slobberinbear
Ursine Skald
It's boring, the little star emblem. It gives just a tiny 10% strength boost. It is generic and therefore inferior to all other promotions at their respective specialities ... but stacked, it starts to become very interesting, particularly with units that are already tough.
A combat III unit is 30% stronger than an unpromoted unit. This applies universally to both attack and defense. When applied to a unit with a high base strength for its era (for instance, War Elephants), it is devastating. A combat III elephant has a strength of 10.4. While on the attack, the other promotions apply to the defender; not so Combat.
Some level of Combat is, of course, also required to take many of the specialist promotions. Some of the less common but very effective promotions (Amphibious and Blitz, for instance) open up after Combat II and III.
There is always a place for specialist troops -- the city garrison defender, the city raider, and the medic all come to mind. But don't overlook the power of having some of your top-end units get even more powerful, in all situations, by taking Combat. In many instances, the effect of CR is actually fairly watered down after your siege units have pounded the bad guys to mush. Remember that CR promotions reduce defender strengths -- which are already crunched down hard from your siege. In that example, a 10% bonus to your full-health assault units is greater than a 20% strength reduction to a weakened defender with a lower base strength to begin with.*
At the high end, with Combat VI (only available with a GG/warlord), your unit will have a +75% base strength all the time, on offense or defense. Applied to a top-flight melee or mounted unit, this is awesome.
Lastly, don't take multiple specialist promotions (i.e., cover AND shock). Just take more Combat to pair up with your chosen specialty. A combat III unit is more useful overall than a Combat I, Shock, Cover unit -- and the Combat III unit has access to more promotions at the high end.
* I am not arguing that CR sucks. I am simply saying that it may be overrated after siege comes into play and doesn't help at all in field battles and defense. CR is, however, wonderful for pre-construction rushes.
A combat III unit is 30% stronger than an unpromoted unit. This applies universally to both attack and defense. When applied to a unit with a high base strength for its era (for instance, War Elephants), it is devastating. A combat III elephant has a strength of 10.4. While on the attack, the other promotions apply to the defender; not so Combat.
Some level of Combat is, of course, also required to take many of the specialist promotions. Some of the less common but very effective promotions (Amphibious and Blitz, for instance) open up after Combat II and III.
There is always a place for specialist troops -- the city garrison defender, the city raider, and the medic all come to mind. But don't overlook the power of having some of your top-end units get even more powerful, in all situations, by taking Combat. In many instances, the effect of CR is actually fairly watered down after your siege units have pounded the bad guys to mush. Remember that CR promotions reduce defender strengths -- which are already crunched down hard from your siege. In that example, a 10% bonus to your full-health assault units is greater than a 20% strength reduction to a weakened defender with a lower base strength to begin with.*
At the high end, with Combat VI (only available with a GG/warlord), your unit will have a +75% base strength all the time, on offense or defense. Applied to a top-flight melee or mounted unit, this is awesome.
Lastly, don't take multiple specialist promotions (i.e., cover AND shock). Just take more Combat to pair up with your chosen specialty. A combat III unit is more useful overall than a Combat I, Shock, Cover unit -- and the Combat III unit has access to more promotions at the high end.
* I am not arguing that CR sucks. I am simply saying that it may be overrated after siege comes into play and doesn't help at all in field battles and defense. CR is, however, wonderful for pre-construction rushes.