I would givet eh Guerilla "use all terrain as roads," and "secret nationality" flags. Stats would be 3/6/2 with a very cheap production cost. The free use of terrain is a guerilla'sbread and butter. The no nationality flag would let you support an ally clandestinly, which is a concept missing from the game right now (I do this with the Stealth Bomber to, so that it actually has a use in the game). Guerilla's are by nature defensive units, and should have stats to reflect thsi. Nore should they more defensive than infantry, or there would be no use for infantry.
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Making Guerillas Useful
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I agree with kgookrids points, except (playing Civ3) i have made Guerilla units that Use-All-Terrain_as-roads, to simulate their light-mobility, their knowledge of local territory, they carry little food and ammo coz they have dumps scattered around the area and the support of local villagers, but this only apoplies in their own country. As an invasion force operating in foreign territory, they only move one square per turn, and are very weak to boot (6.6.1 or something)
Also experimenting with letting them bombard adjoining squares, to represent sabotage, booby traps etc, bombard damage is very light, canon-strenth, and experimenting with Zone-of-control (they'll definately keep ZOC). Of course they are invisible too.Freedom Doesn't March.
-I.
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Really? damn, what is the difference then between ATAR and just giving a unit 3 moves per turn then, seems to me to be a duplication of function. I think it would have worked much better if ATAR only worked in friendly squares, ideal for Gerurillas for the reasons I stated abovc.Freedom Doesn't March.
-I.
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Originally posted by problem_child
Really? damn, what is the difference then between ATAR and just giving a unit 3 moves per turn then, seems to me to be a duplication of function.
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Guerilla's
'no' to this option.
Extra movement: No. Guerillas lack the massive supply trains of large units, but they also lack any mobilized transport, which even leg infantry can sometimes get.
ADM: This is the tough part. They should be weaker on the attack than Infantry, and perhaps even weaker than Riflemen. This would simulate their poor equipment and supply. I would say attack of no more than 5. Defense is very tough. They should be strong when dug in rough terrain, but still not able to slow a large enemy unit. Defense no more than 6.
The Guerilla should be a good unit for poor nations to deploy to harass stonger, more advanced enemies. It should not be something that an advanced nation produces. Covert Ops / Special Forces units are too small to be simulated outside of the Espionage options.
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