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  • Attaching Great General to Siege Weapons

    This seems to be one of the better ways to make use of the Great General.
    1. One of the negative aspects of attaching Great General is the unit still dies easily unlike the Army of Civ3. By attaching the General to siege, you still get a unit which is useful for bombardment and it won't die if it just bombards. This unit can probably survive forever.
    2. You can promote the unit to Medic3 and since this unit is not going for a straight fight anyway, it can just tag along with the main force to do healing and bombardment.
    3. You can promote the unit with Morale, making it a 2-move siege unit, which is useful for first turn move-and-bombard. Combined with Medic3, it becomes a 2-move medic.
    4. The unit can still gain XP slowly if you use it as the last attacker of a weakened unit.

  • #2
    I still prefer attaching them to my scouts/explorers, at least if I want them to be super medics. They're guaranteed to be attacked last in a stack giving them the best chance of surviving unless you're up against a far, far superior foe. In that case you deserve to lose it.

    If I were using my general to make an offensive unit then I can see siege being a plausible choice. Only thing is I probably never would -- much better to use him to make a military academy or settle him in my unit pump city.
    - Dregor

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    • #3
      I also create "Great Scouts" for super medics in my stacks. Siege units can be destroyed too easily, even attacking a wounded unit. My siege units get Accuracy and Barrage promotions.
      And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

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      • #4
        Eh, I just plop out a few regular medics in the pawed barbarians era, and hope they stay alive long enough for the basic promotions. Usually they do.
        I've allways wanted to play "Russ Meyer's Civilization"

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        • #5
          Your Great Medic really needs to be a "regular" unit if you really wish for him to become "Great", meaning that he'll have both Medic III and Woodsman III, and I atleast like to aim for that since it makes my stacks fully heal from any damage in one turn or at most, two.

          Losing them is a huge ***** though.
          "The state is nothing but an instrument of oppression of one class by another--no less so in a democratic republic than in a monarchy."

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          • #6
            I usually drop my Generals in my "Heroic Epic" city, so I can churn out tons of experienced units at the drop of a hat.
            I'm consitently stupid- Japher
            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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            • #7
              Originally posted by Theben
              I usually drop my Generals in my "Heroic Epic" city, so I can churn out tons of experienced units at the drop of a hat.
              Yes, but for me, that usually requires using the first GG to get the level whatever unit which unlocks the HE.
              The undeserving maintain power by promoting hysteria.

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              • #8
                Originally posted by DirtyMartini


                Yes, but for me, that usually requires using the first GG to get the level whatever unit which unlocks the HE.
                Level 6.
                And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

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                • #9
                  Level 6 is WP.

                  Level 3 is HE.

                  Me.

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                  • #10
                    BtS makes this less of a good strategy, due to flank attacks, however...
                    <Reverend> IRC is just multiplayer notepad.
                    I like your SNOOPY POSTER! - While you Wait quote.

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                    • #11
                      Good point Snoopy

                      Wodan

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                      • #12
                        True that flank attacks are a weakness for siege, but the siege is supposed to travel with escorts if you want it to survive, so unless there are too few strong escorts to kill off the cavalry or there are simply too many cavalry to defeat, it is unlikely for the siege to be destroyed. Another thing is that the flank attacks usually only work for a specified siege unit (like trebuchet for knights, cannons for cavalry IIRC), you can time the free upgrade based on the type of prevailing mounted unit.

                        Great scouts appear to be a waste of the 20XP, since that unit can't fight and will not be useful for anything once the entire world is explored.

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                        • #13
                          Originally posted by Fistleaf
                          Great scouts appear to be a waste of the 20XP, since that unit can't fight and will not be useful for anything once the entire world is explored.
                          The fact that they will usually be the last unit in a stack attacked is what makes them useful... they will usually survive, unless the whole stack is wiped out

                          I used to use scout healers, but now I use melee units as healers. I make sure there are stronger melee units in the stack to absorb attacks. I can use the healer to take out badly weakened units, evenutally getting them some more promotions. If they die defending, the stack is probably in serious trouble anyway
                          Keep on Civin'
                          RIP rah, Tony Bogey & Baron O

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                          • #14
                            [SIZE=1]
                            Great scouts appear to be a waste of the 20XP, since that unit can't fight and will not be useful for anything once the entire world is explored.
                            Nope. They make the best Medic III units. This is cannot be debated.

                            1. They absolutely defend last, so they are least likely to die.

                            2. They have 2 moves, so they can catch up to an advancing stack, or shuttle between stacks safely.

                            3. If charismatic, you can add morale (?) to the mix to get 3 moves.

                            4. They *cannot* attack, so you're never tempted to go for that 90% odds attack that winds up losing you the unit.

                            5. They upgrade to another weak unit (explorer), so you never accidentally (free) upgrade them to a unit which would enter into the defense mix. To illustrate: when using medic chariots, I sometimes accidentally upgrade my medic chariot to a knight. Now the medic is strong enough that it may defend in the routine course of battle. This is bad. That never happens with scouts -- even if it did you'd just end up with an explorer -- still unlikely to defend.
                            The undeserving maintain power by promoting hysteria.

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                            • #15
                              Originally posted by DirtyMartini


                              Nope. They make the best Medic III units. This is cannot be debated.
                              Sure it can.

                              1. They absolutely defend last, so they are least likely to die.
                              Untrue. For example, a wounded unit will often defend later. And, once you upgrade the scout to explorer, the warrior (or chariot or whatever) will continue to defend later (whether wounded or not).

                              2. They have 2 moves, so they can catch up to an advancing stack, or shuttle between stacks safely.
                              So do Chariots or any of a number of other possibilities.

                              3. If charismatic, you can add morale (?) to the mix to get 3 moves.
                              This applies to some of the other options as well.

                              4. They *cannot* attack, so you're never tempted to go for that 90% odds attack that winds up losing you the unit.
                              That's a self-discipline concern. If you fear this, then simply don't attack. If you don't fear this, and would prefer to have the option to increase and get other promotions, then go for it. Entirely a choice each person can make for themselves.

                              5. They upgrade to another weak unit (explorer), so you never accidentally (free) upgrade them to a unit which would enter into the defense mix.
                              Again, a self-discipline concern.

                              Wodan

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