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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:18
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Are belfroi and catapults of any value on defense (once battle is joined)? I know I can occasionally plink an adjacent unit on my turn, before they get to attack me, but these engines seem to be completely idle on the battle view.
Also, in Civ3 defending bombard units get a "free shot" at attackers (a good feature); I gather CTP2 doesn't have this feature. Correct?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:18
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Here's a bit more info about Bombard capabilities - at least as I set them up in Cradle. They are mainly designed to be support units.
Ancient Bombard units generally have a very limited appeal to players, because the most powerful Ranged unit in the Ancient Age is the Composite Archer. This is to simulate the fact that Siege weapons generally were ineffective as weapons, because they were usually unreliable and hard to aim.
Nevertheless, in Cradle, the AI will build them and if you decide to park next to a stack/city, you may end up taking hits. So it is always handy to keep some on hand. At the same time, they can be used effectively as a means to soften up enemy forces before committing them to a battle. BTW, this is more critical in Cradle because Cradle's slow heal rate makes keeping healthy units harder to do.
The Cradle AI also has a tendency to park units next to a city too, so a couple of Siege units in the city can help weaken that stack if you do not have sufficient forces available to get rid of the stack. The trick is to hope that Bombards are not part of the sieging stack because they will counterbombard...
When you have the ability to build Trebuchets and Cannons in the Medieval Age, the Range ability swings in favor of the Bombard units. Thus, they become the unit of choice for you ranged units. Units like Infantrymen and Arquebusiers also have very good ranged ability, but their high attack/defend numbers push them onto the front lines.
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