Okay, this is obviously for fun, I believe the consesus between good players is that anything other than super-medic is a waste of GG
However, if you were to make a super-unit, which of those scenarios would you prefer? This assumes Charismatic leader for less fuss with exp points
A) You upgrade the super-medic further. That way you can theoretically end with stuff like C6 D4 CR3 WM3 G3 Mobility Blitz Tactics Mech.Inf one day... Possibly the toughest nut to crack in the whole game (5 free strikes+3 free strike chances, 80% retreat chance, city raider, massive strength, heals other units) and incredibly fast (double movement on everything + can use roads/railroads + 1 extra move point). Downside: it takes roughly 350 exp to take it to that level
It's fun to see whole stacks of doom dying when trying to beat one of those on top of your stack. Over 70 effective strength vs. everything and 5-8 free strikes is crazy. I once had one of those defend me against like 15 units in a row, no joke. I only did that kind of unit once, though Huge/Warlord/Marathon and the game was war from almost the beginning. The unit started as a warrior and got lucky with exp huts - I got WM3 pretty fast.
B) A upgrade for horse archer. You get 80% retreat chance very early and work on strength. Eventually becomes a C6 D4 Pinch Gunship (pretty unbeatable). "only" 150 exp needed to make it more or less work. That's what I usually do when screwing around on noble.
The only sad part is that due to no CR it's not exactly the best against cities, and after siege it doesn't really matter how strong your units are since all of the enemy stacks are at 25% hp and strength But still fun to have a 5-move blitz supercopter.
C) A super siege unit. CR3 Drill4 and Tactics + super heavy collateral damage bonus. The first unit to attack the city. If you're lucky, this should in theory greatly minimize the losses of Trebs/Cannons since it should win the 1st fight and allow you to spare that extra 1-2 trebs per city that go down in the initial strike. However, it's not exactly an "immortal unit". It will probably go down sooner or later, making you sad Never tried this.
I usually end up with a single super medic (WM3 Medic3) warrior and that's it. Useful since he heals 50% per turn and grants easy access to West Point
However, if you were to make a super-unit, which of those scenarios would you prefer? This assumes Charismatic leader for less fuss with exp points
A) You upgrade the super-medic further. That way you can theoretically end with stuff like C6 D4 CR3 WM3 G3 Mobility Blitz Tactics Mech.Inf one day... Possibly the toughest nut to crack in the whole game (5 free strikes+3 free strike chances, 80% retreat chance, city raider, massive strength, heals other units) and incredibly fast (double movement on everything + can use roads/railroads + 1 extra move point). Downside: it takes roughly 350 exp to take it to that level
It's fun to see whole stacks of doom dying when trying to beat one of those on top of your stack. Over 70 effective strength vs. everything and 5-8 free strikes is crazy. I once had one of those defend me against like 15 units in a row, no joke. I only did that kind of unit once, though Huge/Warlord/Marathon and the game was war from almost the beginning. The unit started as a warrior and got lucky with exp huts - I got WM3 pretty fast.
B) A upgrade for horse archer. You get 80% retreat chance very early and work on strength. Eventually becomes a C6 D4 Pinch Gunship (pretty unbeatable). "only" 150 exp needed to make it more or less work. That's what I usually do when screwing around on noble.
The only sad part is that due to no CR it's not exactly the best against cities, and after siege it doesn't really matter how strong your units are since all of the enemy stacks are at 25% hp and strength But still fun to have a 5-move blitz supercopter.
C) A super siege unit. CR3 Drill4 and Tactics + super heavy collateral damage bonus. The first unit to attack the city. If you're lucky, this should in theory greatly minimize the losses of Trebs/Cannons since it should win the 1st fight and allow you to spare that extra 1-2 trebs per city that go down in the initial strike. However, it's not exactly an "immortal unit". It will probably go down sooner or later, making you sad Never tried this.
I usually end up with a single super medic (WM3 Medic3) warrior and that's it. Useful since he heals 50% per turn and grants easy access to West Point