If you beeline for ele you can get them before anyone else gets anywhere near maces, and there is pretty much nothing that kills ele/axe/cat stacks (apart from catting them yourself, then hitting with HA (flanking 2 or combat 2, which ever is better)) then cleaning up with axes. Though generally requires more hammers invested in your army than the attacking army, purely due to the ele.
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What Units DON'T You Build?
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Originally posted by fed1943
Explorers make the best Medics, IMO
Regardless, without being able to get free XP by picking off the occasional wounded unit, it's not easy to promote an explorer to Medic III and Woodsmen III.
WodanLast edited by wodan11; April 13, 2008, 22:16.
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But elephants are my favorite! They make the best mascots! I usually build at least one or two in every city if I have them and I keep them forever, right alongside my lovely modern troopsIn the beginning the Universe was created. This made a lot of people very angry and has been widely regarded as a bad move. - Douglas Adams
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Catapults, warriors and muskets.
Catapults, not because they are not good, but somehow that is a point in teh game when I am focused on building up my infrastrcuture etc. That part of the tech tree has lots of other things to build. Also that moment is one when I find war difficult. Earlier the cultural defenses of a city are still weak, later trebs make cities take-able again. In between, the age of the catapult, war never works for me.
Warriors, I find that I don't need military until the point when I have archers. I hate the sense of wasted units. Warriors aren't really going to do the business once you have axes etc. around. So skip them and go straight to archers. In SP it normally works fine.
Muskets. They just don't seem to appeal. To much of an all-rounder maybe. Longbows are still fine for city defence. Maces and knights seem better for attack. Illogical probably but there you are.
And I definitely support the explorer medics. The reason for explorers rather than a combat until as medic is that the explorers low strength means it will never defend, and hence not be destroyed. This is particularly important if you are using a GG for a medic. Stick it on a powerful unit, and if that stack is attacked you find your medic on the front line.
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Originally posted by Shalkai
Stuff I don't like and hardly ever build...
Antitank. I do use these once in a while. But it will be like two AT in my whole empire. They have very, very limited usefulness. You can almost never attack with them, because you don't find tanks alone that often. AT doesn't even get to defend against tanks too often, because of that low base 14 Str.Solomwi is very wise. - Imran Siddiqui
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Re: What Units DON'T You Build?
Originally posted by egavactip
This is a spin-off of the worst non-UU unit thread. I am curious which units you personally tend to ignore, forget about, dislike, bypass, etc.
Here are some of mine:
-Archer. While archers can be very useful, I tend to try to go for axemen et al as soon as possible, which can be useful for both offense and defense, so researching archers is something I often don't want to take the time to do. If I can get them in a trade or free tech or something, great, but otherwise, I will typically grin and bear it with warriors until I get me some Axemen.
-Horsies (chariots, horse archers, knights, cavalry). In some specific circumstances in particular games, I may build some, like some chariots to help deal with barbarians, or horse archers if I end up in an early crappy metal-poor area. However, the lack of defensive ability of these units means that their dual use ability is quite limited and usually there are non-horse units that are close enough to their offensive advantages that I don't feel the loss for them.
-Elephants. All the disadvantages mentioned above, plus they are slow.
-Catapults. I typically prefer to wait until I get trebuchets. And early on, some pumped up axemen or macemen don't really need catapults all that much, not against archers and axemen and the like. It's not until you get nasty bowmen or a protective opponent that you start feeling the need for some artillery.
-explorers. I don't understand why these are even in the game.
-triremes. I built one last night to chase away a pesky pirate ship. That's about all I ever do with them.
OK OK OK, I'm done reading your garbage, since you're obviously a noob.My identity is of no consequence save for the epitath of your grave.
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Horse archers and explorers.
The first post is absurd. What units do you build for crying out loud? I don't see how an early conquest can be achieved without horses in the form of chariots and cavalry.Voluntary Human Extinction Movement http://www.vhemt.org/
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Originally posted by MyOlde
Super49er: can you explain how you use MGs to defend your coasts, please?And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot
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Originally posted by Bkeela
Horse archers and explorers.
The first post is absurd. What units do you build for crying out loud? I don't see how an early conquest can be achieved without horses in the form of chariots and cavalry.<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Now that Horse Archers can flank cats, they are higher up on my scale to build. In the past, I would really only build them if I had no choice early (no metal). But since they really aren't the best for taking out cities, I only built them when needed and kept a few for defensive purposes.
Now, I don't mind having a stack of them around to counter cats. Granted, I would prefer having some Ele's, but you need ivory for those.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by snoopy369
Um, axes and sworsd? Or, archers and archers. Really depends on what you mean by 'early conquest'. Some games I build few horsed units (although in BtS this is much rarer), just depends on what resources you have... although certainly horse archers are useful in some instances (and more so with catapults being flanked now).Voluntary Human Extinction Movement http://www.vhemt.org/
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My wars are based around key units after the start.
My first war is whatever real unit I can find to do a rush.
Probably axeman or maybe chariots. It also could be an early UU like a Quechua, war chariot or dog soldier.
After that, the arrival of swordsman provides the next war. I may complete the war before cats, or cats may join the tail end of the war. It may include el's if I have ivory.
After that, bring on the maceman to start the next war.
Mace/cats is pretty unstopable.
The next wars is brought on by tribs. They nicely handle the longbowman.
Then comes cannons.
Calvary is the next war maker.
After that Infantry.
And last... assuming anybody is still left, the tank slaughterKeep on Civin'
RIP rah, Tony Bogey & Baron O
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