Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Marines and Paratroopers what are they??!!
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Cookie Monster is offline Cookie Monster
King
New England
Jul 2001
time: 00:17
  Old Post 20-02-2002 02:37
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Inflate your Upload Space

Well here's my humble opinion on this matter.

I think both marines and paratroopers have their uses. Marines as stated before are great for assaulting directly out of transports which is necessary sometimes. I usually back up the marines with artillery or air support. They have 8 for attack as opposed to 6 for infantry. This is one advantage. While they defend at 6 as opposed to infantrys' 10 the marine paired with infantry augment the attack ability of infantry. As long as the enemy has only infantry and cavalry as defense this combo works well in any offensive. Just remember to back the whole force up with adequate artillery and/or air power. Civ3 is all about combined arms with no one piece strong enough to stand on his own. (I'm talking late industrial early modern age here)

Now as for paratroopers. Yes their airdrop range is limited but can be somewhat extended with properly based helicopters. I like to use paratroopers to harass the enemy behind the lines. If they can get to a resource tile they can cut the roads there. They can be used to airdrop near enemy workers and capture them. Disband the workers if there is no prospect for ever getting them back to friendly territory thus denying the enemy from using them. Paratroopers must link up with your regular troops as soon as possible as they don't stand a chance against a determined counterattack. I agree that paratroopers alone don't stand a chance against any modern forces but are useful if you use them in some sort of combined arms offensive. If used properly there job is to create havoc behind the lines until regular troops relieve them. In real life paratroopers are lightly armed and are used to capture and hold key targets until the regular troops arrive. They are meant to divert the enemys' forces from the frontlines so that the regular army units can breakthrough.

Give these units a chance, if used in the proper fashion they can be quite useful.

In case anyone's paying attention Haupt D = Moff J.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 20-02-2002 04:00
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Upgrade in editor Support Apolyton, buy Call to Power 2

I think Dr. Jambo's suggestions are great and would help make the units better _ I plan to try them out. Fiddling with the eidtor is not forbidden or a bad thing if you disagree with the values.

On why paratroopers might be useful even with RR"s- you can use them to cut off railroads or to block certain areas- specially something like mountains. Drop Para in, if it survives the counerattack, if any, then pillage the rail system- since you can't use it anyway, it slows any enemy counterattacks. This is even more vital if Armor units have been made 'wheeled', which is a very simple and realisitc way of forcing one into Combined arms.

Captain is offline Captain
King
by Divine Right
May 2001
time: 00:17
  Old Post 20-02-2002 04:15
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by bahoo


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.


well, it's a game and the whole turn/year thing has been argued before. pretty much all unit movement is unrealistic - as if it takes a year for a ship to cross the mediterranean!

unlimited RR continues to be ridiculous (since there's no penalty for RR - it boosts everything - then eveyrhting is RR'd and thus there's no real advantage for units with more movement or greater range.)

assuming RR is not a factor, i meant that paradrop and move is unrealistic in comparison to other units movement. the dropitself is quick, but reassembling and organizing takes time. unless its a total surprise and a perfect execution, defenders usually have time to counter so "realistically" it shouldn't have the chance to attack after. Talk to someone with experience paradropping a large force. it's pretty damn confusing. lot harder than attacking by ground. no chance in hell you'd win over equally armed defenders who are awake. just shoot 'em outta the sky.

But to make the unit more useful & fun (not more realistic) it should have that extra move. If we wanted more realism, we wouldn't play civ 3.

whatever. i can't believe i'm explaining this, it's been argued a billion times already. still, i guess i'm just a sucker for this stuff.

Captain is offline Captain
King
by Divine Right
May 2001
time: 00:17
  Old Post 20-02-2002 04:18
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Re: Upgrade in editor Got spare money?

quote:
Originally posted by GePap
I think Dr. Jambo's suggestions are great and would help make the units better _ I plan to try them out. Fiddling with the eidtor is not forbidden or a bad thing if you disagree with the values.

On why paratroopers might be useful even with RR"s- you can use them to cut off railroads or to block certain areas- specially something like mountains. Drop Para in, if it survives the counerattack, if any, then pillage the rail system- since you can't use it anyway, it slows any enemy counterattacks. This is even more vital if Armor units have been made 'wheeled', which is a very simple and realisitc way of forcing one into Combined arms.


yes, on the off-chance that there's a mountain bottleneck you can pillage that's not already heavily defended. haven't played enough to be sure but I think the AI is decent at recognizing this. (someone else with more experience can be the judge)

If it's not a bottleneck, then they'd just go around - you can count of this game having RRs everywhere.

but it was a good idea!

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
Arrow  Old Post 20-02-2002 06:31
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Bottlenecks Enter the AD-FREE zone

The computer many times has transport bottlenecks, which usually are through jungles or mountains- I know, since I have used paras in my games just like I mentioned. The computer likes to throw its weight into the front, ususlly not keeping huge reserves. If the enemy army is heavily occupied elsewhere, like against your main force, paras will most likely not face very heavy counterattacks. Never throw Paras into the thick of battle- throw thenm at the enemies weak spot.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:17.
Apolyton Time is 00:17.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0276 seconds (87.64% PHP - 12.36% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net