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PapaLenin
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Finland
Nov 2001 time: 05:17
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Could an experiensed player tell me what are Marines and Paratroopers for? Yes they have their special abilities but aren't they pretty useless for having so low def and attack value and being so expensive to build? I mean is there only one way to make them useful - edit???
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PapaLenin
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Finland
Nov 2001 time: 05:17
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quote: Marines have the advantage of being able to kill ground units from the ocean. Take a few along witha fleet of ships, and whenever you bombard a city, finish off the units with the marines. Because they're attacking from sea against a stack, only the marine who kills the last unit will actually hit the beach. |
Do marines retreat like mounted units? Cause if they don't then u endanger them all because they have very bad attack against infantry.
Have anyone made use of paratroopers?
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dr.charm
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*IF* there was some limit placed on railroads, so that there wasn't one on every square, I can see how paratroopers would be useful. As it stands though, just about wherever you drop them, the enemy can instantaneously move the attacking units into place, making them more or less utterly useless.
Cheers,
Dr. Charm
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:17
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quote: Originally posted by dr.charm
*IF* there was some limit placed on railroads, so that there wasn't one on every square, I can see how paratroopers would be useful. As it stands though, just about wherever you drop them, the enemy can instantaneously move the attacking units into place, making them more or less utterly useless.
Cheers,
Dr. Charm |
No, No, No! You got it all wrong... 
The idea, just as in 'reality' is: the Marines assault the beach after you've bombarded all the defenders to 1 HP, then you load the tile up with infantry for defense.
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TinCow
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I have used paratroopers a couple times effectively. Both times were in games in which I took over a continent, but the civs that I defeated still had a few small cities on other nearby islands. I usually try to avoid overseas campaigns, especially in ancient and medieval. Thus I'll often make peace once I have the main landmass secured. In two games, I built up a whole bunch of paratroopers and dropped them on the various islands to take them out in a two-turn period later in the game, to get rid of those puny hostile civs. The reason they were successful was because I kicked the snot out of these guys early on and crippled them. Each time I did this I was facing mainly medieval level units, with a small scattering of riflemen and cavalry. As such, my paratroopers mopped the floor with the opposition and wiped their pathetic island 'strongholds' off the map.
As such though, the paratroopers were little more than convenience units for me. I used them to take out a weak enemy that I wouldve had no problems killing by normal means... it just saved me loading up transports and sending them out there to do the dirty work.
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TinCow
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In response to korn:
The problem is not their attack/defense power. I think the problem with paratroopers is that they are a unit from Civ 2 that was kept in the game despite the fact that what made them useful in Civ 2 was eliminated. In Civ 2 you could bomb the living hell out of enemy cities, then drop in paratroopers to take the empty city. Now, since planes cannot kill units, this aspect has been removed. There are currently only two ways to clear a city via ranged attack. 1) Drop the defenders down to 1hp and bombard them with cruise missles. 2) Nuke the living hell out of the city.
Number 1 is pointless because of the pathetic range of the cruise missle (2??? Really, please explain this to me Firaxis? What the hell is the point of this unit?). If you can get several cruise missles within bombard range of an enemy city, you might as well just drive your damn army into the city and take it that way. As for option number 2... well, I don't think I need to explain the problems with that.
If Firaxis allows planes to kill units (please, please, please bring this back), then paratroopers would instantly be useful once again with no alteration in their stats (more so if airbases were brought back too).
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TinCow
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How about altering the paratrooper and another useless unit (helicopter) to make them both useful when used together? I'm sure that people can come up with better ideas, but maybe helicopters can act as 'mini' armies that can only be used by paratroopers. Two paratroopers (max) could be loaded into an Airborne Army, and their paradrop range would be increased by 4. This would make them a decent offensive force, IMHO.
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Ironikinit
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korn,
By default, I agree with much of your list. By that I mean, I've never bothered to build helicopters, marines, paratroopers or radar artillery. RadArt I suppose could be useful but by then bombardment has been taken over by bombers for me.
Armies, OK, I use them, but I know their value is debatable. Some find them worthless, I don't, esp. when the tech is comparible.
I don't get the inclusion of musketmen, though. They're just another defensive unit, one stronger than pikes, one weaker than rifles and as useful as any in their time.
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Captain
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by Divine Right
May 2001 time: 00:17
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I realize it's just a game and NOT a historical sim,
but that said, it does reality. Paratroopers have never been effective against the land counterparts unless they had huge numerical superiority, surprise, AND support.
In reality:
1. They can take out only lightly defended stuff.
2. They're extremely vulnerable.
3. They are expensive to train.
4. They can reach ordinarily inaccessible spots much faster than regular units and thus could catch an enemy unprepared.
In the game:
1. true, but maybe a bit too weak
2. true
3. true
4. useless, RR's make this pointless
In reality, they're MOSTLY useless in large scale conflict. They're good in small scale stuff. BUT in the game, they're useless ALL AROUND! They're just cannon fodder. Really expensive fodder!
If the paradrop didn't use up their move, that would be less realistic, but more useful and thus, IMHO, more fun to use.
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Cossack
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Moscow
Nov 2001 time: 08:17
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I think that marines are slightly underpowered, I think some of that is due to the combat system, but in general I find them only useful for specialised landings against specific targets and of course you need a good size navy in order to bombard the opposition forces down.
I agree with some of the previous posts that Paratroopers on the other hand are completely useless now, in CIV II they were useful for capturing cities because you could destroy ground units with bombers. However, with the new bombardment rules of CIV III and the fact that you cannot destroy ground units (a point which I agree with, ships are a different matter) the main problem is that they haven't changed the rules for railways.
I think this could be corrected by two simple things, firstly, there could be a limit to the number and possibly distance you can move units along railways determined by the amount of money you allocate to your railway system (exchange of loss in economic production for military deployment).
Secondly, railways increasing production in every square is ridiculous and Firaxis should have been more imaginative by allowing different terrain enhancements throughout the ages to produce the same effects as railroad and reducing rail to almost purely connectional role as in SMAC.
As a result you do not build railroads everywhere as you are still trying to build all the future enhancements that provide the benefits of the old railroad, for example irrigation to farmland from CIV II, and for hills and mountains a modern mining complex and for grassland a quarry (limited to only so many per city or by ecological effects and population unhappiness).
Once railroad is in a purely connectional role and paratroopers are allowed a number of additional abilities such as:
1. Increased pillage abilities.
2. Enhanced combat factors abilities for example such as tanks/armour in mountainous regions get negative attack factors against infantry-type units such as paratroopers.
3. A terrain enhancement - bridge which could be captured/pillaged
Then paratroopers may be useful for disrupting the enemy's movement by being able to effectly destroy critical points in the enemy's transportation network and other terrain enhancements inaccessible by other units as there would be no reason to put railroads everywhere anymore.
Just some thoughts.
The English Cossack
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PapaLenin
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Finland
Nov 2001 time: 05:17
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Thx for answering.
My conlcusion is that paratroopers and marines stats should be 10/10 and their cost 11 or 12. Maybe then they will become useful???
Just tried to edit the railroadmovement but how couldn't I guess. U can't edit it. YIIHAAA FIRAXIS keep up the good work cause I actually love the game where is editor with there is nothing to edit.
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TinCow
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Here's an idea... what is paratroopers were able to 'secure' the tiles they landed on (making them the equivalent of friendly territory)? By dropping a large number of paratroopers before an invasion, you could do two things:
1) Secure the enemies' roads/rails. A long line of paratroopers could hold a supply route through enemy territory, allowing normal travel along the roads (not full on RRs, maybe treat RRs like roads).
2) If Battlefield Medicine isn't present, this would enable friendly units to rest in squares held by paratroopers.
This is a stretch, the most useful thing would definitely be to give them their movement after drop (and fix army movement as well) and give them a couple extra points in attack.
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DrFell
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Marines were useless in civ2 as well. Again due to the low attack value... they need to be a lot cheaper or more powerful, perhaps with a special retreat ability. Paratroopers in civ2 were highly specialised units, best for the nuke+paradrop in tactic, and the paradrop+pillage (best used in the ww2 scenario who's name i forget right now). Never used them in civ3 but from the sounds of it they're pretty crappy.
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DrFell
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In fact you sometimes wonder how game designers manage to create these useless units. I mean, extensive testing would surely prove them useless, in some cases even one look at the stats. Yet they show up in a lot of games.
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bahoo
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quote: Originally posted by Captain
If the paradrop didn't use up their move, that would be less realistic, but more useful and thus, IMHO, more fun to use. |
I don't see what's so unrealistic about paradropping AND moving in the span of say, umm, a year. Especially considering other units can ride a train the entire way across a continent.
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