wainy:
I still think blitz/logistics's versatility make them more valuable promotions overall, whether to strike a finishing blow to a city or to attack a unit 2 tiles from the city and then retreat from the counter-attack.
It depends on usage, I suppose. A March unit wouldn't be able to retreat back from city fire, but it wouldn't need to, so long as the city didn't damage it more than 2 or 3 HP. In fact, it's better because the March unit would get that much more XP from being attacked.
Also, march for artillery seems very weak when it means forgoing logistics. Artillery rarely get hit except by other artillery, and logistics almost doubles the strength and usefulness of artillery.
I get it for two reasons. The first is that it unlocks fast. You can only get Logistics after Terrain 3, whereas March unlocks after terrain 2, so I get my useful upgrade faster.
The second is that it's easy. A Logistics Artillery will beat out a normal AI artillery, but if it gets shot first, it'll return less damage and ultimately may be unsuitable for action once it gets rid of the enemy artillery. Too, you're sort of obliged to manage range and such. March Artillery is much simpler to manage. It will absolutely win any like exchange with enemy artillery regardless of who goes first, just because it heals damage when the enemy Artillery does not, and it'll be ready for action immediately after.
It doesn't even matter whether or not you stay out of city fire range. I get really obnoxious about placement when I'm peeved - I just mount the artillery whenever and let the city fire land where it may - it doesn't matter anyway.
Even at the point of getting Logistics, I'm actually more inclined to get Range. Range Artillery gives me a useful ability which I cannot simply replicate with more troops - I can bombard enemy artillery and cities from absurdly far away. The thing that prejudices me most against Logistics for Artillery vis a vis other promotions is that it doesn't even come into play until the turn after you set up the unit, and it doesn't always come to that - many times, I bombard with multiple artillery once and the city's ready for taking. Functionally speaking, Logistics for set up units is more of a x1.5 adjustment, because of the setup requirement.
It's probably because I'm playing on the lower settings.
vexing:
Hm... That's exactly how I played it. The treb's lower ranged strength were an issue at the higher city CS strengths.