noto2. By itself Drill IV is already a very powerful promotion. If you were thinking about boosting the drill line then think about Drill 1 in particular, or 2 and 3.
That's usually the main reason I tend to use Drill a lot when I play PRO, but hardly ever when I don't. Drill I and Drill III are sub-par promotions IMO. When you get Drill I "for free" it makes the whole Drill line a lot more attractive.
I think the comparison cornplanter is trying to make is that when a catapult is "suicided" it is with the knowledge that collateral damage WILL take place regardless of unit survival. Since that was the purpose of the attack, survival of the unit is secondary. With a mounted unit, survival is key if the purpose was to inflict flanking damage on siege units.If you send in 4 or 5, you almost certainly will lose 1 or 2 of them. The alternative (as I mentioned) is to suicide cats.Suicide Mounted Units do nothing to siege. Flank attack works only if a unit survives (wins or retreats).
I think here is a good place to mention the Flanking promotions.I think the comparison cornplanter is trying to make is that when a catapult is "suicided" it is with the knowledge that collateral damage WILL take place regardless of unit survival. Since that was the purpose of the attack, survival of the unit is secondary. With a mounted unit, survival is key if the purpose was to inflict flanking damage on siege units.
I think your second paragraph was a bit of Devil's advocate, right?It should be noted that it possible to "suicide" a catapult and not do any collateral damage at all. If the defending stack has enough siege units. The siege units are eligable for selection as one of the units to recieve collateral damage. Though they will not suffer any damage at all.
By the way, the suggestion someone made to make D4 units immune to collateral is way too overpowered. Consider especially that lower collateral damage includes damage from bombers. D4 machine guns would be near unstoppable until modern armour.
Why would "immune to collateral" == "nearly unstoppable" ? Is collateral that big of a crutch?
Why would "immune to collateral" == "nearly unstoppable" ? Is collateral that big of a crutch?
Right. So we're only talking about air collateral here.I was overstating a bit. Tanks would be enough, but before tanks D4 machine guns and D4 infantry would be extremely difficult to kill in any reasonably defendable position eg. fortified in a hill city. Even with CR3 infantry you can probably expect to lose about 4 infantry for each defending infantry.
I suppose the collateral is not a crutch but without it losses can be massive when attacking D4 units.
I also forgot that immunity to collateral on machine guns is only to siege weapons - it doesn't include bombers.
Flanking IIKeep in mind half the point of the drill IV troops is they are very resilient to taking damage when they win combat. You assumed that a fortified MG after winning battle will be injured enough to lose the next battle. Against a tank or later unit this might be true, but not so for many other units. A D4 MG often can survive 2 or 3 battles in a row.
A fortified MG is, what, +75%, +100% if on a hill? CRII would pretty much make it a wash.
I think people have an aversion to suiciding a mounted unit or two for some reason.
After all, we have no problem suiciding a half dozen cats/trebs (or more) when we're on the attack. Why is the loss of a horseman/knight or two when we're on the defense a big deal?
Flanking II
requires: Flanking I
Mounted, Armored,
Helicopter, Naval
immune to first strikes
+20% withdrawal chance