Suggestion - Give Great Commanders the Commando Promotion

Llewen

Warlord
Joined
Jun 5, 2004
Messages
276
Just an opinion here, but I think that great commanders should start with the Commando promotion. I doesn't make sense to me that they can't keep up with an army that has that promotion.
 
There are a few promotions, like Horselord, Commando, etc. that really should trickle UP to a commander if he's leading troops that have those promotions.
 
That would work as well. :)
 
Making them start with commando might be appropriate for some specific civ, but in general, I don't think that's a good idea.

Currently, commanders can't learn it because they can never meet the prereqs. Among other things, we're considering changing it to a level prereq. say... lv5, since that's the level a soldier would normally get it from following that path.
 
I would like to add something about GC movement limitation in general...
As many have pointed before GC, being stuck at 2 move, have some trouble keeping up with hippus armies, but I noticed something the other night playin' as the Svarts,
the whole recon-promotion line of GC is quite useless IMHO.
Recon gives visibility range and movement, but Doesn't grant the same movement to my general, so I have those recon units under his control wich skyrocket to a 5-6-7 move (with march wine and Haste ) while the GC is stuck at 3 (haste), as soon as I make my army step away from him they lose all the bonus moves.

Supposedly, I could take the command range promo and keep the powers some tiles away, but is it useful? 3 promo for recon (add one basic promo, I don't remember how it's called the one you have to take before unlocking the special ones) and command range, I could simply go with Battlefield medic 1-2 in order to counter my lack of march or keep adding on the "base" promotion that gives (if I'm not mistaken) +15% strenght to All unit under command.
Or still, one of my favourites level up combo for a GC with all civs is:
1) Exp boost (how was it named??!?)
2) Basic promo 1 (again I don's remember the name)
3) TACTICS (because, being a prerequisite for blitz I can rotate the controlled units and give them blitz at very low level)

...Ahem, excuse the rambling, I just wanted to show how IMHO there are more sound promotion for a recon leading GC than the (supposedly more specialized) scouting promos...

Sorry for any tactical or grammar mistake I have done, english is not my N/L and I just woke up!!!
 
Making them start with commando might be appropriate for some specific civ, but in general, I don't think that's a good idea.

Currently, commanders can't learn it because they can never meet the prereqs. Among other things, we're considering changing it to a level prereq. say... lv5, since that's the level a soldier would normally get it from following that path.

Well, I think the idea of them inheriting movement rates from minions that are in the same square is just about a perfect solution, and makes great sense. If it can be done that is.
 
Forest Stealth also applying for Svartalfar commanders and similar promotions for other civs IMHO is a necessary change.
 
Supposedly, I could take the command range promo and keep the powers some tiles away, but is it useful? 3 promo for recon (add one basic promo, I don't remember how it's called the one you have to take before unlocking the special ones) and command range, I could simply go with Battlefield medic 1-2 in order to counter my lack of march or keep adding on the "base" promotion that gives (if I'm not mistaken) +15% strenght to All unit under command.

I think this is the point. It is true that the commander doesn't "keep up" with units he leads using movement enhancing commander promotions. But you're making the assumption here, that all movement is in a straight line from A to B

The purpose of recon units, is... reconaissance. With promotions to enhance their movement, a recon unit can break off from the army, to climb a nearby hill. and get a view of the area, enemy troop layout, etc. Then still have enough movement to rejoin the army and continue marching with the melee units.

Or they can break away to intercept an enemy settler/worker that's exposed. Or get a quick attack of opportunity on enemy reinforcements that are passing through a desert.

If you think of the movement in a straight line, then yes, a commander is not going to keep up with a 6 movement hunter. But, if you treat the commander and his army of melee/archery units as a mobile base, you can use said hunter's 6 movement as an operational radius, allowing you to launch quick strikes out at vulnerable targets or just recon the area, and then return to the safety of the big archer-protected stack in the same turn, never getting left exposed.

Command range promotions are indeed your friend.
 
Or they can break away to intercept an enemy settler/worker that's exposed. Or get a quick attack of opportunity on enemy reinforcements that are passing through a desert.

Command range promotions are indeed your friend.

maybe you're right :)
But that's not the point I made, the question is, why should I use so much promotions to take advantages of it? Do you think the situation you described is actually better than a +30% Str, +20%regen and +50% exp? Again, on every kind of unit I attach to him? Consider that to take any real advantage of the recon special promos you need 4-5 promos, then consider how those promos could best profit your army, even a whole recon army, like those I use with the Svarts, is better whit this "miscellaneous" promo line IMHO

... But that's just an opinion really :) , I posted it because I had it buzzing trough my mind for some days now...
 
I think this is the point. It is true that the commander doesn't "keep up" with units he leads using movement enhancing commander promotions. But you're making the assumption here, that all movement is in a straight line from A to B

The purpose of recon units, is... reconaissance. With promotions to enhance their movement, a recon unit can break off from the army, to climb a nearby hill. and get a view of the area, enemy troop layout, etc. Then still have enough movement to rejoin the army and continue marching with the melee units.

Or they can break away to intercept an enemy settler/worker that's exposed. Or get a quick attack of opportunity on enemy reinforcements that are passing through a desert.

If you think of the movement in a straight line, then yes, a commander is not going to keep up with a 6 movement hunter. But, if you treat the commander and his army of melee/archery units as a mobile base, you can use said hunter's 6 movement as an operational radius, allowing you to launch quick strikes out at vulnerable targets or just recon the area, and then return to the safety of the big archer-protected stack in the same turn, never getting left exposed.

Command range promotions are indeed your friend.

I guess in my opinion, a leader rides with his troops, whether they are a recon unit, or infantry, cavalry, etc. That's one way you can look at it, and that is how I was originally looking at it. But I suppose when you look at a leader unit, it really isn't an single entity, it is a command unit, including the leader and the command and control infrastructure which supports that leader. In that case what you say makes sense.

I'm glad I had that little discussion with myself... ;)
 
Could it not be switched so that the Commander can join a specific unit like in HOTK, perhaps adding a chance of the commander managing to flee if the unit meets it's maker?
 
There are a lot of neat things in that mod I'd like to snipe, like the second chance promotions for hero units that lets them come back/survive if they lose a battle of 90%ish or better.
 
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