Last point:
And again, that's why I am such a fan of starting Armies of with 2 Swordsmen*, and later bolstering with a Musket or Rifle, and finally an Infantry. The Swordsmen* are useless and non-upgradeable anyway, and they're only worth 5 (?) shields each if disbanded... this way, their 10 hps go to a VERY worthwhile cause.
Same thing with Cavalry*... put 2 in an Army, bolster with an MA, and then later another Cav if I have any left, or an MA.
Hmmm, just thought of another good one... 2 Cav* + 1 MI... you give up the 3 move capability of the Cavs, but you get one helluva escort for a Tank attack force.
And again, that's why I am such a fan of starting Armies of with 2 Swordsmen*, and later bolstering with a Musket or Rifle, and finally an Infantry. The Swordsmen* are useless and non-upgradeable anyway, and they're only worth 5 (?) shields each if disbanded... this way, their 10 hps go to a VERY worthwhile cause.
Same thing with Cavalry*... put 2 in an Army, bolster with an MA, and then later another Cav if I have any left, or an MA.
Hmmm, just thought of another good one... 2 Cav* + 1 MI... you give up the 3 move capability of the Cavs, but you get one helluva escort for a Tank attack force.
But in order to increase the odds of it occuring, I let Cleo start with: 1 army, 1 MI, 1 tank, 1 cavalry, and 1 longbowman, all on one tile; a similar mix of units plus an army on another tile; and a city with a coupla musketmen as defenders. Sure enough, Cleo used those empty armies to build mixed-unit armies at her first opportunity! (Although, even though I gave her the Pentagon (I think) she only loaded 3 units into her armies -- probably waiting to produce more longbowmen to add
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