Super unit

Czacki

Warlord
Joined
Jul 9, 2010
Messages
160
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 :crazyeye:

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 :p 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 ;)
 
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 :crazyeye:

That would be awesome to use against the enemy.

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.

This is effective if you get the GG early and put it on a HA. You end up with an uber-strong calvary unit first if you fight enough early on. It's also great if you have it when playing as the Byzantines and plan on using cataphracts :p

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 :p Never tried this.

Meh. Siege units are expendable, so it wouldn't be that great.
 
Try playing Legends of Revolution. There are 'legendary units' there, which start off with with three free promotions and some other bonuses. If you attach a GG to them, you'll get a super-strong unit fairly early. On top of that, the mod incorporates Influence Driven War, so your GG - which should get Blitz soon - will be able to flip culture like noone else.
 
I had a Gunship with that same GG recently, and almost the same upgrades. I was just missing the Combat upgrades after 3, and March, instead I had Pinch and Shock... :hide:

Also, just a cool little fact- the EXP needed for the next level is Level^2+1 (Level squared plus 1. For example, with the unit in that pic, it is 14^2+1=14*14+1=196+1=197 :))
 
I (actually we, as it was a team game) had once a Machine Gun, who single-handed killed 18 (or 28 - cant remember exactly and have the screenshots on my laptop) musketeers in a row in a single turn. Too bad it was killed at the end, otherwise cant imagine how many more experience she would have gained :)

It was 4 first strike promotions one right of our military city with few GG settled in + Theo I think and we were playing Cyrus.
 
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
On this, I can hopefully add few points in few days which will be worth :)
 
If anybody knows any use for a GG-unit except for giggles, I'd welcome it :) Deity players, tell us what you know :D
 
I dont consider myself deity player, although I have defeated deity few times, but just dont want to spend my time and nerves in trying to overcome a ridiculously overpowered with bonuses stupid AIs. Way better to use my intellect to try and outsmart other thinking people given the same start.
 
Way better to use my intellect to try and outsmart other thinking people given the same start.

I sure hope you mean MP. The AI really doesn't think at any level.
 
Try playing Legends of Revolution. There are 'legendary units' there, which start off with with three free promotions and some other bonuses. If you attach a GG to them, you'll get a super-strong unit fairly early. On top of that, the mod incorporates Influence Driven War, so your GG - which should get Blitz soon - will be able to flip culture like noone else.

Those Legendary Units are fricken awesome. They're so strong, in fact, that I consider it actually a drawback of the mod because it gives the human player such an advantage on single player as the AI doesn't know how to use them.
 
If anybody knows any use for a GG-unit except for giggles, I'd welcome it :) Deity players, tell us what you know :D

It's sometimes usefull to use the GG to have the XP split up between the units, as by that, you can actually upgrade a whole Stack of Units. Let's say you built 20 Cuirrassiers and ran Vassalge + Theo, then you can upgrade all 20 to lvl 4 with just 1 GG, which can be THE difference, if you're also fighting lots of mounted, War Elephants for example and can spec Formation. That is imho a rare cases where this makes sense.

And, what also makes sense imho, are super-defenders, like the mentioned super-MG. Let's say, it's still early, then you produce a 7 XP LB (again with Vassalge + Theo) , you attach a GG and give some extra promotions like movement, most important, Championship and of course Combat. Then you actually have a defender that can keep up with your Stack of mounted and defeats all counterattacks coming to the captured city with an ease, he lvls superfast by that, and when it becomes dangerous, the mounted units overtake defense, as they have Withdrawl, which is "base survival chance", so if you mix a GG-Defender-LB with some Flanking HAs, it'll never fight fights below 40% because that's the point, where the Flankings will take over at a latest, usually, it's way higher. Once he has survived the initial counter-attack, he's lvl 7-9 which means Combat 5 to CG 3, making him somehow invulnarable when being in a city.

I once did this in a game just for fun, but was amazed, that that unit beat like 15 incomings before other defenders took over the role of the defender. This produces very funny moments with AI, which doesn't pay attention to the promotions a unit has and attacks that city having only 10 defenders with it's 70 units stack.

This makes more sense on Marathon speed and Huge maps, because one get's more GGs in total, therefor can specialize them, and Superhealers aren't that needed and that strong as in normal games, because a Medic 2 also heals Units in 3 turns (or 4, if it's at 0.1 health) .

And, not to forget. The legend of the Guerilla 3 80% Withdrawl General. Never had one of those, but maybe some time. GG-Siege sounds awesomely fun, but I didn't have the chance for that also, because I usually found siege to have to high loss-rates, and I don't think CR3 and Drill would help with that.
 
Say 8-moves transports. Those can outrun pass trough a dense coast-guard defense and can deliver punch deep in to one's backyard if he is not too careful. In the recently finished Multi-Team Demo Game2 one such transport razed the Holy City and shrine of Team Sirius and ringed the bell for the last moments of world dominance for the glorious in the past uber- team.
 
I have found that, after the super medic, I don't try to attach to one. the problem is,then i don't want to lose that unit, so I have a great unit - that I use for cleanup duty. That's not a good thing.

So I generally attach it to a lower unit and spread the values. One nice trick is attaching to 3 4 xp galleons and getting 3 nav II galleons out of it. or attaching it to just a normal unit and spreading the values, but getting free upgrades.
 
I find WM3 M3 supermedic a must in most games, as it heals my stack back almost in a single turn, allowing a blitz style of offense after each difficult siege. Having a weaker medic gives them one more whipping turn which can screw things up, esp. if the war isn't going exactly as planned and you lost more troops than you expected. Since I start with Charismatic, I usually cruise around with a warrior in the jungle until he gets WM3 and 10 exp and it's pretty easy to get M3 from there after GG pops.

I do like the idea of super defender. I also thought about this and decided that such a stack - if powerful enough - would actually be able to beat most stacks of Doom without much fuss. I'm not sure however how collateral damage would affect the other units in the stack with your super defender. Sometimes I lose the combat with my Treb badly but it still greatly damages the opponent's stacks.

Btw, think of a CD3 C6 D4 WM3 G3 defender, lol! Highly humorous to have a unit with 75% city defense, 75% raw strength, 5 first strikes and 3 first strike chances.

I am thinking about upgrading the super-medic for that after all, simply because he already has WM3 and C1.. what I hate here though is that the exp gain rate is terribly slow unless you use him at risky combats (at which the high withdrawal and first strikes help tremendously), and even that takes a while because he can't be blitzed and has max 2 movepoints -_- You would literally have to camp under a city, let the AI whip, bombard with siege then let a warrior take a risky combat for 6-8 XP each turn, but that's probably going to get that stack killed after 2-3 tries, and reloading is a bit on the cheating side... :p
 
I find it a waste to stack a bunch of promotions on a medic. Either you wasted combat promotions and a gg on a supermedic or you wasted medic promotions and a gg on a combat unit. I think it'd be better to build a specialized combat unit and support him with a super medic.

I think I would go with a defender. A Grenadier upgraded to a MG so it can have CG/combat/pinch promos and with GGs added. drill 4, and woot.
 
If anybody knows any use for a GG-unit except for giggles, I'd welcome it :) Deity players, tell us what you know :D

(not counting a great medic)

My all time favorite civ game has the following settings: Full of resources map script, Lakes map with 17% lakes, diety, aggressive AI, marathon, 18 civs.

In a game like this, I usually get at least 10-15 great generals a game. Something that most people forget, if you are running a representative government - you get ~4 bulbs per specialist. In a specialized city, these add up. I usually stack all of my GG's in heroic epic city. By doing this, I enjoy massive exp bonuses from my most active military production city, and I get a nice tech bonus from the specialists.

But, this will only work if you war constantly and run representative.

Another strategy that I play with GG's is I will settle one GG per city as the game goes on. A GG, and a barracks will give you enough starting exp for 2 promotions right out of the gate which is a very decent start.

Overall, these are my two favorite strategies to use for GG's.

If I play an Immortal game, just for fun I will wait until I have a stack of 6 war elephants. I will then just keep pumping promotions into this same stack throughout the entire game with all promotions going only into strength. This creates a super powerful stack that I just have fun with. This is only a "fun option", and not always the best use of a GG.
 
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