Most worthless unit in the game?

Himalia said:
Th single most worthless unit to me are the scouts. I never use them unless i have one to start the game with. I dont bother with them as they have no combat value.


scouts!? I alwys build 2 or three more to start.... they are the expansionist trait pretty much.
 
Stealth fighters. Really, by the time you can build them you're either desperately calculating ICBM hits on AI cities building SS parts, or you're cruising to your own victory anyway.
 
Scouts and explorers are perfect baits. Enemy units go out from the cities to chase them, then your SoD takes over everything.
 
Scouts are landbased curraghs. They make contacts very nicely. Also they explore much of the map, giving a nice lay of the land.
Scouts don't get barbs from goody huts, etc. Scouts are THE reason to be expanionist. I'll admit that is not really powerful, but they rock for early trading etc.
 
romeothemonk said:
I agree with Rik that the Mobile Sam is pretty ********. When he says move fighters in to the city he probably does what I do and move a carrier with air superiority fighters into the city. Boom, 3-4 bomber kills. I also like to move in a BB or 2 for AA values as well. BB's are really handy in AA mode.
Anyone that thinks that naval tactics are worthless in C3C should play me in the WW2 conquest. It gets really fun with all the stuff you can pull off with decent naval tactics.

We would probably all prefer to 'lurk' at the way you play, and thereby
miss the :spank: :hammer: we would suffer.
 
romeothemonk said:
Scouts are landbased curraghs. They make contacts very nicely. Also they explore much of the map, giving a nice lay of the land.
Scouts don't get barbs from goody huts, etc. Scouts are THE reason to be expanionist. I'll admit that is not really powerful, but they rock for early trading etc.

Yes they do, scouts can pop barbs from huts. Also, the 2 movement isn't so powerful if your continent has alot of mountains, forests, jungle etc.
 
Sorry, that's not accurate. The Scouts are only available with the Expanionist trait. And the expanionist trait doesn't pop barbs from GH ever.
 
Scouts can pop barbs from huts, but Expansionist civs can't. So, in an unmodded game, with default rules, scout can't pop barbs.

And the 2 movement is still extremely powerful unless you continent is so mountainous and jungled (forest will no form in clumps) that mountains and jungles take up more than half the continent or something like that, since you can just go for the flat land - you're not limited to just scouting in one predetermined direction.

EDIT: Cross-posted.
 
given that in the unmodded game, scouts are only available to expansionists & you get one at the start, the fact of having one at the start of the game alone makes them very useful & an immediate advantage of the expansionist trait.
 
Tomoyo said:
Scouts can pop barbs from huts, but Expansionist civs can't. So, in an unmodded game, with default rules, scout can't pop barbs.

And the 2 movement is still extremely powerful unless you continent is so mountainous and jungled (forest will no form in clumps) that mountains and jungles take up more than half the continent or something like that, since you can just go for the flat land - you're not limited to just scouting in one predetermined direction.

EDIT: Cross-posted.

The 2 movement isn't powerful at all, true you can scout in another location if your land isn't flat, but in comparison to warrior scouts they are weak. They can still be killed by regular barbs, especially horsemen. Also they can't pillage like explorers.
 
Why would you use warriors to fight anyway? Warriors are meant to be MPs and upgrades to swordsman. If you get your scouts out early enough, they will make contact before getting killed by barbs. If it's a pangaea, he might get killed by barbs, but you have a lot of ground to cover, so the 2 movement becomes more powerful.

Also, they can pillage. Don't know what civ you're playing, but in all versions I have, they can.
 
Scouts aren't useless! In a completely unmodded game, scouts will NEVER pop barbs from huts. They're good for fast exploration, and, therefore, fast contacts, fast trading, and fast goodies from goody huts.
 
I Love Scouts!

Free tech, free cities, free money. What more could you want?

I always build a 2nd and send them both exploring, they are really the best thing about Expansionist and can give you a massive tech start if used properly.
 
brennan said:
I Love Scouts!

Free tech, free cities, free money. What more could you want?

I always build a 2nd and send them both exploring, they are really the best thing about Expansionist and can give you a massive tech start if used properly.

When I am expansionist, I usually build two more, if I am on a larger map. So I usually have three wandering the map, so I discover many civs, alot of the map, a few techs, and occassionally, a settler. Scouts are by far one of my favourite units.
 
3 Tends to be a waste. I play as England with cultural-linked starts so I almost always have the Russians and Scandinavians competing with my Scouts, curse them :mad:
 
brennan said:
3 Tends to be a waste. I play as England with cultural-linked starts so I almost always have the Russians and Scandinavians competing with my Scouts, curse them :mad:

Dont do culturally linked. ;)
 
Tomoyo said:
Why would you use warriors to fight anyway? Warriors are meant to be MPs and upgrades to swordsman. If you get your scouts out early enough, they will make contact before getting killed by barbs. If it's a pangaea, he might get killed by barbs, but you have a lot of ground to cover, so the 2 movement becomes more powerful.

Also, they can pillage. Don't know what civ you're playing, but in all versions I have, they can.

There's a difference between fighting and scouting. The only cheap unit avaliabe in the beginning is the warrior, so I usually build alot to find city locations. The scout's 20 shield cost isn't worth it. Warrior scouts are soupposed to fight barbs, not other civs so you can use them in combat. Later on, using warriors to disperse barb camps can be a minor sorce of income, though you can't base your economy on barbs.Also, I play mostly mods/scenarios so that may be why I can't pillage with scouts.
 
What are you talking about? Scouts are 10 shields!

Well, if you are playing mods/scenarios, say that first before challenging people.
 
I find the camel-based units in RaR to be pretty worthless. When you have the tech to build them you can build horse-based units which have one more attack point. (Only saving grace is if you don't have horse resource but you do have camel. ) Maybe i'm preferential to the horseman.
 
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