The UU-A-Day Countdown

I don't really think that the Legions will be that great at creating infrastructure. You should already have roads to hook up your iron by the time you've started producing your first Legions. Forts can be useful, but they're not the kind of improvement you should just spam all over the place. Not to mention they're useless when you're on the attack, which is what you should be doing with them.

You don't need roads to hook up your iron in Civ5.

Civ5 isn't Civ4.
 
:cool:

So you could re-create Hadrian's wall, and Caesar's envelopment of the Celts.

I was specifically thinking of Caesar there, actually. His pursuit of Vercingetorix isn't that far off from what you can do if you wanted to. Now whether it's practical is a different matter and would come down to benefits vs. build times.
 
the road building ability makes it easier to build roads upto enemy territory without having to distract your workers from thier busy task of working your lands. Then you can also construct forts in front of enemy territory (assuing they can be built in neutral lands) whilst you await the arrival of the army your building at that very moment to smack monty with. This gives you a defendable position you can zoom your newly built units to, and gives you a staging area into enemy territory.
 
Also by paying atention to all the previews been released. And theres the info on the civ V site too, under community.
 
ShaqFu ! One day has passed. Now lets leave Legion & talk about any other UU. :D
Maybe...Musketeer. :hmm:

I've been busy lately, and didn't notice the time. And the Legion's fun to talk about!

For the 26th day until launch, we'll move across the world (and up a few techs) to another Civ classic, the Chinese Chu-Ko-Nu. This Chinese weapon emphasized speed by greatly simplifying the reload process - the marksman simply pushed a lever back, and was prepared to fire again. Thus, the Civ5 Chu-Ko-Nu can fire twice in a turn, reflecting the alacrity of the weapon. To compensate for this, the unit suffers a -2 penalty to ranged attack, firing at 10 strength instead of 12.

We'll have to see more about combat to pass judgment on it, but the Chu-ko-Nu should be a powerful force in medieval combat. With 1upt, the ability to get two uses out of a hex per turn effectively doubles your ranged forces; the 2 strength penalty is more than made up for with the extra attack. Two CKNs are nearly as deadly as four Crossbowmen, require two less supply, and can be more usefully placed as each requires one less hex of space than their weight in Crossbows. The ability to hit an enemy line twice in a round will certainly be the bane of those standing in China's path.

Of course, we should keep in mind that, with Art of War, the 2 strength penalty can be more easily overcome.... :goodjob:
 
Before I comment on the unit, I just want to point out that, on Spike TV's Deadliest Warrior they had an episode that featured this weapon and it was indeed awesome. It faced up against an Iron Crossbow and at first didn't look all that impressive (it was less accurate and had a bit less of a punch). Then I noticed that he made up for it by shooting about 6 or 7 shots right away and just spammed the target (guaranteeing he could hit a neck or some other unarmored place if he wanted to). What really sold me was the reload. Instead of putting the weapon down and cranking it, the operator simply dumped a bunch of arrows in the top and kept firing. I've seen modern rifles with slower reload times than this thing.

As for in game, I agree it'll be useful. Not only will two shots likely more than offset the loss of damage for each, it'll give more flexibility (if you need to hit two targets, you can). Without having played the game, it's hard to comment on the bombard system overall, but I do think this unit will be fun to play as in a support role.
 
Interesting bit about the CKN ability will be if it carries over to the city if you garrison it.
 
What is most obvious about the CKN is that it excels as a defensive weapon. Firing twice isn't as good on the attack, since you only have 2 moves, so you can't move and then fire twice. So you need to already be in position to fire twice, which is easiest when the enemy is coming to you.

Interesting bit about the CKN ability will be if it carries over to the city if you garrison it.
I doubt any abilities carry over to the city. At most in terms of ability, the unit will act as if its fortified in the city, and will act like itself normally.
 
What is most obvious about the CKN is that it excels as a defensive weapon. Firing twice isn't as good on the attack, since you only have 2 moves, so you can't move and then fire twice. So you need to already be in position to fire twice, which is easiest when the enemy is coming to you.


I doubt any abilities carry over to the city. At most in terms of ability, the unit will act as if its fortified in the city, and will act like itself normally.

I believe it will probably act separately on the Attack.... but on the defense it won't have any abilities, it will just merge its Str/hp with the City.

So a city Garissoned with a CNK will probably have 3 attacks, 2 from the CNK at Str 10, and 1 from the city at whatever Str the city has.
 
So a city Garissoned with a CNK will probably have 3 attacks, 2 from the CNK at Str 10, and 1 from the city at whatever Str the city has.
Like I said, the CNK is acting as itself. It isn't the city's action.
 
Like I said, the CNK is acting as itself. It isn't the city's action.

Yeah, the distinction I was making is in offece/defence.

If a unit has a particular Defensive ability, (+50% v mounted, bonus in open/rough Terrain)I don't think that will affect the garrisoned city at all.

On the other hand, during the players turn, they are probably just separate "units" that happen to be in the same hex.
 
I think the civilopedia article did say that the CKN garrisoned gives a city two ranged attacks, which would make China a very formidable defender.
 
Garrisoning Chu Ku Nu in a citadel & bombarding enemy would be fun. :D
Their ability would be more useful for defence but can work well for attack too if managed properly.
 
I hope that CKN defended cities dont get two bombard attacks, otherwise it seems worth it to keep a chokonu garrisoned in cities for the rest of the game.

Agree. Also I don't know where the info came from. Earlier reports about garrisoned units just increasing city strength lead to conclusion they don't. Otherwise we could suggest other units may gift their abilities to the city as well...
 
Agree. Also I don't know where the info came from. Earlier reports about garrisoned units just increasing city strength lead to conclusion they don't. Otherwise we could suggest other units may gift their abilities to the city as well...

Well I think that on the Attacking turn, the garrison+the city are treated separately (so the CKN can attack 2x, and the city once). On the defending turn, they act as 1 unit.
 
Well I think that on the Attacking turn, the garrison+the city are treated separately (so the CKN can attack 2x, and the city once). On the defending turn, they act as 1 unit.
This seems most likely to me.
 
But if you have Rifleman garrisoned in cities, they won't shoot as much but they'll do more damage when they do shoot. So CKN's will still be useful, but they won't last forever.
 
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