Special Forces Unit

PolarisXP

HMS Polaris
Joined
Oct 18, 2001
Messages
48
Location
United Kingdom
Just an idea...

How about a Special Forces Unit A/D/M 8 8 2 can perform both amphibious assault and airdrop. Cost 50% more than a marine or paratrooper and can only be built at the military academy.
 
Amphibious warfare & Advanced Flight + Military Academy & Intelligence Center Small wonders. Can only be built in the city that has the Academy.

As an extra: when the unit attacks a city it could destroy an improvement or fortified unit in the city which you can select (only if you have a spy in that civ otherwise a "normal" attack occurs) . Can also do multiple attacks like modern armour.
 
That sounds awesome! In Civ2 I made a unit like that in my "Scenarios". I have noticed that the amphibious assaut in Civ 3 gives an attack bonus, my Marines destroyed mech inf 5 times in a row!
 
I've found that using paratroopers and marines in unison, transported by helicopters is great. In my opinion, airdrops are too limiting because they have to be performed from a city with an airport. Helicopters can take off from any city.
 
i wish civ3 had airbase terrain improvements, like in civ:ctp

i like the specforces idea, specially how they need to be built at the military academy. one thing i think should be added is the hidded nationality tag, since those groups often perform covert ops, even during peacetime

is that a fact about the attack bonus for beachrushing marines? cuz i changed my marine attack to 12 to see how they work against inf, but i never did a direct assault from the sea; if marines get a sizeable bonus when performing seabased assaults, i m gonna need to lower their attack! thanks
 
Originally posted by Bjorn Bjornson
i wish civ3 had airbase terrain improvements, like in civ:ctp

i like the specforces idea, specially how they need to be built at the military academy. one thing i think should be added is the hidded nationality tag, since those groups often perform covert ops, even during peacetime

is that a fact about the attack bonus for beachrushing marines? cuz i changed my marine attack to 12 to see how they work against inf, but i never did a direct assault from the sea; if marines get a sizeable bonus when performing seabased assaults, i m gonna need to lower their attack! thanks

Yup, hidden nationality is a must for Special Ops, war without really starting one. Thats what I have in my own mod. I make them with 2 movement, all terrain as road (Which is reasonable as you don't expect to send your Special Ops in with train right?)Good for those who said managing the empire is a boring thing ;)

One thing about hidden nationality though, AI attack it on sight!! So make sure you guard your other border if you have right of passage. If not the whole world will send their troops to attack that Special Ops even if they are in your territory :eek:

But I take it as a good way to get some Great Leader during peace time :D
 
Hidden Nat. is REALLY UNBALANCING for a land unit. it allows them to take over cities without causing war (even though it becomes your city) and most importantly, if a Hidden nationality land unit takes over a city (even when stacked with your units and in war with the target, there are no unhappy citizens, and no revold.
 
Originally posted by KloePoek
Hidden Nat. is REALLY UNBALANCING for a land unit. it allows them to take over cities without causing war (even though it becomes your city) and most importantly, if a Hidden nationality land unit takes over a city (even when stacked with your units and in war with the target, there are no unhappy citizens, and no revold.

No unhappy citizens and no revolt ?!?! Wow, I gotta try that :D

But seriously, I use them mainly to harrass a next door country that grows too big to my liking :lol:

And by the time I got Special Ops, the other Civ usually already has Mech Inf so chances of using them to take over a city is very slim anyway so I doubt that it will be inbalance. :king:
 
it is when the AI :( uses it in a stack of units seiging my city... then they used that special ops to whack my last damaged marine :(
 
Hidden Nationality is good, also make them so they are invisible unless you are in the next square to them.

So there is no rush of Special Forces Units the number that can be build can be limited, like an army say ... 1 special force unit for every 5 cities you have.
 
Cool idea!

I really like the idea that a civ must have the military academy to build them. The only way I see to do that though is by setting the unit to having the army flag with no load ability. I'm not sure how well that would work with the game ... it'd be cool if it does... at any rate, then the only city that could build the unit is the one with the military academy. That being the case I would consider having the special ops units cost the same as marines and paratroopers ... not more.

But that does sound very cool... I really think a special ops unit is missing from the game.

I wouldn't give them hidden nationality or stealth abilities ... I think the only way to give them stealth is to set them to the submarine flag. That means they would be detected by radar units which makes no sense.

I would give them:
All terrain as roads
Foot Soldier
Amphibious Assault
Ranged Attack Animation
and paratrooping abilities

maybe some things to experiment with would be
recon and precision bombing ... recon being the only one I would pick. I wouldn't give them a bombard value though ... tanks don't even have a bombard value and jet fighters bombard at 2!

I base these on game play and not so much on real life capabilities.

Perhaps another possibility is to create a special ops unit that does act as an army unit ... you load a marine into the unit and that unit then gains special ops abilities like paratrooping and all terrain as road... just a thought.

Zeb:king:



Mmm ... that makes me wonder if you could create a navy unit ... just like an army unit.
 
Back
Top Bottom