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barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 13-08-2004 06:35
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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

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:34
  Old Post 13-08-2004 07:49
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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?

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 13-08-2004 07:59
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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.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:34
  Old Post 13-08-2004 22:06 Visit joncnunn's homepage!
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If you like the Cossack, you'll love the Ottoman version!

There's two especally good times to use them:

1. Against an AI that doesn't have Gunpower (or has Gunpower but not saltpeter.) This is much more likely on lower difficulty levels. In this case, you simply put them in a stack, and the defensive units your bringing are simply going to garision the newly conquered cities.

2. Once you also have Nationalism but while the AI is still finishing up the middle ages. Much more likely on higher difficulty levels. In this case, it's generally needed to bring some Riflemen to the front to defend them.

If your oppoent has Nationalism, if you want to keep up the conquer the world, bombardment units are needed. Artillery is better, but not if you'd have to face Inf.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 13-08-2004 23:10
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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

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:34
  Old Post 13-08-2004 23:18
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Ron, normal cav is 80 shields, so the Coassack is only +10.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 01:44
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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

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:34
  Old Post 14-08-2004 02:43
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Lose 30 kilos (of popups)

Well, longbow does same damage as Knight?
Should it also cost 70 shields like Knight?

Slow speed kills.

Apocalypse is offline Apocalypse
King
Lexington, VA: College - Houston, TX: Home
Aug 2005
time: 00:34
  Old Post 14-08-2004 04:43
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Meh, the pairity is good enough already.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 05:58
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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

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:34
  Old Post 14-08-2004 05:59
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quote:
Originally posted by player1
Well, longbow does same damage as Knight?
Should it also cost 70 shields like Knight?

Slow speed kills.


The Berzerker is an amphibious unit; slow speed doesn't matter there.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:06
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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

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:07
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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

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 14-08-2004 06:09
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quote:
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.


Even worse, because you could have Caravels. But it is tempered by the fact that it's largerly limited to a particular situation.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:13
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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

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
time: 00:34
  Old Post 14-08-2004 06:14
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Byzantines

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:18
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Kuciwalker

LOL

Yes, 2 attack galleys can really shut them Vikings down the poo hole.

-Ron

Apocalypse is offline Apocalypse
King
Lexington, VA: College - Houston, TX: Home
Aug 2005
time: 00:34
  Old Post 14-08-2004 06:22
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quote:
Originally posted by barbeerhj
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.

Multiple attacks with speed is fairly good though.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:34
  Old Post 14-08-2004 06:32
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It's much better to have a stack with bombard units though. And a Longbowman (or better, a Medieval Infantry) + a pikemen costs the same as a Knight, overall is better at attack and defense (if you really want to suicide the pikeman), and is more versatile. The only difference is it is slower, which doesn't matter if you're bringing along Trebuchets.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:32
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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

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:33
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Bleh....

Sorry Kuci, didn't realize you had already typed that.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:41
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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

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
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  Old Post 14-08-2004 06:43
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quote:
In the matter of Mid. Inf. Versus Longbows, you really have to consider what the opposition is.


Med. Inf. cost the same as Longbows, have the same stats except 1 higher defence, and require Iron as opposed to no resources. In a comparison with Knights, you assume you're going to have Iron and thus use Med. Inf. instead of Longbows.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 06:47
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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

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
time: 00:34
  Old Post 14-08-2004 06:57
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now I see what you're talking about, the defensive bombard. I forgot about that. Yeah, that probably makes them better than med. inf., unless you're really tight on resources and can't afford escorts (in which case 2 def will serve you better than defensive bombard)

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 07:05
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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

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 07:08
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Even more frightening...warriors beating up on my Longbowmen!


-Ron

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 14-08-2004 07:08
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quote:
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.


True.

barbeerhj is offline barbeerhj
Warlord

Jul 2004
time: 05:34
  Old Post 14-08-2004 07:17
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Lol

I remember one game where I was so desperate to stop the enemy offensive on me, I starting popping out warriors from a lower production city just to damage their undefended longbowmen, and provide cannonfodder for my beseiged cities. Most troubling times in a nations history I may add.

Most disturbing was that I took a good number of them down JUST with my veteran Warriors. What kind of idiocracy is that, stone age units knocking up on Midevil aged ones.

-Ron

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:34
  Old Post 14-08-2004 07:19
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RNG

 
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