The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Besides the strong anti-armor bonus (good for city defense), the gunship's main advantage is its high movement and ability to ignore terrain movement penalties. This makes it ideal for raiding enemy territory and destroying terrain improvements.
Gunships are good for taking out units roaming around outside of cities after your bombers have softened them up a bit. Having 4 moves inside enemy territory is nice. Obviously they can't take enemy towns but that's what tanks are for.
Originally posted by Itsatrap
Besides the strong anti-armor bonus (good for city defense), the gunship's main advantage is its high movement and ability to ignore terrain movement penalties. This makes it ideal for raiding enemy territory and destroying terrain improvements.
- Alan
Quoted for Redundancy --- Gunships are the modern Chariots: Unload-Move-DoublePillage...next turn: Move-TriplePillage that Town!! ... Next turn: Move-TriplePillage the NEXT Town!! ...
They also can't be attacked by most units, which is handy at times.
In my first game the AI landed a massive invasion force by a town and blocked the road to it with a gunship. None of my modern armour could get into place to defend the city. It was then I realised what mech inf were for.
I suspect this was entirely coincidence, mind you.
Anyhow, having 2-3 around definitely adds to a combined force.
"The asteroid to kill this dinosaur is still in orbit."
-- Lex User Manual
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