Units utility

Thierry

Chieftain
Joined
Jan 7, 2003
Messages
8
Location
France
Does anyone have good tips on using those units :
* helicopter : maybe usefull but ill placed on tech tree : I prefer to go to mech infantry instead
* cruise missiles : can you KILL someting or is it subjected to the same bombardment restrictions ?
* Archer or Longbowman : only when you can't build something better ?
* paratrooper : same as helo : too late to be usefull ?
* war chariot : I prefer to build horseman : no GA in too early time + can move on jungle...
* explorer : too late ?

Some things that bugs me :
* why is there no jet bomber ? Hello B52 ?
* why is there no distinction between tactical bomber (stukas, sturmovik, dauntless, etc...) and strategical bomber. Seems to me Civ III bomber has the range of a tactical bomber with the capacity of a strategic bomber... No way to design a tac bomber that can only attacks unit but can actually kill them ? OK, I understand about not being able to utterly destroy an infantry unit with bombs, but what about those damn ships ??? :mad: :wallbash:
* No fast artillery. Good by soviet rocker launcher trucks, US priest, UK bishop, German SIG, etc.. Not even horse artillery ?
* No flak ????? Even US with air superiority build those... :hmm:
* Why can artillery be captured. Seems so stupid ??? OK it can happen sometimes, but then so could tanks, planes and firearms be picken up or repaired by ennemies... No way to give them a small 'direct combat' defense ? I mean there were soldiers manning those guns, with rifles.. As for the losses for assaulting an artillery position, it could be often huge.
* Not every modern infantry should be mech. infantry. What about a 'modern infantry unit' ? (same subject about marines). Bonus movement in rough land ?:ar15:
* torpedo / missile boats to defend your coast (brown navy vs blue navy ?). Usefull to finish battleships softened by bombers ?
* would'nt it be so nice to restrict mech/motorised movements in jungle ? :mad:
* I miss Civ II attack helicopter...
* Why not motorized infantry ? WW II style with trucks ?
* Heavy infantry with mortar ? :rocket2:
* why not a small bombard value for archer ? Can range 0 work in defense ?:confused:
 
That's why the game can be modded. Check the creation and customization forum for downloads: http://forums.civfanatics.com/forumdisplay.php?s=&forumid=46

Does anyone have good tips on using those units :
* helicopter : maybe usefull but ill placed on tech tree : I prefer to go to mech infantry instead
* cruise missiles : can you KILL someting or is it subjected to the same bombardment restrictions ?
* Archer or Longbowman : only when you can't build something better ?
* paratrooper : same as helo : too late to be usefull ?
* war chariot : I prefer to build horseman : no GA in too early time + can move on jungle...
* explorer : too late ?

Helicopters suck. Cruise missiles can kill ships (and units, it seems). Archer rush is a viable strategy. Paratroopers suck. War chariot suck.
Explorers can be useful for pillaging: send them in before the war starts.
 
Explorers can also be used during war as a diversion, and to repillage roads.
 
Some units, like the one that you mention have limited uses but that does not make them useless. If you play long enough you will eventually find the one strategy that works best for you and then a big part of the game units, buildings and technology.

My advice to you is try doing 10 units of each type and you will have to find a use for them.
 
I might've used Helis and Paras if they weren't placed so awkwardly on the tech tree.

Cruise Missile can kill both land and sea units, but IMHO, their best use is to sink enemy ships that've been knocked down to 1HP by Bombers or Arty.

Capture of artillery pieces was a big feature in some periods. 30 Years' War for instance.

I like War Chariot. Unless you're in the middle of a Jungle, or has to cross too many mountains on the way to the enemy, why even research Horseback Riding when playing as Egypt? By clever use of Hills and roads, I in one game conquered Rome with War Chariots and Swordsmen, despite both me and them living in a heavily jungled area.

Ever heard of Archer Rush? Look in the War Academy. As for the Longbowman, I do really only use it when not having access Knights/Cav.

As for the various "why's that in included" points, well, this's a game and there's a limit to the number of units that can reasonably be included, and the AI taught to handle sensibly. Try the DyP mod or similar if you think Vanilla Civ III/Civ III PTW has too few.
 
2 points,

1 cruise missles can be a great way to take out mech infantry in large cities w/o losing 5 modern armor in the porcess. cruise missles have a rate of fire of 3. which means they can kill any regular unit and seriously injure veteran units. like confromist said, they are alos good for finishing off ships after your arty softens them up.

2 one excellent strategy with war chariots is to build the GL, turn science to 0 and build as many of those cheap chariots that you can build while piling upm the cash. twhen you get chivalry from the GL upgrade all those chariots to knights. of course this works well with horsement, but chariots are cheaper than horsemen allowing you to really pump out a good number.
 
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