Tekamthi
Deity
- Joined
- Aug 12, 2016
- Messages
- 2,003
Now I am confused. Zeppelins have to embark now to get to water? Last time I checked they were flying, so no embark needed. They weren't brilliant at sea, anyways. Any ranged ship could take them.
Not sure an additional movement point makes any difference. At this point I have cavalry moving 8 tiles per turn using railroads.
its true, they're not great at sea.. but say you're facing a much larger deity-spam force... moving zeps in to support your outnumbered navy can significantly even the odds, in my experience, and their ability to retreat onto land once damaged is a very strong "naval" ability. When there's no naval threat, they can similarly back up your land units.
Are you saying your cavalry can use enemy rail, too? I may need to explore a new upgrade path if so, though I understand what you mean in friendly, at least. But the zep can cross mountains and, assuming I'm remembering correctly that it starts with ignore terrain costs, can also move well in enemy and undeveloped territory, where your cavalry might only move 2. Am I wrong in understanding that the trailblazer promos will also double its moves in some terrain? granted that this is a bit strange, it seems like it is a good complement to the cavalry in this regard. As a nod to their historical naval role, and to acknowledge a desire for movement, could it somehow be granted access to naval movement bonus promos (ie GL, TF/GC, policy choice, etc.)? Overall though, unless I'm really confusing how all these movement issues combine together, I think w/ 4 base moves it'll have plenty. In theory here we're talking about a pre-WW1 zeppelin, just based on when it appears in VP; I accept on this basis that it might move slower than a train.
I wonder if we need to actually map out how zep performs right now... my own memory is pretty foggy, and I think we're all working from past ideas and rememberings
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