The UU-A-Day Countdown

Sciguy, spearmen only get the % bonus in defence, and I doubt it will count at all in ranged combat, so the War Elephant has no disadvantage to spearmen (other than they have stronger strength)

I'm not sure if their ranged attack will be effected by this either, what I meant when I said that was that 14 strenght spearmen will massacre elephants to little comparison, same with the chariots that they replace but is still a major dissadvantage.
 
That doesn't count, thats the english UA.

According to current info ship of the line has slightly higher ranged attack, but that can't be it, it would proably also have one of these:

> Bonus vs Frigates
> Lower cost than Firgates
> No resource cost.

Actually the "i has strat guide" thread cleared it up that the SOL will have more STR and less cost than the frigate. Latter being super stupid as this is like saying a destroyer costs less than an aircraft carrier but lets roll with it, this game isnt about realism :-)
 
War Elephants and Nuerasan Elephants fit nicely. Excpet make Nuerasan elephants Mahout Elephants like in Age of Empires III, which would probably a better name.
 
5 da...er, V days remaining! 5 is the number of Civ games, which is why we're all here. :D

Today, we'll take a look at another air unit, the American B-17. One of the most iconic military machines of all time, the Flying Fortress lives up to its name in Civ5: it picks up Evasion (50% less interception damage) and Siege I (+25% combat strength against cities).

For a Bomber, these are the two best promotions possible, and the B-17 gets them out of the box. The main killer of Bombers is Fighters doing interception, which will be the bane of anyone looking to soften up targers; an opponent with air superiority will be tough to crack. Evasion gives you a better chance against them by halving the damage dealt to your Bombers. You still won't be able to use an all-Bomber air force - Evasion will only take you so far - but it'll give you a huge edge in pushing your city-busters through interference. I'm not 100% certain how bombing works, but if it's linked to unit HP, Evasion will keep your B-17s striking at high strength. With Siege I, the B-17 sees to it that those bombing runs count, hitting cities at 75 strength at max health. Combined, these two make the B-17 the best anti-city air unit in the game: one promotion beats Fighters, and the other pounds cities. Modern warfare with America will do well to use this UU as its main force, taking advantage of its focused promotions to break a few cities.
 
I'm not 100% certain how bombing works, but if it's linked to unit HP, Evasion will keep your B-17s striking at high strength. With Siege I, the B-17 sees to it that those bombing runs count, hitting cities at 75 strength at max health. Combined, these two make the B-17 the best anti-city air unit in the game: one promotion beats Fighters, and the other pounds cities. Modern warfare with America will do well to use this UU as its main force, taking advantage of its focused promotions to break a few cities.

Certainly if the air game is anything like the air game in 4, this will be an awesome plane. I'm excited to see how this part of the game folds into the 1upt, and so on.

Do we know if it'll be possible to bomb on the map? It only makes sense, but it can't hurt to ask.
 
Nothing in the strategy guide regarding bombing improvements. Based on the use of great person improvements I'm leaning towards no, but I'm not sure.
 
Nothing in the strategy guide regarding bombing improvements. Based on the use of great person improvements I'm leaning towards no, but I'm not sure.

Pillage is still there for GP improvements (if they are not indestructible). Also, since pillaged improvements don't disappear (and are faster to rebuild), they could allow workers to rebuild GP improvements.
I'm more interested, however, in bombing roads/railroads - with 1upt they will become even more important, then before...
 
Perhaps fighters can strafe units/improvements while bombers are limited to cities? Although that makes bombers fairly redundant for small engagements.
 
I'm really curious how air defense will work in 1UPT. I imagine fighters will have an intercept range where they can intercept bombers in more places than just where they are stationed (and I know they aren't subject to 1UPT anyway). What I am most curious about is the flak/anti-aircraft ground unit. I wonder if it only defends the hex that it's parked on, or adjacent hexes, or anything in the "flight path" of the offending bomber, etc.
 
What I am most curious about is the flak/anti-aircraft ground unit. I wonder if it only defends the hex that it's parked on, or adjacent hexes, or anything in the "flight path" of the offending bomber, etc.
Ground interception units have an interception range (ie they protect their own tile and every other tile in a <range> radius). This seems to be 1 for the AA flak gun, and 2 for the mobile SAM.
 
No, the spearman defensive-only thing was bad information. More recent stuff confirms it as a Combat bonus.

I was fairly sure the defensive only was confirmed, and it wasn't that long ago, if you have a recent source or any source showing the spearmans bonus then can you show it to me.
P.s I'm glad, the "only to defence" +100% bonus would have been uber lame.
 
My thought on the B17, for what it is, it'll be good. But it's lateness means it isn't overwhelmingly good.
 
Hopefully, air units will be more useful this time around. Civ has traditionally been heavily ground unit based with air and sea units taking a backseat.
 
Without knowing how air combat works now it's hard to say much about it, but I think it's a great iconic plane to use as a UU. :)
 
If the bit on Arioch's site about them having 2 movement is correct, well that just pwns. I take it as meaning that you can fly the bomber to a city and go on a bombing run with it in the same turn. If you can move after bombing too, then you can rotate two cities worth of planes through one city for twice the number of bombing runs.
 
If the bit on Arioch's site about them having 2 movement is correct, well that just pwns. I take it as meaning that you can fly the bomber to a city and go on a bombing run with it in the same turn. If you can move after bombing too, then you can rotate two cities worth of planes through one city for twice the number of bombing runs.

Well generally Attacking ends turn (some units are exceptions)
 
Perhaps fighters can strafe units/improvements while bombers are limited to cities? Although that makes bombers fairly redundant for small engagements.

can say for certain thats wrong, just saw a stealth bomber attack an artillery. on a hill
 
4 days remaining! Half a week left, and our long long wait will be over - at least, until we start clamoring for CivVI. :D

Tonight's UU is the Russian Cossack, another veteran of past games. These famous border peoples are historically irrepressible and known for their martial prowess; thus, in Civ5, they get a bonus against wounded units.

This is a tough ability to assess, since once again, it relies on how you use it. The obvious use is to pair your Cossacks with ranged attackers (Cannon and leftover Crossbowmen) and bombard, but in doing so you lose out on the Cossack's mobility. Of course, with the sheer power of this combination, you might not miss it. :D Alternatively, if you prefer using your cavalry as flankers, you can use this UU brilliantly: take a front that's damaged and smash through with Cossacks. As a detachment for pillaging/intercepting, this bonus is less impressive. It's certainly useful - extra damage on the second attack never hurt - but not enough to merit special attention. Furthermore, the specific bonus against wounded units is unknown; not even the manual discusses it, so I can't say much certain about its usefulness. I suspect this is a unit that may be wonderful, or merely decent, but will require some field testing to see.
 
4 days remaining! Half a week left, and our long long wait will be over - at least, until we start clamoring for CivVI. :D

Tonight's UU is the Russian Cossack, another veteran of past games. These famous border peoples are historically irrepressible and known for their martial prowess; thus, in Civ5, they get a bonus against wounded units.

This is a tough ability to assess, since once again, it relies on how you use it. The obvious use is to pair your Cossacks with ranged attackers (Cannon and leftover Crossbowmen) and bombard, but in doing so you lose out on the Cossack's mobility. Of course, with the sheer power of this combination, you might not miss it. :D Alternatively, if you prefer using your cavalry as flankers, you can use this UU brilliantly: take a front that's damaged and smash through with Cossacks. As a detachment for pillaging/intercepting, this bonus is less impressive. It's certainly useful - extra damage on the second attack never hurt - but not enough to merit special attention. Furthermore, the specific bonus against wounded units is unknown; not even the manual discusses it, so I can't say much certain about its usefulness. I suspect this is a unit that may be wonderful, or merely decent, but will require some field testing to see.

What the hell? No "4 days left of Civ IV" reference? Ashamed...

Cossacks. They seem pretty nice, assuming that you fight wounded units often, which I shall assume so. After all, Bushido wouldn't be that useful otherwise. So... Nice unit. The only question is... how well will Cathy use them?
 
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