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Favorite units/upgrades and other musings

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  • #16
    Tanks and MA with Collateral Damage. Very good at keeping the enemy from counter-attacking. Survives city sieges much more often than any artillery.

    Cavalry with Medic II (built using the Red Cross,) upgraded to Gunships. Anybody called Medevac?
    Seriously. Kung freaking fu.

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    • #17
      Originally posted by Modo44
      Cavalry with Medic II (built using the Red Cross,) upgraded to Gunships. Anybody called Medevac?
      Cool idea.

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      • #18
        Originally posted by Modo44
        Tanks and MA with Collateral Damage. Very good at keeping the enemy from counter-attacking. Survives city sieges much more often than any artillery.

        Cavalry with Medic II (built using the Red Cross,) upgraded to Gunships. Anybody called Medevac?
        I've been learning in a current game that Collateral Damage is a very very useful upgrade for tanks. I'm surprised that I haven't seen it before. Its like making a tank a quasi artillery.

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        • #19
          I’ve found tank artillery/collateral damage wonderfully useful, especially with well dug in opponents. I never seem to have enough siege guns, or they get beat up so fast. The tanks are firing anyway, so damaging 3-6 units for free seems like a great deal. It means I don't have to invest so much in pricey mobile artillery.

          Hydro

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          • #20
            Yeah, I always give my Tanks collateral damage. It seems like a no-brainer to me. I also give them the abilty to retreat if I can as well. It also seems like a natural for them.

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            • #21
              CR2 tanks are pretty nasty though. barrage on a couple sure, but only until I can get mobile arty.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

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              • #22
                Originally posted by Krill
                CR2 tanks are pretty nasty though. barrage on a couple sure, but only until I can get mobile arty.
                I like to mix those two to get higher odds and some collateral damage at the same time.

                But to be honest, the most important promotion for Tanks and MA is a lot of bombers.
                Seriously. Kung freaking fu.

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                • #23
                  Bombers
                  You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                  • #24
                    Native American Drill IV crossbows upgraded to riflemen/grenadiers.
                    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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                    • #25
                      Re: Favorite units/upgrades and other musings

                      Originally posted by Hydro
                      I'm exploring the game and have a favorite unit: a Warrior with 2 woodsman upgrades. These puppies move 1 in normal terrain, but 2 in any forest! They just fly across the map! Moreover, they can take out almost any animal and barbarians through archers (and maybe an ax and swordsman). Getting the 2 upgrades is kind of a challenge. I think I got one on a goody hut, and otherwise it is through combat, which eventually they'll lose as the enemies get tougher.

                      ...........
                      Hydro

                      RIAA sucks
                      The Optimistas
                      I'm a political cartoonist

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                      • #26
                        Originally posted by Theben
                        Native American Drill IV crossbows upgraded to riflemen/grenadiers.
                        The same thing can done with the Oromo. Easier, actually, because the upgarde costs less.
                        Seriously. Kung freaking fu.

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                        • #27
                          Originally posted by Modo44

                          The same thing can done with the Oromo. Easier, actually, because the upgarde costs less.
                          Yes but the Native Americans get the Totem Pole UB which gives archery units extra XP. That gives them a bit of an edge for that.

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                          • #28
                            Eh, I usually make a few collateral damage tanks, but for the most part, I want my tanks to beat the guy they're fighting, not die in order to hurt other guys. Usually some city raider, and some with more conventional upgrades for hitting his guys in the open, and then perhaps a few with collateral damage as well.

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                            • #29
                              Originally posted by Willem
                              Yes but the Native Americans get the Totem Pole UB which gives archery units extra XP. That gives them a bit of an edge for that.
                              Actually, it's the other way around. You see, the Oromo gets Drill I and Drill II for free, with 0 XP. So, you get a Drill IV unit with just 5 XP, whereas a Drill IV unit of the Native Americans needs 10 XP. That's one promotion faster for their future development.
                              Seriously. Kung freaking fu.

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                              • #30
                                So what exactly is the Oromo unit's special ability? +drill 1 and 2, or +2 1st strikes?
                                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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