of players. It's not a complex system in a strategy game, but Civ is not a war sim for most people- even though we sometimes wish it was :) (I bet you could mod a support class in as equipment for a scenario or something. Build the equipment unit, they attach to your soldiers and grant the boost/change the graphic. Now that would be a cool scenario...)

The big difference from 'regular' Support Units is that they cannot appear separately, which at the Civ VI unit scale they never did. It also, to my mind, makes the warfare side of the game simpler: no 'extra' bunch of Support or Really Mediocre Ranged Combat units to mess with, they are all 'integrated with the units they are, historically, always 'supporting'. IF they also produce a graphics indicator in the unit, it should be both easy to use them and easy to tell which units have them.

Based on game stats and the way people play, I think Artillery fills both bombard and ranged. Which isn't a bad thing: the battlefield necessarily changes from pikes-knights-xbows to tanks-infantry-artillery, and the relationships between unit classes change. The late game 'ranged' units that do what crossbows did are fighter aircraft, going by how the game is laid out. Of course, there's no reason to have an airforce right now so we don't use them. I really think Anticav should fold in with standard melee after Pike & Shot as well. I want Riflemen, darn it! And I want support units that aren't supply convoys, I always end up with too many supply convoys.

IF the game was not trying to be some demented fantasy version of history, then the very distinct Classes would merge in several places.
Historically, the Landsknechts and then the Spanish Tercios, Dutch Battalions and Swedish 'Squadrons' all merged Melee and Anti-Cav/pikes into Pike and Shot units, and then as muskets got more efficient and especially when the flintlock 'fusil' with socket bayonet came along, All the 'anti-cav' and melee units merge into a single unit: the Fusiler/Line Infantry of the 18th - early 19th century, with bayonets to fend off cavalry and enough short-range firepower and melee power (bayonets again) to handle everything else on the battlefield. There is no more 'anti-cav' after that, just Anti-Tank specialized artillery in the 20th century.
The Ancient/Classical/Medieval 'Siege' units were really always a combination of bombarding, mining, covered scaling and gate-attacking 'engines'. It has been suggested elsewhere that they all become Improvements built next to the city by a Military Engineer starting (with increasing factors and efficiency) in the Classical Era and going up to the Bombards and underground mines of the Renaissance.
Bombards get trunnions and wheeled carriages, become capable of firing more than once every several hours, and become Field Artillery. The only difference e between Siege and Field guns from about 1650 to 1850 CE was that Siege Guns were bigger, but they were identical in every other technological way. IF we had to differentiate Ranged and Siege, the original specific city-attacking post-Bombard weapon was the Howitzer or Mortar (invented in Sweden and Holland, respectively, in the very late Renaissance/earl Industrial Eras).

BUT historically, archers or crossbowmen didn't become artillerymen or gunners, they became musket men in the pike and shot formations. We'd be better off having most of the Classes divide into Pre-Gunpowder and Gunpowder, because there is a pretty complete Break between the melee-ranged-mounted classes armed with swords, spears, bows, and lances and the gunpowder Horse, Foot and Guns.

Sigh. I'm sure that would require much too much re-thnking on the part of both the gamers and the designers.

Still, the rigid Classes don't have to stay that way. You could 'Upgrade' to a different class within fairly well-defined limits. When you change classes, the unit simply loses all of its previous class-specific Promotions, but 'picks up' Prromotions in the new Class equal to 1/2 the previous number, rounded Up. If your Anti-Cav Pikemen had 3 Promotions, they'd lose one, but that third promotion is mighty hard to come by, so it would be a real sacrifice to Upgrade them to (Melee) Musketmen or Fusiliers, but not impossible.
 
@Sostratus You've convinced me: we should have riflemen. Maybe we'll get them in the next expansion?

I've been thinking about Infantry for a while. I think it's a bit of a mistake they don't require a resource like, say, oil. They are just too easy to rush.

But now I'm thinking perhaps Pike & Shot should upgrade to Infantry. The way this would work is:

1. P&S upgrade to Infantry (on the basis that anti-can represent common foot soldiers). They upgrade, they lose both the base anti-cav bonus (you'd have to retool anti-cav promotions a bit to make this work), and would instead get enhanced flanking and or support bonuses and or bonuses when garrisoned and or bonuses when in corps or armies. This means anti-cav - when in large numbers - are more like melee going forward.

2. Melee now get a new upgrade type: marines. They'd still be a melee unit, but would maybe have better movement (e.g. ignore certain terrain, or maybe faster sea movement). Marines would basically stronger than Infantry, but would still have a resource requirement.

3. AT crews etc. are now a whole new unit line that only becomes available late game. They work basically like Immortals: essentially a melee unit but with a ranged attack. They would now inherit the role of anti-cav but could also maybe attack cities.

4. Leave Machine Gun as they are - an upgrade to ranged. But perhaps give Machine Guns ZOC (again, you'd have to tweak promotions), and a flat defence bonus.
 
@Sostratus You've convinced me: we should have riflemen. Maybe we'll get them in the next expansion?

Last year I would have agreed with you completely, but since then been looking into it in a bit more detail, and have decided that the classic 'Civ' Rifleman is simply the Wrong Unit between Musketmen or Pike & Shot and the 'modern' Infantry.
Some Dates:
Musketmen historically can be no earlier than about 1470-1475 CE, when a shoulder stock was added to the 'Hackbus', making the matchlock-fired Arquebus, the first practical infantry gunpowder ranged weapon.
Pike and Shot dates from the 1490s CE, when Spain began forming 'Colunelas', units combining pikemen, arquebusiers, and some halberdiers and swordsmen. By about 1530 CE three Colunelas were being combined permanently into the first Tercios, each 3000 men and about 50% each arquebusiers and pikemen.
That means the the independent Musketman as a unit lasted all of 20 years, at most 60 years. After that, virtually all regular 'infantry' units (in Europe, at least) were some form of Pike and Shot: Tercios, Dutch Battalions, Swedish Squadrons/Brigades.
Starting about 1700 the matchlock musket was replaced in virtually all European armies (France started as early as 1689, Russia adopted the flintlock 'fusil' officially in 1708) by the flintlock 'firelock' or 'fusil' with socket bayonet, and the pike became instantly Obsolete: all pike and shot units disappeared practically overnight and were replaced by bayonet-bristling lines of fusiliers.

While rifled barrels for muskets were being made in Germany from 1498 on, the first rifle-armed units were light infantry starting in the 1770s - the British/English Army's first 'standardized' rifled musket was the Pattern 1776 Rifle adopted during the American Revolution, for instance. But these were used only by specialized light infantry (Civ VI's Rangers), not regular 'line infantry.

The first rifled weapons for regular infantry didn't come along until the next century: between 1841 and 1856 rifled muskets were adopted, muzzle-loaders or breechloaders, by England, France, Norway, Sweden, the USA and Prussia. The breechloading black powder rifle became virtually universal by 1865 CE.
Then, in 1882 CE John Maxim patented the first modern machine-gun, and in 1889 CE smokeless powder was patented, and within 5 years the bolt-action, magazine-fed, smokeless powder rifle made all previous infantry weapons obsolete, and remained the primary infantryman's firearm for the next 60 years.

To sum up,
Musketmen - lasted all of 20 - 60 years
Pike and Shot lasted about 175 - 200 years
Fusiliers lasted about 150 years
(black powder) Riflemen lasted all of 25 - 50 years
(Modern) Infantry, starting as pure rifle-armed units, lasted about 50 years, but after about 1915 kept adding increasing numbers of non-rifle weapons: first machine-guns, then light mortars, then light artillery, heavy mortars, antitank weapons, until after about 1965 all infantry became 'machine gunners' carrying assault rifles, light or heavy machineguns, or manning heavy weapons like mortars, antitank guns or missile launchers, and even light artillery - infantry' or regimental guns.

Bottom Line: the two least important gunpowder infantry units historically are the old Civ favorite Musketmen and Riflemen!
- And, the most historically significant gunpowder infantry, the Fusiliers that fought the 7 Years War, US War of Independence, and Napoleonic Wars, has never been in the Civ games!

So, I don't want the black powder rifleman no more, and the magazine rifleman is the modern Infantry with additional weapons - which should not be separate machine-gun or antitank missile units, but integrated with the 'regular' infantry as the Modern and Atomic Eras progress.

I've been thinking about Infantry for a while. I think it's a bit of a mistake they don't require a resource like, say, oil. They are just too easy to rush.

But now I'm thinking perhaps Pike & Shot should upgrade to Infantry. The way this would work is:

1. P&S upgrade to Infantry (on the basis that anti-can represent common foot soldiers). They upgrade, they lose both the base anti-cav bonus (you'd have to retool anti-cav promotions a bit to make this work), and would instead get enhanced flanking and or support bonuses and or bonuses when garrisoned and or bonuses when in corps or armies. This means anti-cav - when in large numbers - are more like melee going forward.

2. Melee now get a new upgrade type: marines. They'd still be a melee unit, but would maybe have better movement (e.g. ignore certain terrain, or maybe faster sea movement). Marines would basically stronger than Infantry, but would still have a resource requirement.

3. AT crews etc. are now a whole new unit line that only becomes available late game. They work basically like Immortals: essentially a melee unit but with a ranged attack. They would now inherit the role of anti-cav but could also maybe attack cities.

4. Leave Machine Gun as they are - an upgrade to ranged. But perhaps give Machine Guns ZOC (again, you'd have to tweak promotions), and a flat defence bonus.

See above comments. Pike and Shot should upgrade to Fusiliers, who retain the anti-cav bonus because that's what the socket bayonet gave them, but they also got vastly increased (short-ranged) firepower compared to the matchlock musketmen/arquebusiers that were part of the pike and shot units. At this point, in fact, ALL combatants on foot pretty much convert to Fusiliers: pikes, swords, - every other weapon was discarded as a primary infantry combat weapon, and only kept as a symbol (halbards and 'half-pikes' or spears became a symbols of rank for junior officers and NCOs on foot, swords were the personal 'sidearm' of noble officers, but on the battlefield mostly used for gesturing rather than fighting)
I would merge Melee and Anti-Cav after Pike and Shot, and start a new 'Class' of unit: Firepower Infantry starting with Fusiliers and going on to include Infantry and Mechanized Infantry. I would give the latter two a Ranged Attack Before Melee to reflect the much longer range of their 'personal' weapons (rifles, assault rifles) and make Machineguns an Equipment Promotion/Upgrade that would dramatically increase that Ranged combat factor in the late Modern or Atomic Eras.
Same with the AT units. I'd scrub them as units and make them Equipment Promotions/Upgrades giving the ol' Anti-Cav Bonus to modern units versus Armor.

All that, in turn, would actually reduce the number of units overall while keeping the Effects of the former separate units, and simplifying the late-game Promotion/Upgrade paths.

Marines make no sense as a separate unit. No'marine' unit ever had equipment/weapons that were in any significant way different from the 'regular' troops: modern US Marines, British Royal Marines, and Soviet Naval Infantry fire the same rifles and assault rifles and machine-guns, mortars and light missiles as their 'army' counterparts, the only difference is specialized training in getting their feet wet. The current Amphibious Promotion handles that well enough.
 
@Boris Gudenuf All good points.And I generally agree with you that if the game follows history that usually leads to good gameplay mechanics.

I wasn't a fan of Riflemen beyond Red Coats etc., and certainly don't think we need them for gameplay balance. But I think maybe they should be in just because they are so iconic.

On anti-cav melee etc., yeah I realise Marines aren't a real thing. My thinking was purely gameplay. I think anti-cav should become more of the focus in the late game (on the basis they represent more general footsoldiers / conscripts), and melee should become more specialist / advanced / expensive units. I don’t like the idea of actually merging units: how would it work with promotions? But I don’t see why if Mechanised Infantry and MGs can’t sort of change how their unit classes work in the late game then anti-Cav can’t do the same.
 
@Boris Gudenuf All good points.And I generally agree with you that if the game follows history that usually leads to good gameplay mechanics.

I wasn't a fan of Riflemen beyond Red Coats etc., and certainly don't think we need them for gameplay balance. But I think maybe they should be in just because they are so iconic.

I think they are 'iconic' simply because they were the predominant infantry in the American Civil War and so are familiar to the majority of American gamers. In every other way, they are not as good a choice as Fusiliers - which also have the advantage of being the predominant infantry troops when uniforms reached their heights of colorfulness: not just the British Redcoats, but Austrians in white, Prussians in Prussian/dark blue, Bavarians in sky blue, Russians in dark green and red - the graphics people could go to town with this unit!

On anti-cav melee etc., yeah I realise Marines aren't a real thing. My thinking was purely gameplay. I think anti-cav should become more of the focus in the late game (on the basis they represent more general footsoldiers / conscripts), and melee should become more specialist / advanced / expensive units. I don’t like the idea of actually merging units: how would it work with promotions? But I don’t see why if Mechanised Infantry and MGs can’t sort of change how their unit classes work in the late game then anti-Cav can’t do the same.

If we're going to take the route of Anti-cav = 'regular' infantry and Melee = Elite Infantry, then I suggest that during the late Modern - Atomic Eras of the Infantry Unit, the elites were the Motorized Infantry, Armored Infantry or Panzer Grenadiers - in half-tracks, with much more firepower than regular infantry but not the heavy armor and weapons of the late Atomic-Information Era Mechanized Infantry with their Bradley and BMP fighting vehicles. That would give you more mobile and more effective infantry that was also more expensive to build and maintain (historically) so without a major industrial base (like the USA in WWII) could not be the majority of your infantry. We could also doff our collective gaming hats to Combined Arms and give a combat/flanking bonus to Tank and Motorized Infantry units that are side-by-side when either attacks an enemy unit, or even allow a Special Corps consisting of a Tank and a Motorized Infantry Unit to combine with extra bonuses as the game version of a Panzer Division (which always had more motorized infantry than tank units), Armored Division or (Soviet) Mechanized Corps.

As for Promotions in across-Class Upgrades, that's easy - and I've posted this idea before - when a unit Upgrades to a different Class, it loses all its Promotions but chooses promotions in the new Class equal to half the number of its old promotions, rounded up. A 3-promotion Anti-Cav unit Upgrading to Melee would lose one promotion, in other words, but that would be a serious decision, because that third promotion is not easy to 'win' again.
 
Civ weirdly splits out the specialized parts of a platoon into multiple different units. There is no anti-tank infantry unit. They are a special weapons team that replaced the normal mortar team in some infantry platoons. The real anti-tank atomic age unit should be the tank destroyer, dive bombers, or crewed anti-tank guns. Helicopters should be anti-tank as well as while they do fill the function of light cavalry in recon and such they are much more a tank destroying platform.

In WWII most infantry fighting happened at rather close distance with the light machine gun part of a section providing cover for the rifleman to advance and engage. With the mortar team providing some small targeted artillery or even more importantly smoke, so melee isn't a bad description for the infantry unit. You should be able to designate your infantry as a type through support units. ie heavy machine guns for defense (needs to set up, less movement but high defense and a ranged attack), paratroopers (less attack but ability to paradrop and less AP for pillage.), etc.
 
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