It's a very interesting unit, I think. And it will be super cheap to mass - build/buy a few scouts before it unlocks and upgrade. They seem very strong to defend from cities and from (fortified) choke points - good thing that there is no garrison promotion for them. 3 movement and faster movement on hills and forests available via promotion makes them very good scouts and pillagers indeed. With two ranged attacks, you can level up quickly and get that +20 CS promotion that scouts so rarely get usually.
Might be the most interesting thing about the Inca civ design.
Question is: can you really use them effectively as a combat unit? As @Disgustipated suggested, they may be too weak to survive in the field, but make an interesting potential garrison (double range 1 attack instead of a single range 2 attack). On the other hand, as @Siptah noted, double attacks means twice as much experience. So whether that comes from defending as a garrison, or accompanying stronger units in the field, there's an incentive to get them bloodied and promote them up. One or two heavily promoted Warak'aq then get combined with raw recruits into a Corps and then Army, and eventually upgraded to Spec Ops.
Sounds like a lot of work for a "hey, that's cool" moment later in the game, but at least it changes up possible combat tactics for the Inca.
Be interesting. They can get cheap movement in forests and hills, and run away after combat promotions.
Attacks cost MP too so they could either move next to a unit and attack twice or attack once and run away.
I always build a scout or 2 and sometimes get more from goodie huts so by the time they can be upgraded I should have a couple with at least 2 promotions.
Be interesting. They can get cheap movement in forests and hills, and run away after combat promotions.
Attacks cost MP too so they could either move next to a unit and attack twice or attack once and run away.
I always build a scout or 2 and sometimes get more from goodie huts so by the time they can be upgraded I should have a couple with at least 2 promotions.
Unfortunately, scouts are for scouting. High ranged strength and two attacks is a great defensive ability for a scout, but you'll be tempted to try to use it as a ranged unit, and a ranged unit with a range of 1 is practically useless.
The Waraq-aq is a Skirmisher replacement, so of course they can be upgrade from Scouts.
I disagree, I use my scouts(skirmishers) is battle often. Their main problem is when damaged they can get one shotted so the key is not to get them damaged. With the ability to flank amd damage without taking damage from that attack makes them better than scouts at being skirmishers.
By far their best ability is ZOC, exactly what skirmishers were used for. A cheap fast way to starve a city, stop a badly damaged enemy unit amd check a flank. That promotion to see through trees I have used well.
The odd think about Inca’s UU is that, being a Medieval Unit, want you be fielding your half naked sling throwing skirmishers... with Pikes and Knights and Crossbows? Hope the other Inca Medieval Units have some unique skins...
The odd think about Inca’s UU is that, being a Medieval Unit, want you be fielding your half naked sling throwing skirmishers... with Pikes and Knights and Crossbows? Hope the other Inca Medieval Units have some unique skins...
Might be the most interesting thing about the Inca civ design.
Question is: can you really use them effectively as a combat unit? As @Disgustipated suggested, they may be too weak to survive in the field, but make an interesting potential garrison (double range 1 attack instead of a single range 2 attack). On the other hand, as @Siptah noted, double attacks means twice as much experience. So whether that comes from defending as a garrison, or accompanying stronger units in the field, there's an incentive to get them bloodied and promote them up. One or two heavily promoted Warak'aq then get combined with raw recruits into a Corps and then Army, and eventually upgraded to Spec Ops.
Sounds like a lot of work for a "hey, that's cool" moment later in the game, but at least it changes up possible combat tactics for the Inca.
A normal Ranged unit, yes - it's why I was worried that they might try to give the Incas a Slinger replacement that would be one of the most Unused UUs in the game.
But a Recon Unit with ranged capability is another thing: I have used Rangers effectively in combat situations by simply whenever possible ending their move on hill, forest, or other movement-hammering terrain at least one tile from an enemy unit. If he advances, he cannot attack and the Ranger gets to shoot him up. The Inca can do this in spades, shooting him twice and in many cases doing so much damage that he cannot attack effectively the following turn, assuming the Warak'aq is still there.
Add to that the fact that they can move onto a forest/hill tile, exert a ZOC, and shoot up enemy units adjacent to them twice, all on the same turn, and get a defensive bonus in the tile when/if the enemy unit tries to counterattack.
Couple them with a melee/anticav/cav unit, and that unit can attack an enemy unit weakened by the double ranged strike with, in many cases, near-certainty of destroying it.
I predict that the Warak-aq will be a very useful combat and 'combat support' unit. That use will be even more pronounced since it is a Medieval unit: in my experience, most of the scouting missions are done by then (save for a few 'isolated island' situations) so uses for scouts as scouts become rare. In most games, it won't hurt at all to have your surviving scouts become Warak-aq 'combat' units.
From the livestream today, Giant Death Robot confirmed for civ6!!! There are future techs that unlock free upgrades to the GDR! One upgrade adds a particle siege cannon that allows the GDR to wreck a city.
As I mentioned in that thread, I really don't like such silliness. At least they put a little more thought into it this time. But I still don't like GDR jumping over mountains or going through tunnels. Or going in water, though I found out only coastal water, not ocean tiles. But even coastal water seems preposterous. Would be nice if the laws of physics applied just a little.
But at least they made it a little more interesting this time around. I still can't see myself ever building one unless I plan on conquering the world late in the game. Though currently I finish even continents domination victories around Steel, so how often will this come into play? Sometimes I purposely delay domination victories, so I may try it out once or twice. Otherwise I won't bother. Same with GDR in Civ5, I only built it once in that game.
If there are 4 more global new units unknown and no future ones, do you think they could be units disabled for the shown builds, because they are not ready yet?
If there are 4 more global new units unknown and no future ones, do you think they could be units disabled for the shown builds, because they are not ready yet?
It definitely feels like they have the capability to disable things they don't want to show. We know they have a dedicated marketing build now. And they haven't updated it since just after the Hungary livestream, which happens to be the last time a civ was leaked by the geographic labels in the tooltips.
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