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  • Favourite unit?

    I know there must've been umpteen posts on this topic, but hey, I'm lazy so I thought I might start a new one.
    Fave units from anyone?
    Hmmm...my personal favourite...tricky one. I tried a new one yesterday - stuck drop pods on an infantry unit with hand weapons, a probability sheath and non-lethal methods. Worked great - as soon as I took out the last defender in Free Drone Central I dropped three of these in. Captured Base drone problem and continuing defence problem both solved in one go!
    Another of my personal favourites is the Empath/Trance Scout Rover (and, later, Hovertank) - perfect for fungal pod popping. Make sure the morale's decent, though!
    Yet another (am I dominating the discussion here? is the trained psi attack/defence with soporific gas pods. (Whatever chassis - by the time you've got this it's probably hovertanks or even gravships) Lategame, but I always find it so useful - especially on attack! Just watch even Santiago's morale melt away before the might of your attack... (make sure she doesn't have the Neural Amp though!)
    Anyone else?
    "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

  • #2
    ELITE SUB CRUISER PROBE TEAMS

    These are great to use against the an AI that is more powerful than you would like. You set up a sea base about 9 squares away from the enemy, and send in repeated probes to destroy facilities. You can also of course use the other probe tricks as needed.
    "Nine out of ten voices in my head CAN'T be wrong, can they?"

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    • #3
      If by some horrible chance I miss out on the HSA, then the probe team is my favorite unit. 1-1-1*1, drop probe teams are essential to send along with an invasion wave to prevent the AI cheat buy-back of its bases.

      Cruiser probes are a great shoreline defense - just mind control those annoying missile cruisers that have come to destroy your seaformers. Now you have a defender without having to tie up your own production (and visitors from faraway factions are very cheap to buy). Roaming probes create no unhappiness in FM and don't cost support. Happy times!

      Like Drago, I frequently use the 9-space-away cruiser probe base tactic. However, unless I'm trying to halt PB production or remove aerospace/perimeter defense (in anticipation of invasion), I don't go much for widespread sabotage. After all, someday this base might be mine and I'd like some infrastructure remaining. If your opponent is running FM and has some money, go for this tactic: hole up in a base near a sizable enemy base, send 4-5 cruisers per turn after the base to drain energy. That can get you an extra 200 or so energy per turn. Lather, rinse, repeat until he's broke.

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      • #4
        1. Wave Copter
        2. 1-1-1 Trained Scout
        3. 1-1-1 Police Scout

        No. 1 needs no introduction.

        No. 2 is what I produce in the turn I capture a base. Next turn I upgrade to 1-best armor-1 AAA or ECM, police Next to a Drop Infrantry Unit to assist in the assault by the WAVE copters.

        3. Police scouts are cheap to build but are as effective as Rec Commons. Three of these units in a +3 police envirnoment quell nine drones for a cost of 30 minerals.

        The ability to upgrade has transformed the CIV game. Where in CIV, one had to build and transport units to a hostile shore, now that is no longer true, but actually represents bad strategy given the risk of being sunk and considering the time delay. Rather, taking (and holding) one base in hostile territory is all that is needed. Thereafter, building trained scouts and upgrading them is sufficient.
        http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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        • #5
          My favorite unit:
          Auxiliary Cruiser: Cruiser with particle weapon, best armour, special abilities deep radar and AAA.

          This unit rules the seven seas of Chiron!
          It is awful cheap (ideal for prototyping new armour), and it can do everything on the ocean exccptt attacking well-defended bases.
          It is ideal to conquer and hold empty bases, for scouting and pod-popping, escorting transports and sea colony pods, destroying Your enemies sea formers, transports and terraforming.
          And with decent morale, it is even strong enough to sink Your enemies silksteel-armoured battleships with the particle weapon or attacking a base defended by plasma armoured garrison!

          Since I had discovered this unit, I often end with really huge sea empires, and I have turned several games with them.

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          • #6
            To me, the most awesome remains:
            Best weapon Gravship, with Wave and Nerve Gas. Usually I make Graviton gun, and soon Quantum Laser then. Yes, they require support costs, but with the Living Refinery and crawlers this is no problem. They're fast, and can take off any defender. AAA won't help (Wave), plus the big 50% from Gas come in, also reducing population of the base. Comes in the late game, but lets me absolutely finish off any war I'm still in, usually with the terrible Svensgaard - 10 of these thing flying around the ocean will kill him.
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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            • #7
              empath trance r-laser or r-something (the 12 or 13 strength weapon) tank/ foil/speeder/chopper.

              the exterminator. it's so nice to be alive.
              Don't drink and drive, smoke and fly.
              Anti-bush and anti-Bush.
              "Who's your Daddy? You know who your Daddy is, huh?? It's me! Yeah.. I'm your Daddy! Uh-huh! How come I'm your Daddy! 'Coz I did this to your Mama? Yeah, your Mama! Yeah this your Mama! Your Mama! You suck man, but your Mama's sweet! You suck, but your Mama, ohhh... Uh-huh, your Mama! Far out man, you do suck, but not as good as your Mama! So what's it gonna be? Spit or swallow, sissy boy?" - Superfly, joecartoon

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              • #8
                IoD

                Transport, warship, pod-popper, and generally FREE!
                It hurts to be on the cutting edge!

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                • #9
                  oooh yess.... IoD...!!

                  they're also nice to run over with 12r-8t-4*4 (empath,trance) cruisers, especially if a clan of them comes knocking, displaying their demon a$$.


                  wheee!! jackpot
                  Don't drink and drive, smoke and fly.
                  Anti-bush and anti-Bush.
                  "Who's your Daddy? You know who your Daddy is, huh?? It's me! Yeah.. I'm your Daddy! Uh-huh! How come I'm your Daddy! 'Coz I did this to your Mama? Yeah, your Mama! Yeah this your Mama! Your Mama! You suck man, but your Mama's sweet! You suck, but your Mama, ohhh... Uh-huh, your Mama! Far out man, you do suck, but not as good as your Mama! So what's it gonna be? Spit or swallow, sissy boy?" - Superfly, joecartoon

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                  • #10
                    best weapon, best armor marines on a best armored transport. coastal and sea domination.

                    late game, drop pod best weapon tanks with the space elevator.

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                    • #11
                      I'll have to put in my vote for the plain ole' vanilla terraformer -- I might add trance if I'm feeling particularly frisky.

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                      • #12
                        You beat me to the terraformer And the supply crawler sort of goes without saying really. So flexible. So useful. So cheap. But if I were being esoteric, I'd have to go with AAA/ECM or TR silksteel scouts ... nice little defenders until you hit tachyons.
                        Team 'Poly

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                        • #13
                          Ahh yes... how could I forget the lovely supply crawler?

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                          • #14
                            Besides X Clean Singularity Stasis Doomspheres, you mean?

                            Elite Armored Infantry Repair Drop Transports (0^-6-2). Anything that makes it possible for a hovertank to drop out of thin air and move 6 spaces (elite) and then carries it away for rapid repairs is a winner in my book. Just really implemented the things a game or two ago, and damn are they FUN !

                            Closely followed by Demon Boil anything (I tend to wind up with PLANET in the +5 range)
                            "If Lincoln were alive today, he'd probably want to get out of his tomb"
                            "He siezed power in a bloodless coup -- all smotherings."

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                            • #15
                              Sir Hawkeye, I assume that the tanks sustain no damage in the drop when using a drop transport. Otherwise, I don't know why one wouldn't just put the drop pods on the tank?

                              With the Nanofactory, repairs are a thing of the past. I presume you need the repair transports because you do not have the Nanofactory.

                              Ned
                              http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

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