Protecting your GG Unit

IOn another note and back to my original post, another interesting thing about my situation is why the AI is designed to suicide a single unit (jumbo) against a stack in a conquered city. What's the thinking behind the computer doing this action. Yeah, the phant killed my super medic but had no chance of success. It completely defies the logic of what a human player would do in that situation (run like heck to the nearest defensive position) The only logic I can think of is that it assumes the unit will die next turn, but I doubt that it's coded that way. The phant could have easily escaped.

The AI poaches your GG unit just as it would any other vulnerable, killable unit. It just happens that you notice more when it turns out to be a GG (that you think should be powerful and unkillable). The AI takes advantage of that first strike thing often.

I can relate to your pain.. I can remember two instances of having my awesome GG fall to some stupid random suicidal unit. One was a super-CR-city-crusher mace that was picked out of a stack to defend against a single xbow that the AI sent to hunt it (stack had some other maces, some cats and maybe a pike in there). Another was more my fault... I parked a full-health super-flank-GG Knight in a city with too little other support and a single war ele turned around from the enemy retreat to take a swipe at it. Lame :p

On the other hand, I had a combat1/wood3/medic/leader GG rifleman on a jungle hill (along with some cannons, cavs, and a couple other rifles) chew up a rediulously large stack of knights, cats, and various other things from the medival period Napoleon counter-attacked me with. The GG defended against the majority, since the cats' collateral damaged most of the back-up units too much. The result: a 96 XP super-super rifle :)

My advice: if you have a vulnerable GG unit in a stack (ie, super-medic or super-offensive-only unit), make CERTAIN you have something else covering it that is more suited to fight those dumb chance battles (maybe a super-defender GG?), and if you don't, leave the GG behind (which, I might say, is wasting its potential). Yet another argument toward TMIT's pref toward settling/academy usage.
 
I always get a supermedic first.

As far as what to attach it to, I always thought that's what scouts and explorers were for after the exploration phase.:rolleyes: In most games, I never found explorers were useful for anything else, but very good for the one supermedic.

If you have a scout supermedic, you can upgrade him to explorer only when your stacks are full of much more powerful units. If I'm lucky enough to have a fifth promotion, I take morale.

I wouldn't ever make a warrior or other one-move early unit a supermedic. You don't want the rare situation where he's the one picked to defend.
 
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