Using Great Generals

OK some simple tips, but they are a bit longish, but packed full of usefull warlord goodness.

Spoiler :
Start a warlord early, late game warlords dont have the time to promote up to high levels, the only exception i can think of is the tank more on that beasty later, every other warlord needs making in the first 3rd of the game, a mounted you can do in the middle stages.

Play epic/marathon speed, a decent warlord is hard to get on standard game speed

knowing how combat works is important, particulary how XP is earned
Your calculated combat str double or better than the unit you are fighting = 2 xp (with leadership)
Your calculated combat str less than double = 4 or more xp (with leadership) depending on the size of the str disparity lower disparity = even more XP, but at good odd's 4XP is the best you will get
Problem as soon as your str dips below double that of the unit your fighting the odd's start to come down
6str vs 4str is 90% odd's which look good but wont see your warlord live a long life, for that you need 99% odd's (i use 99.9, as you cant loose on these)
FS are key, a unit (gunpowder) with max FS i'e woods 3 + drill 1 - 4 will get 99% odd's on units were it's str is 50% better, so a to beat a unit of 8 str, your str needs to be 12 or better & as long as it's 16 or under you will get, 4xp for that fight, as you can see thats a big str range, and a fair bit of combat will fall into that, giving you a lot more XP overall.

Str is important but balance it to FS, basically as you can see above FS improve odd's without changing the underlying str mechanic so you can get good XP even at 99% combat odd's, you want lots of FS coupled to str that falls in the 50 to 100% better than the units you fight most often (usually city defender units)

Good early warlord is the swordsman, ideally you want a swordsman of at least 10xp, these are the promotions you need, leadership (goes without saying) city raider 1,2,3 & then a couple of combat stars to get the base str up a bit, after than woodsman 1,2,3, you might want to hold off further promotions so when you upgrade to gunpoweder you can bang a load of FS on, FS an str in balance gives the best combat promotions

The best place to find stationary enemy units is cities the CR promo's are essential for any warlord that can get them

Woodsman for 3 important reasons, first is def bonus is very good in terrain that is plentiful at the start so it keeps your warlord safe from counter attack, second is the healing bonus lets your warlord and stack heal much more nicely so he's more than just a big set of muscles but a good unit to have around in your stack, an lastly the FS which are crucial to getting decent XP,

A early catapult makes a good warlord, because siege units dont actually kill there intended targets, you can do the following, find a nice small enemy city with a hill or forest next to it, stick a a few swordsmen there, bring 3 catapults, now this city will likely have 1 or 2 archers defending, kill 1 with whichever non warlord unit gets the best odd's, attack the other with a catapult (not warlord), if the catapult lives or dies is irelevent, you now have 1 crap archer, your warlord cataputl should be 99% on to win the fight, or you may have to wait a turn for the archer to get enough str back that you are allowed to attack, simply hit the archer everyturn with your warlord catapult leave a swordsmen or 2 behind fortified on the tile for protection, if your warlord takes some dmg, have the other catapult pick up the slack while he heals, you now have a nice little XP factory going and by the time it's over you could have a huge number of XP, this warlord may be crap an tedious to promote now (catapults dont have great base str) but once you beeline for steel, you will have a cannon to strike terror into the toughest of defenders, and cannons, artilery an mobile artiley all have good attack str unlike catapults so a little tedium at the start can pay back nicely later

Please note catapults only ever get 2xp (with leadership) so drills should be added after str on this warlord, since combat XP is capped at 1 xp per win regardless of str disparity

Mounted, they make quite good warlords because they get blitz + morale which allows 3 attacks per turn, soften a cities defenders to much with some siege, an bang bang bang thats 3 dead troops an 6 xp for you, so this warlord can get quite a lot of XP even if it's made halfway through

Tank, the ultimate warlord, high base str, city raider promo's, + access to FS + blitz its the combo to die for

You should also get the gurilla promos and stick to def terrain on a high XP warlord, hill def of 75% or forest of 100% + combat 6 (another 75%) + all the FS = a unit that needs serious an i mean serious effort to remove, i've held off attacks of 30+ units and taken no damage in the processs and it's because when your combat str is double or more of your enemy an you have lots of FS your odd's of winning without damage are in the 99 range so you can fight over an over an over again round after round.

A honoury mention must go to the samurai, because this unit starts with drill 1 an gets 2 FS you can get the drill 1 - 4 promo's much earlier, because with woods 3 + drill 1 - 4 you have 7 - 10 FS you can earn 4 xp on a awful lot of combat, i had a game online with a friend a while back (marathon speed) an the mech inf warlord (startd as a swordsmen) finnished on a huge XP total (nearing a 1000!!), now i'l be the first to admitt thats not par the course, but getting a high xp warlord without reloads is do able after you get used to how an when to use it, and getting to the 170/280 range is readily achievable in combat intensive games on epic or marathon.
 
Good early warlords are Prets and Keshiks. Genghis and Julius actually make that controversial Imp trait useful to its max potential .
 
I like the spectrum of responses we have in this post, from the hardline "only ever use a GG on a scout or exporer, settle/Military academy the rest" to "My gunship with 100+xp kills 4 things a turn and never dies" to "how to make a catapult into an xp farm".

Personally, I am not very good at keeping my super medic following stacks around. I like to split stacks a lot, so that makes it harder. Plus, I would prefer my warlord act like a brave hero, not hide under the stack :) But I just learned how healing really works today so gonna try again.

I have used the settle/Military Academy approach and got up to +13 xp/unit with tanks coming out in one round (HE+MA), that is a lot of fun and hard to beat. But that same game I attached a GG to a tank and got full drill promotions plus some other stuff, that tank was a LOT of fun to lead into battle. I don't think I can overcome the urge to do that again :crazyeye:
 
Yeah warlords are great fun, and to be honest you dont need lots of them, having to many makes it hard to get them all promoted, i tend to get 1 or 2 an then stick all the rest of my GG into a instructor city + heroic epic, westpoint make loads of quality units fast city, then you get the best of both worlds lots of top notch units lead by a combat powerhouse
 
Actualy with the exp from barracks, stables, civics and instructors as well as the leadership promotions its more like 50exp. If I attack with 70% odds I'm going to get 3exp per kill so that makes it only 17 battles. This means that it has 42% chance of still being alive. Of course, thats an under estimate as I usualy attack with far more than 70% odds. If I take it to be 85% odds then I only get 2exp per kill, so have to win 25 battles which puts my overall survival rate at 57%. And even if it does die now, its probably had more of an effect than an instructor ever would.

Two of them together saved one of my landing beaches on an intercontinental invasion by decimating a large enemy stack that would have easily decimated my marines. Besides, this is a lot more than just settling GG.

gotta correct you here dude, XP is str not odd's based

If your str is equal to the unit you fight you get 4 xp, for warlords the best that you can realistically get is 2 xp (which with leadership is 4)

for a warlord if your str is double or less than the unit you are fighting you will get 2 xp minimum (4 with leadership), so if you combat str is exactly 6 v 3you will earn 2 xp (4 with leadership) if it's 6.20 vs 3 you will only get 1 xp (2 with leadership)

the odds at double str are 99% so a unit of 6 str vs one of 3 is around 99.1 i think, now without FS most of your combat is going to be at over the double str threshold so you will mainly be earning 2 xp unless your risking low odd's combat not a good idea

With FS it keeps the odd's high even if your str drops below a 2 to 1 ratio,so a unit with a lot of FS can fight another unit at 99% odd's an earn more xp as xp is calculated on the str differance, an having lots of FS means you can get high odd's on a smaller str differance, so you dont need double the str of your enemy to get 99% odd's

and 17 battles at 70% odds are you sure the survival chance is 42% after all those battles? that sounds awfully high to me
 
its 70% chance to win plus an 85% chance to withdraw, resulting in an overall 95.5% chance of survival. I know that exp gained is based on strength instead of odds, but I was just using numbers off the top of my head as I don't have access to civ here.

fair point on the % didnt want to sound pendantic there and for most units the % do give a pretty good rep of what xp you will get

The withdrawl % is very misleading as it changes based on your attack odd's, you will get a 85% chance to withdraw if your attack odd's are 0%, if there 50% then the withdrawl chance is halved to 42%, so your chance of surving a 50% odd's battle is around 70% overall as the withdrawl chance kicks in after combat

so say you loose that 50% fight, you then have a 42% chance to not die
 
Scout/explorers are useless GG. You can't gain experience and they have no further upgrade path.
Actually, I'm currently playing a game where I had no access to horses, so I put my GG on a Scout to get a Medic III/Move 2 unit. Also got the free Explorer upgrade.

No regrets so far. Because my Warlord is a Scout/Explorer, I never have to worry about accidentally being chosen as a stack defender.
 
If you have lots of poorly-promoted units in the field, dropping a GG on a wounded stack can pump them up substantially, plus they will all get free heals from the promotions. It's a good way to keep pushing an advance.
 
Don't forget Blitz!

That was what I was thinking when I wrote drill the second time, ofcourse, else I'd just be overkill, with Blitz it's pure ownage, especially because the AI loves to spam caravels/Frigates when someone's Drill IV Privateer is guarding their only oil...
 
Yeah. I always use my first GG on my scout medic. After exploring the map he is usually Level 4 with 10 experience and promoted to Combat I, Medic I and II. The GG gives him Medic III, March, and Morale. This is a superb healer for your stacks and he won't be targeted for attack.

The medic is now Level 7, allowing you to build West Point (+4 XP Units). Combine with Ironworks and Pentagon for a military city that pumps out high XP units for attack. :eek:

Scouts do make cool medics, but the problem now is that they can't get Woodsman III for that extra medic-y goodness.
My favourite unit to burn a GG on is the Zulu Impi, who can get Medic III/Woodsman III with 17xp of its own (not that hard when you're the Zulu), and always has the speed to get to the wounded when needed.

Something I haven't tried...a GG and conscripts. It's fun to race to Nationalism, switch to Nationhood and draft out hordes of macemen until you've got an unhappy-face backlog several thousand years long, but they do tend to suffer a rather high attrition rate. 10 new guys with 2xp each would be a lot of extra city raider promos for your buck.
 
r... drill 4 MG would own all riflemen.

an unpromoted MG owns rifles anyway. they even own infantry and paras to boot.

My dream military city/civ: Boudica of the Mongols :king:

West Point: +4 xp
Pentagon: +2xp
Barracks: +3xp
Ger +4xp
Red Cross: Medic I
Vassalage: +2xp
Theocracy: +2xp
Aggressive: Combat I
Charismatic: -25% promo cost
Great General: +20xp

I build a cavalry, what can i get?.
 
Omg another accidental post:wallbash:! Stupid comp... :badcomp:
 
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