tu_79
Deity
It looks as though G is going to add a new different promotion tree for skirmishers, so I think it's better to discuss this in a separete thread.
For me, skirmishers can be used mainly in two ways:
1. Harasser. The tactic is: Approach the enemy from a flank, hit it, wait for a melee with flanking promotions, if the enemy isn't killed yet, retreat the skirmisher. All in the same turn. In this role, the skirmisher is fighting near friendly units, in an active role.
2. Ambush. You place the skirmisher in the way where you expect an incoming attack. If enemies are on the way, you don't hold the position like a scout, you hit and retreat, hopefully delaying some enemy units. It can be used as a distraction or to simulate an attack from a different point. For example, attacking a eastern city, pillaging its tiles, and when enemy troops arise, you attack with your main force from the west.
My starting suggestion for this tree is:
Harass I-III: +5%RCS, +10% attack
ZoC: Ignores enemy Zone of Control (Harass III)
Ambush I-III: +5%RCS, +10% defense
Infiltrator: Ignores terrain penalties (Ambush III)
Reckless I: +10% attack, -10% defense (Harass I)
Reckless II: +15% attack, -15% defense (Reckless I)
Aim: +15% vs wounded (Harass II, Ambush III)
Logistics: May attack twice. -30% RCS (Harass III)
Cover I: +25% defense vs ranged (Ambush I, Harass II)
Cover II: +25% defense vs ranged (Cover I)
Mobility: +1 movement (Ambush II)
Pillage: Pillaging cost no movement (Ambush III)
Note there's no healing promotions (if you want a medic, bring a scout or an archer). No extra range or indirect fire, either. Harass is all about doing more damage and skirmisher tactics, but at a risk. Ambush is all about mobility and crippling undefended cities, a sort of scout unit with ranged damage. Side promotions are quite good, that's why I lowered the damage from basic promotions. I don't think mobility is that good on a mounted unit, so it can have it sooner. Aim is a weaker version of Sniper, to be available earlier.
For me, skirmishers can be used mainly in two ways:
1. Harasser. The tactic is: Approach the enemy from a flank, hit it, wait for a melee with flanking promotions, if the enemy isn't killed yet, retreat the skirmisher. All in the same turn. In this role, the skirmisher is fighting near friendly units, in an active role.
2. Ambush. You place the skirmisher in the way where you expect an incoming attack. If enemies are on the way, you don't hold the position like a scout, you hit and retreat, hopefully delaying some enemy units. It can be used as a distraction or to simulate an attack from a different point. For example, attacking a eastern city, pillaging its tiles, and when enemy troops arise, you attack with your main force from the west.
My starting suggestion for this tree is:
Harass I-III: +5%RCS, +10% attack
ZoC: Ignores enemy Zone of Control (Harass III)
Ambush I-III: +5%RCS, +10% defense
Infiltrator: Ignores terrain penalties (Ambush III)
Reckless I: +10% attack, -10% defense (Harass I)
Reckless II: +15% attack, -15% defense (Reckless I)
Aim: +15% vs wounded (Harass II, Ambush III)
Logistics: May attack twice. -30% RCS (Harass III)
Cover I: +25% defense vs ranged (Ambush I, Harass II)
Cover II: +25% defense vs ranged (Cover I)
Mobility: +1 movement (Ambush II)
Pillage: Pillaging cost no movement (Ambush III)
Note there's no healing promotions (if you want a medic, bring a scout or an archer). No extra range or indirect fire, either. Harass is all about doing more damage and skirmisher tactics, but at a risk. Ambush is all about mobility and crippling undefended cities, a sort of scout unit with ranged damage. Side promotions are quite good, that's why I lowered the damage from basic promotions. I don't think mobility is that good on a mounted unit, so it can have it sooner. Aim is a weaker version of Sniper, to be available earlier.