The UU-A-Day Countdown

Yeah, assuming the info is accurate (and no cost increase) it can be flat out devastating when confronted by anything besides spears. It can be used with subtly (use your speed to get the troops for a flanking bonus) or it can be used with brute force (simply smash the lines with more troops). This unit strikes me as being militarily extremely powerful in many, many ways.
 
The Heal Instantly promotion is certainly useful, but keep in mind that doing so means you're not taking a permanent promotion.
I have been thinking about this option since it was first announced, and it has always kind of bothered me. But then i had an epiphany:

We have been assuming that they kept the scaling increase xp system from previous editions, but what if that were not the case?

Given that they are intending for us to keep units from era to era, I find it hard to believe that they will keep the "upgrade reduces current xp level to 10" mechanic from Civ IV. If they did (get rid of that mechanic), it would almost be easier to not have to track "spent" xp. If they went with a system where every promotion costs 5 xp (or some other number), the "instant heal" option would make more sense, since the opportunity cost it represents wouldn't scale so quickly. in this type of system, using the "instant heal" option wouldn't increase the relative cost of later promotions.

The counter-argument, of course, is that maybe the cost of healing a highly promoted unit should be higher than the cost of healing a lesser one . . .
 
Companion Cavalry
Movement: 5; Strength: 14; Ranged Strength: 0; Cost: ?; Requires Resource: Horses


I guess the only downside to the CC is the resource requirement....interesting to know if it is same hammer cost as a normal horseman.

((As an aside, i am really looking forward to playing the civs with 2 simultaneous UU's (Greek, Roman, Ottoman). Arrggh, still 2 weeks to go...))
 
Companion Cavalry is extremely fast and useful for pillaging. But due to weakness to spearman, which is going to be the most common unit, it's not dominant.

I think the best usage will be "forcing to peace" (I love this weird term invented by our government PR) rivals in the battle for city-states' love.
 
I think that if played well the CC is unhittable by any (known) non cavelry unit on open ground. Have your cc out of attack range take two moves in, hit then take two moves back to safety. Unlike horsemen who will still be in range for infantry to hit back at, the cc will be one move further than their range (assuming there are no range bonuses for any inf).

This would make for the best hit and run unit in it's age!
It would also be great at running through a defencive line then pulling back behind a more fortified defender.

Ps, sorry for any mistakes I'm on an iPhone.
 
Spearman/Pikeman mounted bonus is almost certainly not 50 percent but 100 percent. The 50 percent mounted bonus is probably what elephant-based units have.

yeah, it could well be, the bonus amount seems to be in dispute at the moment :confused:

even if it is 100%, it still makes them both same strength, so the CC is on par against its only serious counter

with its huge mobility advantage, you should be able to select where you engage the lumbering spearmen, or at least gang up on individual units to your advantage :goodjob:
 
I think that if played well the CC is unhittable by any (known) non cavelry unit on open ground. Have your cc out of attack range take two moves in, hit then take two moves back to safety. Unlike horsemen who will still be in range for infantry to hit back at, the cc will be one move further than their range (assuming there are no range bonuses for any inf).

This would make for the best hit and run unit in it's age!
It would also be great at running through a defencive line then pulling back behind a more fortified defender.

Ps, sorry for any mistakes I'm on an iPhone.

I think that would only work on a city (and then the city can have a range atack to hit you with walls built, iirc). With one unit per tile, if you killed with your attack you would be too far to make it back to your original position. If you advanced your line you'd be fine, but I can't figure out how that would work if you needed to switch tiles with a 2-move hoplite on the front line.
 
@TM Moot: The enemy will definetly have more spearmen than you have CC's, so i wouldn't expect that to work either.
 
I think that if played well the CC is unhittable by any (known) non cavelry unit on open ground. Have your cc out of attack range take two moves in, hit then take two moves back to safety. Unlike horsemen who will still be in range for infantry to hit back at, the cc will be one move further than their range (assuming there are no range bonuses for any inf).

This would make for the best hit and run unit in it's age!
It would also be great at running through a defencive line then pulling back behind a more fortified defender.

Ps, sorry for any mistakes I'm on an iPhone.

Doesnt an attack automatically end the turn for the unit?
 
@stile
Well if there is higher chance of surviving battles you won't be forced to take the enemies hex, but passing through the line was more of a passing thought, which could only work if you cAn pass through allied units (which I heard somewhere but can't truly remember), however I'm more interested to see how well hit and run attacks would work, as it sounds quite useful.

@erichrommel
havnt heard either way >.< I just assumed they would keep the cIV system.
 
i doubt it diablo cause on some units like siam elephant its stated as special abbiliy so it wont be standard.
 
Ahh damn good spot , never saw that. thanks for the info.
i still think the CC is a particularly solid UU, just not as much utility as i had expected at first.
 
I think that if played well the CC is unhittable by any (known) non cavelry unit on open ground. Have your cc out of attack range take two moves in, hit then take two moves back to safety. Unlike horsemen who will still be in range for infantry to hit back at, the cc will be one move further than their range (assuming there are no range bonuses for any inf).

This would make for the best hit and run unit in it's age!
It would also be great at running through a defencive line then pulling back behind a more fortified defender.

Ps, sorry for any mistakes I'm on an iPhone.
I was under the impression that units cannot move after attacking.

I don't recall a specific source, but the Civilopedia entry for the GDR specifically highlights its ability to move after attacking as if it is non-standard.
 
The lancer and cavalry also appear to have this ability, but the horseman does not. I do not think they would allow such hit and run attacks with horsemen or CC, for balance reasons.
 
The Greeks definitely appear to be the best Civilization.

They have the most clear-cut strategy we know thus far (kill early, league later), but I wouldn't call them the best. The Romans and Ottomans also get complementary UUs, with the Ottomans having the best power period, so to speak, as the Janissary/Sipahi combo is backed up by their free navy. The Romans can use Glory of Rome to get their conquered cities online faster (cheap Courthouses), and the Greeks can do neither. The Greeks have to play the war game early and the city-state game late, and we'll see how easily the transfer happens, especially with Honor not really adding much to diplomacy. Diplomatically, we'll have to see how Hellenic League compares to Father Governs Children; I fully expect a 500 post thread at some point on the topic. :goodjob:

We also don't know anything about the third civ-specific aspect, UBs, which could completely overshadow UUs. I know in Civ4 I'd gladly trade 90% of the UUs for the Terrace or Rathaus, although Civ4 also had really boring UUs. For all we know, the Mughal Fort could give an extra city attack per turn or something, in which case we'll end up discussing how India is the best civ.

Actually, given the kind of abilities we've seen on UUs, that's very possibly something we'll see on the Mughal Fort or Krepost...
 
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