Marines...amphibious? What the hell..

RedBull

So I says to Mabel...
Joined
Jun 26, 2003
Messages
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Location
Toledo, OH, USA
What exactly is my defense minister telling me when he says the Marines are amphibious? They can't move onto ocean squares, and any land unit at all can move on river squares...so what exactly is the point of this?
 
the "amphibious" ability hardly makes the marine unit useful.In a standard rules.txt,the marine is an over priced, fairly uselesss unit.Don't bother with them.
 
Ah, I see...makes a lot of sense, just never had the mind to try it...thanks!
 
(Smash, you posted as I did, or else this would be one post)

Oh, Lord no, I just hold onto my rifles until I manage armor, and skip completely over the Marines. It feels weird to say the Marines are useless...lol
 
The only borderline use I have found is in a MP game using an escorted transport attacking coasts and picking off whatever might be there.The "advantage" over normal coastal attacks is war ships don't suffer damage.They can be fun to play around with but there are better units to fight with.If they were 40 sheilds or so then they might be decent defenders in cities.
 
The AI seems to build them once they get the tech as they have a slight defensive advantage. Guess they want the strongest defense unit for the single support cost.
 
Marines are a "special use" unit. Normally, you don't need them, but when you do, they come in very handy. A coastal city with a coastal fortfress in it, can really chew up youy navy, but a couple of marines can practically walk right into it.

An 8-5 unit with 2 hit points is a tough customer. IMHO, its only real drawback is its movement factor of 1. And they are the best defense unit until the arrival of mech inf. (better than alpine units because of their bigger attack factor.) That being said, I rarely built them, but do retain all "captured and bribed" marines.
 
Originally posted by Ace
Marines are a "special use" unit. Normally, you don't need them, but when you do, they come in very handy. A coastal city with a coastal fortfress in it, can really chew up youy navy, but a couple of marines can practically walk right into it.

An 8-5 unit with 2 hit points is a tough customer. IMHO, its only real drawback is its movement factor of 1. And they are the best defense unit until the arrival of mech inf. (better than alpine units because of their bigger attack factor.) That being said, I rarely built them, but do retain all "captured and bribed" marines.

Ace makes some good points about the use of Marines. If you decide not to take down your opponent's coastal fortress with a spy and your opponent is in Democracy, for example, sending in the Marines is a good alternative. And while their 1 movement is a drawback, the AI does tend to "over-railroad" its land, so movement by land isn't as big of a concern as it would be otherwise.

I tend to build a smattering of Marines because of their balance in the A/D/M. It just doesn' seem like I have a "modern military" without them.
 
Two problems:
1) Marines are costly
2) Walled cities remain walled cities when attacked from the sea (which means that a rifleman inside the city usually beats the attacking marine)

I never build one but usually keep those I get from the AI, because they are good defenders before one gets Mec Inf.
 
Armour is superior to marines in many cases. Open or roaded ground, and deep inland war. At one movement the enemy is going to see Marine's coming from a mile away.

The Marine is hardly a useless unit though. They are less costly then armour for one. "Amphibious" makes them invaluable for Salerno strategies. Those un-NAVY believers have yet to feel the wrath of a suprise beachead.
Also, in difficult terrain, the Marine is slightly superior to the Armour becasue of shield difference. They make good advance gaurd. Marine's absorb attack then come back with a vengeance. about the only solution is bomber, and maybe stealth fighter power. You shouldn't have a force singly composed of marines, but a good force will need marines to survive.
 
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