Super unit

I used to experiment with non-medic super units, I think the best was a GG-Grenadier that became a machine gun. Plenty of Combat upgrades plus the gunpowder and mounted unit specialties made this unit a pain to attack.

However, I've lost super units at 1/100 odds more than enough. I make a GG-medic and otherwise settle them in my military production city. Once you are pumping out units with 3-5 promos regularly, your army is pretty much unstoppable.
 
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.

No, the legend of the Flanking 2 Tactics submarine :mischief: It comes too late to make a difference, but 100% success on every battle is fun.

Once you are pumping out units with 3-5 promos regularly, your army is pretty much unstoppable.

I remember my first Monarch game, where I won against Shaka (with his vassal Montezuma) only because I could spam out level 3 LBs and C4 Knights.
 
Getting third promotion on every unit is indeed the turning point. CR3 Trebs and C3 knights can easily trample most of the opposition. It's especially great for Trebs since you will lose far less when they are CR3, hence allowing to attack with a smaller amount = faster.

I'm trying to get a superduper unit in my game again (CR3 C6 D4 G3 WM3). Not too easy since I owned the continent already... and my unit has only 55 exp. I could of course dump him with a squad of seasoned macemen on a galleon and make them pound on the same city for ages (It's marathon after all so getting exp is relatively faster)... well that's what I'll probably do. The AI is too far to be of any threat to me.
 
I remember someone had 5 of such units in one deity, OCC, always war game.
 
In an OCC game with maybe the exception of 1 for a super medic, I can't understand why the rest of the GGs weren't settled.
 
Does anybody build war academies, btw? or does everybody just settle them?

Rarely, I do. I only consider settling them in my settled-GG cities if I can't produce modern units there every 1-2 turns. If the math works out and I can reduce the build time from 4 to 3 or 3 to 2, I'll settle them. War academies tend to come late-game for me, though, and I rarely generate the GG with the above conditions satisfied and have enough time to use him.
 
Antilogic is right, they come way too late for some of the tech paths and yet they are more and more lucrative the slower the game speed. On Normal you usually produce 1 unit/turn anyway, but on Epic or Marathon a MilAcademy can actually double your military production you count on most - this from your super-military city with all those settled generals - taking down build times from 2 to 1 turns.
 
My ideal scenario is to guarantee 8 exp for military cities (if Charismatic) then put Military academy up there. Usually my first city runs 8 exp without GGs (Barracks+west point+theocracy) but I kinda settle them in my 2nd one (Ironworks).
 
Anyway, the more I think about it, the more I consider the "defensive" unit best. I mean, in the offense, "super units" are usually junk: for enemies that are on your level, it's the mass of promoted to CR3 siege units that wins the fight. To clean up the enemies weakened to 25% or so life, you can usually use anything, you don't need a unit with C6 for that.

On the other hand, I do like the effect that a "defensive" unit has on the stack. If the AI attacks your stack of doom with his own (happens later in the game), a super-unit with C6 D4 and WM3 can actually defeat many attackers in a row, espiecially if you have WM3/G3 and stick to hills and forests. Also, that way it almost never dies (when reduced to low HP it will be replaced by other units in stack as top priority) and can get EXP fast when killing 10 units in a row in a single turn. That way you can easily minimize the damage to your own stack and hence the unit is not useless. You also don't need City Raider because the unit will only attack stacks after siege, so it will probably win - and will do it only for exp, not for actual impact on battle. With CD3 you can leave that unit with minimal support in a conquered town and it will probably not be taken back.
 
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