Why do Duns give the guerrilla promotion?

Can you use enemy roads? No.

Can you use enemy hills? Yes.

Hills are also excellent spots for maintaining sieges when you get so long.

Movement is crucial to warfare. You get so many more possibilities with one extra move point, even if seemingly situational.

I utilize guerilla, a lot. There was even a map at some point where there was a long line of hills from me through Huayna and Lizzy. I destroyed them both and won the game.
 
I actually changed the dun to give +2 xp to all melee, archery, and recon units. The original always seemed weak and had terrible synergy with the rest of the civ. What I like about this change is that the UB will obsolete with gunpowder but offer a stronger bonus to your army in the early ages.

EDIT: Since seeing your post about the leaders being Cha, I may swap it to 1 xp. I hadn't noticed that before.
 
never build Walls. It's almost always a better investment to train units and/or a Theater.

You'd want to be offensive always, even when in defensive. Allowing the enemy Catapults to tear down your walls and kill your stack is a bad idea.

This is incorrect actually. The walls allow you to take a significantly reduced *unit carrying cost*, since they don't cost maintenance and the AI siege takes its time on them. Before siege exists, they also allow simple defenders to completley trounce contemporary attackers, meaning investing in ONE wall in a border city next to shaka is often the difference between losing no units or losing the city on high levels. It's not like you need to put them everywhere.

Siege + AI stacks aren't that impressive against defending units in a good mix or with CG. Once you have CG II or better longbows (or with celts, go guerilla II then CG line for heavy effects if defending on hills), even having 3/4 as many in the city as attackers + siege will easily wall entire stacks while you lose basically nothing. With walls + castles, you have sometimes up to 10 turns to put reinforcements in the city specifically threatened; even with 4-6 you have time to whip in 8+ defenders. Without such defenses, you get 1-2 turns, and instead have to pay maintenance on 8 troops constantly, and they could easily become dated and require further investments to upgrade.

Longbows defending properly take way fewer losses than catapult + assaulting inbound stacks. If you're building an offensive stack, it better be intended to capture cities or it wasn't worth building it.
 
Walls as I see them are for forcing catapult/trebuchet fire on them instead of Your units. Clearly defensive building just to get that one more turn to gather Your forces and counterattack ;)
 
It's true. The bombard speed reduction is the main benefit of walls & castles in many cases. In general I tend to build walls in whichever couple of border cities I think are most likely to be attacked. - And sometimes early in the game, if I see an enemy attack stack coming my way I sometimes whip walls rather than whipping another defender.

But if you're relying on your castle to slow down the enemy's bombard, just be aware that AI might know how to use espionage to create a city revolt to get past the defenses (in some mods...)
 
I always find uses for Guerrilla promotions, hills can be a bit sparse but that's a huge defense bonus when you -do- find them. I find it's never a bad idea to throw one or two Guerrilla shooters just to defend my stack when I move through hilly terrain. Plus, if any of them survive to G3, that 50% withdrawal bonus is crazy awesome on pretty much any attacking unit. They can be situational, perhaps, but in a game like this, what isn't?
 
I think the ability just sucks.

...

Guerilla is awesome on the offense, but archery units aren't.

When you get Guerilla3 Longbows it does not suck that bad anymore. (double move on hills + 50% defense on hills + 25% hills attack +50% withdrawl chance ;)

However I cant think of real-life link with celtic archers other than the Longbows.

btw, I also think of Gallic Warriors and Celtics bonus represent their skills in fighting in their hilly native terrain (Rob Roy anyone?) Take note he also have a gun, so makes sense for gunpowder units.

robroy.jpg
 
I always find uses for Guerrilla promotions, hills can be a bit sparse but that's a huge defense bonus when you -do- find them. I find it's never a bad idea to throw one or two Guerrilla shooters just to defend my stack when I move through hilly terrain. Plus, if any of them survive to G3, that 50% withdrawal bonus is crazy awesome on pretty much any attacking unit. They can be situational, perhaps, but in a game like this, what isn't?

The ability is actually surprisingly little situational and works great with ancient blitz warfare and flanking your enemies' defenses.
 
By which I mean, if you have hills available. If you don't have any hills available at all, say if you're on a flat open plane, or if the enemy has all available hills under control, then the situation doesn't favor the promotion. Most literal interpretation of 'situational', related or relevant to a situation. No hills is a most unfortunate situation.
 
Yea that might be true... But you should've scouted out the enemy territory to begin with, before you promote your Guerillas. So it changes from an upper hand situation to regular Civ. :p
 
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