Unit between Medieval Infantry and Guerilla?

the mormegil

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There's a major gap between the two. It's straight from a flail to an automatic weapon, from early Medieval Ages to mid Industrial Ages. Does anyone think there should be a unit to fill that gap, possibly a late Medieval Ages unit? Any ideas on what that unit could be?

PS - I wasn't sure whether this should be General or C&C, so sorry if I chose wrong.
 
Early Middle Ages? The graphics quite obviously depict a late medieval dismounted knight!

;)

The thought has crossed my mind, but I didn't come up with anything sensible. What stats would it use?

And while it may look a bit odd graphically, Medievals do OK till Riflemen come around, if supported with a few Trebuchets/Cannons.
 
Well, early Medieval Ages in terms of the game.

I was thinking of bumping up the stats for Guerilla (it's so much more advanced than the Med Inf) then putting another unit in with stats about half way between the two to bulk out the upgrade line. The unit would probably have to be some sort of offensive musket/rifle infantry from around the time of Industrial Revolution.
 
How about an infantry circa:1800 armed with Brown Bess smooth bore and bayonet. A sort of super musketman with stats to match. That is still a fairly lager leap to guerilla; however.
 
Originally posted by the mormegil
Sounds good, do you know of any unit graphics for that?

If you have conquests, you can check out the Napoleon scenario. It has tons of cool musket infantry units.
 
Know exactly what you mean, I thought that it was a really big gap and I also disliked the lack of viable offensive foot units in early industrial era. Which also got me thinking that all the industrial foot units are almost never a good offensive choice which I though was totally inaccurate. So I have been putting together my own little mod which fills in some gaps and adds a lot more action on the ground.

Added a new gunpowder foot unit: Man-At-Arms (5/2/1)
Available with Navigation, requires saltpeter. Medieval Inf. upgrades to Man-At-Arms, and will upgrade later to Guerilla (Replaceable Parts)

Added a new def gunpowder unit: Grenadier (3/5/1)
Available with Metallurgy, requires saltpeter. Musketman upgrade to Grenadier and will upgrade later to Trench Infantry (Industrialization)

Rifleman redone with (6/5/1), same advance and no reqs, but in order to research Nationalism you must 1st research Imperialism (Gov tech)

Added Trench Infantry (4/6/1), available with Industrialization, no resource reqs and will upgrade to Machinegun Battalion (Rep Parts)

Guerilla redone with (7/7/1 all terrain as roads), same advance and no reqs and later upgrade to Grunts (Syth Fibers)

Infantry redone with (10/8/1), same advance and rubber req and later upgrade to Modern Infantry (Syth Fibers)

Added from WWII C3C scenario MG Battalion (6/10/1) requires Rep Parts and rubber and later upgrades to TOW Infantry (same reqs)

Added from WWII C3C scenario Combat Engineers (12/8/1) requires Radio (back in) and rubber and later upgrades to Modern Infantry.

Added new artillery unit Howitzer (14bmb, 2rng, 2rof, 1move) that Cannon now upgrades to: requires Rocketry, no resource and will later upgrade to Radar Artillery (same reqs)

Added new modern unit Grunt (10/10/1 all terrain as roads), requires Synth Fibers and no resource.

Added new modern unit Modern Inf. (14/10/1), requires Syth Fibers and rubber.

Along with a bunch of other little tweaks:
Oligarchy and Imperialism tech and govs
Naval changes (movement changes and more balanced middle ages/industrial attack/def values)
Civ strength tweaks (Expansion builds Migrants instead of Settlers, same sheilds, 2 movement points, only 1 pop point; Non-seafaring civs can no longer build Curraghs, Japan's Samurai now replaces Medieval Infantry)
Graphic changes - Used Snoopy's grenner, plus a bunch of misc extras like irrigation, pop faces, wonder splashes, etc.
And more but I forgot! lol

Maybe if there is some interest in it I'll post it but it's not really a redesign of C3C, just some good tweaking that I think plays much more smoothly.

Here are some shots:

Middle Ages Tech Tree - http://www.crst.net/tmp/ma_techtree.jpg
Industrial Tech Tree - http://www.crst.net/tmp/ia_techtree.jpg
Modern Tech Tree - http://www.crst.net/tmp/mod_techtree.jpg
Unit: Man-At-Arms - http://www.crst.net/tmp/unit_man.jpg
Unit: Grenadier - http://www.crst.net/tmp/unit_gren.jpg
Unit: Trench Infantry - http://www.crst.net/tmp/unit_trench.jpg
Unit: MG Battalion - http://www.crst.net/tmp/unit_mg.jpg
Unit: Combat Engineer - http://www.crst.net/tmp/unit_ce.jpg
Unit: Howitzer - http://www.crst.net/tmp/unit_how.jpg
Unit: Grunt - http://www.crst.net/tmp/unit_grunt.jpg
Unit: Modern Infantry - http://www.crst.net/tmp/unit_mi.jpg
Gov't: Oligarchy - http://www.crst.net/tmp/gov_oli.jpg
Gov't: Imperialism - http://www.crst.net/tmp/gov_imp.jpg
Terrain - http://www.crst.net/tmp/terrain.jpg
Units in game - http://www.crst.net/tmp/units.jpg
 
Another possibility for an inbetween unit is the early ranger (as in Roger's Rangers from the French & Indian vs Brit & Colonists war). You would need a musketman type unit, but could give it the ability to treat all terrain as roads.
 
I have found it impossible to find a British Colonial Musketman with good graphics. It's too bad really, as it would be great.
 
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