Scouts=Useless

The fact that a scout can Only defend, doesn't permit it the option of finishing off units in a city that just been collatered. Where an axeman (Jaguar, Gallic Warrior etc.) can at least attack a 2.0 strength longbow to keep earning xp. After a GG is placed on it, with the leadership promo, it will earn double xp, and can be upgraded without loss of xp, to travel around with riflemen later and continuing the process.

On your xp chart, AGG leaders start with Combat1, and CHA leaders need fewer xp to promote. So, there are leaders who would do this better than others, Jags and Gallics being the best at it.
I'm not sure how you could get the scout up in xp, beyond maybe 30 xp. They won't get the AGG leaders free combat 1 promo. A warrior would work better in those cases than a scout, even if you didn't want to upgrade it.

We have a difference of uses of Supermedics here. I wouldn't use a Supermedic Jag or Gallic to finish off a unit. 1% chance of losing has an unpleasant ring of frequency to it. Secondly, leadership is going to take, what, another 15 XP's? Your going to have your supermedic finishing off a lot of battles which increases the risk. And if you upgrade him for free, you then have the risk of being the stack defender. With siege, I seldom have a unit that takes more than one turn with a regular Supermedic.

Your other point is largely correct. I'm limited to 30 and if I can, I usually get Morale and then Mobility for the Supermedic if I can.
 
I don't get the wussy folks who shy away from a 1% risk of loss.

Plus, even if 1/100 is too risky for you, you have the option to limit yourself to 99.9% battles (1/1000 or better).

Anyway, if your supermedic dies, make another. What's the problem? Heck, I find them useful enough that I usually have 2 anyway. And yes, the benefit of Woods III is well worth it. It changes from 2 or 3 turns to 1 turn healing, even in enemy territory.
 
Back
Top Bottom