Which unit do you think is the most unless?

:crazyeyes Why is the nuke so bad? I've said it somewhere before, but if there is alarge well-defended city on a single-square island then it is perfect as there will be no pollution. I agree the cruise missile is pants. I don't often use nukes but when I do subs are good for their transport. Picture this; youre at war with a really underdeveloped civ and your modern. They have very few roads and a large empire (read Indians in American Civil War scenarios) - wouldn't a fleet of choppers be just perfect? :crazyeyes Anyway, where's this attatchment? :confused:
 
I am new to the game, but have yet to see a reason to use a catapult...they always miss, even enemies firing at my ships just off the shore always miss.

I read of a cheat in Civ3 where a catapult can always destroy enemy improvements around a city...I would like to know how they got it to work, my catapults never allow firing at anything beyond an adjacent square.
 
Originally posted by bgillis
I am new to the game, but have yet to see a reason to use a catapult...they always miss, even enemies firing at my ships just off the shore always miss.

I read of a cheat in Civ3 where a catapult can always destroy enemy improvements around a city...I would like to know how they got it to work, my catapults never allow firing at anything beyond an adjacent square.

Erm, I think u mean Civ 3 catapults, which means this belongs in the Civ 3 forum ;)
 
So many people are dissing the warrior because they suck at combat, but I see it as extremely valuable in several ways.

1) martial law. Lets you get the peasant scum back in line early in the game.

2) They can become 10 sheild Riflemen with Leo's

3) and perhaps most important - as the only 10 shield unit, they are EXTREMELY helpful for incremental rushbuying of units early in the game when shield production is low.
 
Originally posted by TimTheEnchanter
So many people are dissing the warrior because they suck at combat, but I see it as extremely valuable in several ways.

1) martial law. Lets you get the peasant scum back in line early in the game.

2) They can become 10 sheild Riflemen with Leo's

3) and perhaps most important - as the only 10 shield unit, they are EXTREMELY helpful for incremental rushbuying of units early in the game when shield production is low.

I agree! I love Warriors.
 
In addition to the other things stated about them (especially #3), I love to build tons of warriors just before they become riflemen and then once they become riflemen, disband them for an instant 'profit' of shields. :D

You can do it with Musketeers, but its not quite so nice as doing it as riflemen.
 
Question: How do you manage to build Warriors while you are researching Conscription? Do you get it from someone else via trade, theft or conquest? :confused:

Oh and btw, I have edited my rules so that Riflemen are made obsolete by Mech Inf (they are upgraded by Leo's) ;) And made Leo's obsolete by Superconductor, so that this upgrade is possible :goodjob:

Edit 1: I don't see this as cheating, though, because the AI gets this advantage too (If they get Leo's, that is, and I go out of my way to see that they don't) :)
 
If you don't research Feudalism, you can still make warriors when conscription comes around. (otherwise the lowest unit is now pikemen).
 
I may have to use all units of the game but there's some I don't build I take them when I bribe Ai cities:D
Units i rarely use:
-warrior too weak only phalanx
-Explorers good for scouting but naval units are more usefull
-Galleon no attacking abilities
-Fanatics or partizans
Good job Leo's workshop exists!!;)

Units systematically built
-ONE Chariot or horsemen at the early-beginning
-Nukes to threat my enemies
-Phalanx
-pikemen
-Riflemen
-Transports
-Battleship
-Heavy armor
-Mech infantry
-Howitzers
-Diplomats & spies
-Paratroops & marines
-Stealth fighter to defend cities against barbs
 
I don't mind partisans too much - except when they're pilalging your terrain. I once allowed the barbs to capture an enormous city of mine, gambling that I'd get loads of resistors taking to the hills and be able to take it back with proper troops the next turn. Because all of these partisans I got were next to the captured city, there were all NON units and so I was able to defend all my cities on that island for free and with the same defence as the riflemen. :goodjob:
 
Fanatics.
By the time they are available, there are far better units for production, or just around the corner. They may be free for fundy, but I never use this government, so they are just a waste of unit space:p
Alpine Troops are also useless, as mech inf follows nicely on from Riflemen, and is far more effective. They may move all as road, but they have low attack, so they are not part of my movement strategy anyway.
Destroyers, as they are in the game, are the epitome of weakness.
A little tweaking fixes that...;)
Cruisers are also a bit weak.
Fighters are very weak, and useless for naught but air defence.
By the time the foe has bombers, I have had stealth for a long, looong time, if it even makes it that far.

Cruise missiles are not of great use, as other units that aren't one shot fulfill similar roles.
 
Originally posted by Simon Darkshade
Destroyers, as they are in the game, are the epitome of weakness.

They are good for exploration, though

Originally posted by Simon Darkshade
Cruisers are also a bit weak.

I only build them for cheap AEGIS Cruisers (With Leo's) ;)


Originally posted by Simon Darkshade
Cruise missiles are not of great use, as other units that aren't one shot fulfill similar roles.

I agree here, I especially use Stlth. Fighters, Battleships and Howitzers here :)
 
Simon, I never use fundy anyway: I'm your staunch ally in the pro-Democracy front! :D I do like alpine troops though.... both of them! Unless I get them free with bribed cities, then I will build 2 and put each on a transport to use for popping late-game huts. I never get anything useful from these huts, but I can save a couple of engineers to get some advanced tribes and generally tidy up the map. Other than that, yes, alpine are not worth building but their ability to land from a ship, bag the hut on a hill or mountain and get back on to avoid barbs is quite useful. :goodjob:
 
I never use:

1. explorers
2. partisans (except the ones I get free)
3. cruise missiles
4. warriors
5. nuclear missiles, I can't call them worthless though
 
Originally posted by Simon Darkshade
Fighters are very weak, and useless for naught but air defence.
:confused: They are awesome against legions, phalanx, and pikemen! I find great enjoyment in having my recon missions mow down AI units by the score. I love to build a city or base on any island just off AI shores for that purpose. Eventually I get around to conquering, but not before enjoying some carnage.

Once the AI gets muskets, they then settle back into a defensive role, or only sink ships.

I love alpine troops as scouts ahead of my advancing army. They can cruise around, kill any wayward AI units, and clear the way for the bad boys. The movement bonus is great because they can march in from out of range and fortify on defensive terrain right next to a city, all in one turn. My high-attack value units then calmly march in and capture the city under the alpine troop defense. They are also good for partisan work. Disembark from the ship, occupy some forts or collapse some mines.
 
Once you have flight, and therefore fighters, Stealth is only a couple of turns away. Four or five at the most. I wait for something more powerful and maneuverable.
I don't waste time nor units on carnage or prolonged war, but rather exercise economy of force, in overwhelming proportion.
I never fight a war that takes more than one turn.
So, recon by fighters and alpine troops is somewhat of a waste of time and resources.

A transport full of spies can have a look about the place for a turn, so that I build up a picture of what is defending which city. Then swoop down with airpower, maneuver armor or mech inf next to the cities, then go into to every one in rapid succession, ignoring partisans who disappear when the civ is dead at the end of the conquest turn.

Alpine troops may bee useful for recon, but the AI has a nice habit of building a railroad network for spies to use, and they have three moves, and can look into towns. This makes them superior to a unit that is only effective against pre gunpowder opposition, and looks silly ;)

Occupying forts and collapsing mines is for those who do not understand the true wonders of democratic blitzkrieg. War distracts you from the true purpose of the game, but when prosecuted with the right units and strategy, is a 100% guarranteed quick exercise.
 
Ah, you go for quick wars.

I never see the AI build railroads or spies, the game is over before then. So I'll stick with my alpine troops, even tho the yellow suits and skis are a bit silly. However, spies are one of my favorite units to use...

I understand the benefits of a blitzkrieg. :rolleyes: I happen to like dragging it out with smaller assaults. Pillaging is fun, and gives my engineers something to fix later.
 
Back
Top Bottom