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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:34
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The beauty of cruise missiles is that, with a little planning, you can have an immense bombardment force with minimal upkeep cost. Optimally, you survey the scene on turn n, decide how many you'll need on turn n+1, set that many cities to producing (by the time CM are available, you should have plenty of 60 shield cities, but insert my standard huge map disclaimer here), then gather them up on turn n+1 and use them all, rinse and repeat. I'm not sure when the treasury is calculated, iow, whether this is one turn upkeep or none, but either way it's a good balancer for a "suicidal" unit.
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:34
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quote: Originally posted by Solomwi
The beauty of cruise missiles is that, with a little planning, you can have an immense bombardment force with minimal upkeep cost. Optimally, you survey the scene on turn n, decide how many you'll need on turn n+1, set that many cities to producing (by the time CM are available, you should have plenty of 60 shield cities, but insert my standard huge map disclaimer here), then gather them up on turn n+1 and use them all, rinse and repeat. I'm not sure when the treasury is calculated, iow, whether this is one turn upkeep or none, but either way it's a good balancer for a "suicidal" unit. |
Use of mass cruise missles is certainly a way to keep your military cost from rising further.
Player1:
Cruise missles are in fact tactical missles, some are limited iin range but the most common variant of the Tomahawk (TLAM-C) has a 2500nm range and can be mated with a W80 warhead (a tactical nuke)
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wrylachlan
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I think that the problem with cruise missiles is the relative scale and effectiveness.
The only cities you can hit with a cruise missile are cities near the coast. But if they're on the coast, its generally more cost effective to soften them up with naval bombardment (which is reusable), and then do a marine assault.
Also, because of the way city placement tends to work, cities are either on the coast or, by CxxxC 5 tiles away from the coast and out of range. Even if a city is 4 tiles away from the coast (within CM range), you have to move the ship right next to the coast in order to launch, which puts the ship within land-based bombardment range.
Ideally, the CM should be able to hit a city off the coast, which generally means either 4 or 5 tiles in, while leaving the ship out of land bombardment range (2 off the coast) for a total of range 6 or 7.
The advantage of CM is that it is a precision weapon, and it doesn't endanger your troops.
Ideally, and this may be a Civ4 thing, war weariness should have to do with the number of your actual troops you put in battle, and the number lost, thus a CM attack would be much more effective on the WW front, than an actual invasion.
And as for the precision thing, it kind of bites that you can't make CM have Stealth Attack.
The best balance I can think of is to make them much cheaper, much weaker in terms of bombardment value. Give them a longer range and Stealth Attack, and then use them to knock out infrastructure.
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The Hack
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Cruise missiles are great for defending your homeland when your invading another continent. I keep a few around when at war with my mobile defense home brigade. Two of them will often sink a battle ship or more importantly those transports.
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