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barbeerhj
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I was reading up on the three cavalry units shown on the Military Tradition advance, and I happened to click on the Cossack for no reason but to appease my curiosity about it's history.
After doing so, I was shocked to see "can attack multiple times" as one of its militaric traits. This instantly got me wondering, blitz on a 3 movement unit.....sounds like the panzer. With this, I started to wonder why I havn't saw this sooner, surely such a powerful advantage in the late Middle and early Industrial age would be more flambouyant in nature.
Consider the following, can counter-attack enemy units THREE times with one unit, assuming it is right by them and it survives with decent HP. Also, this could mean a powerful and stunning offensive push against a foe who does not have musketmen yet, or even pikemen if he was that unlucky.
In addition, this blitz could all you to "hit, run, hit" against enemy workers and terrain improvements. All of this makes me consider picking the Russians next game just to try out those blitzing cavalry charges.
I remember the unit being ranted upon as being the most unuseful UU in the game, having a 4 defence instead of the normal 3. In fact, when I was still a newbie, I remember Arrian saying "the unit really is not that special compared to other nation's cavalry", perhaps now it is.
-Ron
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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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Yep, they juiced it up a bit in C3C, removing the extra defense and adding blitz, but also jacked up the cost to 90 shileds, which disappoints me. As a general rule, I disagree with UUs being more expensive than their base units. While I can see the logic behind it for, say, the Numidian Merc (boost on two fronts), the Cossack doesn't fall into that category, as it has the exact same stats as Cav, with blitz being the only benefit.
Earlier this week in my current game, I got my first view of the new cossack, and had much the same thought process you did. Can we say leader farming? 
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barbeerhj
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What ?
Leader farming?!
90 sheilds? Maybe 80 would have been in order, but +20 seems a bit too much.
Yea, I'm going to play the russians soon, I want to decapitate some heads with 3 attacks in one turn!
Seems like the best thing to do for their UU. I mean, if you think about it, you are probably going to get a golden age, thus you are going to be able to PUMP them out with a fury and really begine some AI rapage.
And that UU abillity really seems like a good go for Russia.its enough to turn heads for an "I-WANT-TO-CONQUER-THE-WORLD-NOW!!!" Cavalry player at the late middle and early indy ages.
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barbeerhj
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Joncnunn
The Ottman Sipahi is a very obviouse UU to use. Everyone has known about the very powerful offensive attack it had, being an eight compared to Rifleman's 6.
The point i was getting at though it that the Russian Cossack has always been an ingored UU, because of it's lack luster traits. But, i wanted to point them out for other people to investigate and use on their own.
Also, I do not think it was needed to display the uses of Cavalry in general, as most players know what they can and cannot do. But, thank you for reillustrating them for any rookie player who might happen to see this.
-Ron
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barbeerhj
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Solomwi
Yes, I noticed that and I was going to post my correction later. But, I never got to it
On a different subject, perhaps they should make the Viking UU cost 80 shields instead of 70. This is because it gets the same damage as a Cavalry, and is avaible much, much sooner.
-Ron
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barbeerhj
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Player1
The knight also has 3 defence, a massive improvement over the 1 defence offered by the longbowmen.
Speed is over-rated if you ask me. It is going to do little to take out enemy positions other then being able to retreat from battle. Also, the main advantage of speed early on is that it lowers the amount of time the enemy can reinforce his position, neglegated very much after RRs.
Also, the knight as a unit itself cost the exact amount that a Mid Inf./Longbowmen + Pikeman would cost, thus, you are paying more for a unit that is more versatile.
The case with the Viking UU is that you have cavalry at Invention, giving you a massive offensive edge on land, and an extremely powerful edge on ocean maps. I mean, why not make it more expensive, you basically have an axe that is equal offensively to Cavalry, and needs no natural resources.
-Ron
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barbeerhj
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Kuciwalker
Very good point. On ocean maps, you can kiss your costal cities good-by against the Vikings.
So, as you have pointed out, you now have a 3 (via galley) movement unit that is immune to counter-attack and has a 6 attack value, sounds a bit over powered to me.
Though, one could argue that you should simply attack with your own galley. But, I have seen the horrible battles of galley v. galley engagements.
-Ron
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barbeerhj
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Sorry for the mistake
I was incorrect on the movement with galleys. Since the Vikings are a nation with the Seafaring trait, their galleys have a speed of 4.
-Ron
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barbeerhj
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Kuciwalker
Indeed, Caravels could really ruin your day if the Viking have them.
The only two nations that could really counter Beserker landings are the Byzantines and the English much, much later on.
I mean, there is no real good way to stop the Vikings on ocean maps, they are going to own you. Well, maybe on Multiplayer if you arn't using them. I don't think the AI can really use that civ the way they should.
-Ron
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barbeerhj
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Kuciwalker
LOL
Yes, 2 attack galleys can really shut them Vikings down the poo hole.
-Ron
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barbeerhj
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Apocalypse
The Knight has 2 movement, and can only attack once in a turn. Once again, speed is not that good if you are trying to pop those city defenders. I'd much rather make a few pikeman and then a bunch of longbows/mid. inf. to take cities.
Making a bunch of knights is not bad either, but one must consider the following.
1) You are paying 70 shields, 40 for the 4 attack and 30 for the 3 defence.
2) In the time you have made 10 knights you will have spent 700 shields, and most consider 10-8 the normal amount of units you need to start an offensive.
With the same shields, you can have 14 Mid. Inf./Longbows and 4 Pikeman for a reasonable defence, that is 18 units to use, and that is assuming you will want defence from their archer/Mid. Inf/Longbows counter-attacks.
All in all, this is not Civ3 Vannilla. I remember the days where knights were considered "top dog", but it is just makes more sence not to over-do knights.
-Ron
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barbeerhj
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Bleh....
Sorry Kuci, didn't realize you had already typed that.
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barbeerhj
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Kuciwalker
In the matter of Mid. Inf. Versus Longbows, you really have to consider what the opposition is.
The 2 bombardment can really help out the pikemen get the edge in HP if you havn't brought your trebuchets. And assuming that you are bringing Pikeman, the 2 defence offered by Mid. Inf. isn't a very big advantage in itself
Also, bring trebuchets can really negate any terrain advantage you would like to give your pikeman when moving towards an enemy city. I for one alway try and keep my units on a mountain or Hill to give my pikes the edge with a 6 or 4.5 defence.
-Ron
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barbeerhj
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Kuciwalker
The only real edge to using Mid. Inf. that I can see if you have built up a lot of Swordsman from previouse wars and have an ample supply of gold which to upgrade them with.
But, I if I was making a new army, I would probably make Longbowmen just for their bombardment, even IF I had Iron avaible to me. Anyways, both of the units upgrade into Guerillas at the same price, which I believe is very expensive.
-Ron
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barbeerhj
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Kuciwalker
If you are really tight on time or shields, then it is probably best not to engage a nation with a military equal or better then yours.
Indeed, I would never march deep into another dude's territory without knowing that freaking archers may be able to beat my Mid. Inf. or Longbowmen.
-Ron
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