Privateers

bakant

Warlord
Joined
Dec 3, 2001
Messages
146
Are privateers any use. Also what are good strateges for there use since they have such a low attack value.
 
If you build 5 or six of them, you can successfully help a friendly civ defend his island without actually going to war by sinking a boat. Yeah. Cool idea but they really are pretty useless.
 
They are a great idea, just quite underpowered.... it takes several of them to make a difference if your defending an ally or just trying to thwart the growth of someone else.

What do you think of the idea of a Guerilla unit that acts the same way as privateers (but obviously on land)?
 
I can see having a great time with guerilla's. Give them a good movement rate, decent combat ratings, and no insignia, and I would probably forget how to manage my empire in favor of harrassing the **** out of everyone else.
 
I agree guerilla's would be great especially if the could hide in forests etc. so can not be seen by the enemy.
 
Use modified rules to boost the privateers attack to at least 2...over at apolyton Korn has done a good set of rules to use with games (they improve rather than detract and aren't insane like so many modder rule changes).
 
Since the Apollo Wonder no longer exposes the entire map (dammit!), I've been using Privateers as my global map-completion units. They come out fast, and the no-flag attribute means that you can run them up against an enemy shore without generating the "get off my land" process.
 
Yeah Flynn that must be firaxis's intended purpose for them since they serve no other.

And whats more annoying is that these have a high variable to be chosen to autobuild. I have a game where I killed off the other enemies except one, and was at war. But every damn time I finished building something a privateer would be selected next!! (Only 2 players, its pretty obvious who owns what units, hint, if its not yours, then its his :))

So of course I built quite a few of these by mere accident, since by that time I had massive production, some would come out in one or so turns. I read in the manual that the governer remembers what you have built when selecting new things, if thats the case then privateers are the only thing that will ever be selected there, since most buildings I only build once ;)

Whats the defensive bonus on water?

I'm fairly dissappionted in the naval combat, I need at least 5 galleys to take out an enemy galley, and ironclads etc, forget about it, I try to ignore them. Bombarding seems the only worthwhile way to kill naval vessels.
 
The patch will give privateers a new lease of life with an attack of 2. Makes them slightly worthwild.
 
I would love it is Privateers had an ability to bombard. They are all but useless in combat except against galleys. However if they could cruise up to the shore and bombard improvements along the cost line they would actually have USE.
 
Privateers should be able to stand 1:1 against frigates and galleons, and they should be able to take out galleys pretty easily. However, in order to go against destroyers or battleships, you're going to have to mass produce them.

By my calculations, it should take an average of 6.2 of the new upgraded privateers to take out a battleship. I only did the simulation 200,000 times, but the most privateers one battleship ever defended against was 36. And I had at least one privateer that took out a battleship single handedly. You should be able to sink a destroyer or loaded carrier with 4 privateers on the average. Run them around in stacks of 8, and you should be able to consistently sink any single enemy ship.

Couple that with the idea of hiding them under an ironclad or destroyer, or maybe a sub (if it still works) and you have an effective peacetime navy.

Sure it's twice as expensive as building destroyers, but the advantage is you can attack your allies as well as your enemies. You might be able to keep the opposing navies down to size without even going to war. Naval supremacy!
 
On the harder difficulties, privateers act as magnets for enemy naval units; park your privateer close to your coastline right next to your artillery and 2 iron clads; (maybe even some cruise missiles) and waste there whole fleet one at a time as they show up. This is a great unit to use to catch up in the naval arena, but yes they do defend weakly, attack even weaker, and cant bombard... which makes them fodder... good for filling out gaps of a pure attack fleet, and drawing off other ships. The sub almost works in the same fashion... no naval bombard... and pathetically slow... not to mention a wimpy 6 attack power and no real initiative... this was a better unit in the ctp series... especially ctp2
 
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