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Greetings
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I know that there are some mistakes in the manual, but I'm looking at it right now and am seeing that cruise missiles and radar artillery are not the same.
Cruise Missiles have a B/R/F (Bombard/Range/Rate of Fire) of 20/3/5, while a Radar Artillery's B/R/F is 16/2/4.
I agree that Cruise Missiles aren't that useful though. However, I also think that Radar Artillery are useless. By the time you have these units, you have tanks or modern armor (and PLANES). I usually just let the planes do the bombing, rather than CMs and RAs. While they have less bombardment strength, their range is far more superior. Your offensive doesn't have to slow down to wait for the CMs and RAs with 1 movement point.
So, I think you're right about Cruise Missles being useless. (Perhaps they could be more useful if they could bombard from a naval unit.) But, I also think that Radar Artillery are useless, and planes can do this job better.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:29
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I just thought of a potentially very good use for cruise missiles. When an enemy battleship or destroyer comes to bombard your coast, and assuming it's close enough, knock it down to one hit point with artillery and then attack with a cruise missile. That should be practically a guaranteed kill (rate of fire 5 against one hit point), and while I don't have the costs in front of me, I'm sure the cruise missile would be a whole lot cheaper than the unit it kills.
Of course if you have enough of your own ships on hand to patrol your coast, you can use them to kill off the last hit point. But given the relatively limited amount of area each ship can cover, it can take quite a few ships to defend a continent. In contrast, cruise missiles on rails can attack anywhere on the continent or near its shores, so it doesn't take a lot of them to cover a lot of coast.
This idea only just occurred to me, so I haven't tested it yet. Indeed, I've never even built a cruise missile myself, although I did capture a very small number of them in one game. But it seems like an idea that could be interesting to try.
Nathan
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:29
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quote: Originally posted by nbarclay
I just thought of a potentially very good use for cruise missiles. When an enemy battleship or destroyer comes to bombard your coast, and assuming it's close enough, knock it down to one hit point with artillery and then attack with a cruise missile. That should be practically a guaranteed kill (rate of fire 5 against one hit point), and while I don't have the costs in front of me, I'm sure the cruise missile would be a whole lot cheaper than the unit it kills.
Of course if you have enough of your own ships on hand to patrol your coast, you can use them to kill off the last hit point. But given the relatively limited amount of area each ship can cover, it can take quite a few ships to defend a continent. In contrast, cruise missiles on rails can attack anywhere on the continent or near its shores, so it doesn't take a lot of them to cover a lot of coast.
This idea only just occurred to me, so I haven't tested it yet. Indeed, I've never even built a cruise missile myself, although I did capture a very small number of them in one game. But it seems like an idea that could be interesting to try.
Nathan |
I've done this quite a bit... a little differently though, as I've played more late games with more recent patches, and the AI is a bee-yatch about using ships to bombard and then retreat beyond Arty fire. So I bombard with defensive picket ships and home security Bombers, and then take'em out with CMs.
I quite disagree with the initial premise... CMs rock the house.
Oh, and if you can find it, in Vel's Alamo scenario, CMs are critical for survival (AI 4xMA Armies!!).
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:29
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quote: Originally posted by vmxa1
I have not used them much, but is it not hard to get them from location to another? I seem to recall capturing a few and trying to sheperd them along the road to a friendly city. |
No harder than artillery....
Against enemy cities, their use comes in when you decide that it's going to be a hard nut to crack (i.e., a metro on a hill, stacked with Mech Inf, and you don't want to use nukes). For such a target, you probably want to bring a dozen or so. Remember, while a Cruise Missile is a one shot deal, it has 1.5 times the value of Radar Artillery, and twice the value of Artillery or Bombers. And it's a killer!
An excellent investment of those low-production (10-30 shield) cities.
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Mountain Sage
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quote: Originally posted by nbarclay
Of course if you have enough of your own ships on hand to patrol your coast, you can use them to kill off the last hit point. But given the relatively limited amount of area each ship can cover, it can take quite a few ships to defend a continent. In contrast, cruise missiles on rails can attack anywhere on the continent or near its shores, so it doesn't take a lot of them to cover a lot of coast.
This idea only just occurred to me, so I haven't tested it yet. Indeed, I've never even built a cruise missile myself, although I did capture a very small number of them in one game. But it seems like an idea that could be interesting to try.
Nathan |
I tried it in a game some months ago and it works very well. I used to attack incoming ships with cruises missiles. Afterwards, either they would steam back and fall prey to some of my subs (even a sub can kill a 1-HP battleship) or still approach my coast. Then I would dart out a destroyer from one of my harbors, destroy the ship and go in again. (Explanation: huge map, a very long and thin island, all cities were on the sea, C-T-T-C setting).
This also works with bombers, but it's less 'flashy'. 
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GarP2
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I agree with Jaybe about using them offensively on cities that are a tough nut to crack, especially in a situation where there was a lot to be gained by sweeping through the enemy's position quickly, but your offensive force is running a little thin. If you take out the tough defenders with CMs, your armor doesnt have to sit and recover for as long, putting more blitz in your krieg.
Once again, having workers railroad territory as you capture it greatly facilitates this technique.
GarP2
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:29
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At the risk of becoming the patron saint for unwanted units, I've grown to like CM's. They can be instrumental in what Patton called the one tactical principle that is not subject to change: to use the means at hand to inflict the maximum amount of wounds, death and destruction on the enemy in the minimum amount of time.
Instead of bringing a flotilla up to meet that battleship bombarding your coast and finally getting there three turns from now, send two CM's at it. Chances are good that your 120 shields worth of missiles will sink the enemy's 200 shield battleship, and sink it this turn. Better yet hit it once with RA or planes, get it down to 2 or 3 HP, then finish it off with the CM. Enemy just drop off a stack on your beaches and your frontline guys are tied down? CM's will decimate them before they get a chance to attack. A big key here is that the AI produces so many regular units. With a rate of fire of 3, a lucky CM can singlehandedly wipe out a regular MI fortified in the mountains. Even on veteran units, it can leave it at one HP. Radar tower just across the front line? Launch a CM at it and it's an easy roll for your attackers.
Of course, my use of CM's is reliant on the fact that normally, by the time I have them, every tile in my borders is railroaded, along with coastal tiles that may be right outside my "legal" borders. I'm loathe to use them anywhere I have to lose a turn to get them in, which means I don't use them offensively much at all.
Making them transportable will be very nice, as that's my one gripe... this late in the game I should have my entire continent subdued, so they're not very useful in my overseas war. I have to wonder if they'll be able to bombard from the transport. Realistically, they should, but who knows. If so, my mouth is already watering at the damage an amphibious assault force of one ship full of CM's, one full of Marines and one with a Marine Army and three more CM's could do.
Another nice aspect is their effect on my civ's military production capacity. By the time my last great war rolls around, I usually have about 10 or so cities producing 120+ spt, with one dedicated to building armies. IOW, about 9 or so cities that can spit out an MA/RA every turn, or Stealth Bomber every other turn. I then usually have 10-20 producing 100-120 spt, able to spit out a Marine/Para/Heli/Jet and in some cases MI each turn. This allows me to constantly a) keep my divisions at or near full strength and b) constantly assess during a campaign where the holes in my standing army are and fill them ASAP. Obviously, I've also got dozens of cities producing 60-100 spt that only get pressed into the above reinforcement mode if absolutely needed, with the drawback of having to wait an extra turn to get the force out to the front. CM's are perfect for this. Use them freely this turn, then go to the advisor screen and replenish what you used, or look forward a turn, build them the turn you use them and never pay the upkeep. All of a sudden, I've got 40 otherwise idle cities directly contributing to the war effort.
Btw, a little off topic, but one of my favorite methods for production management in wartime is to set each city that just built a unit to wealth when it asks me what next, then before the end of the turn, assess what I need and go to the advisor, changing all those wealth builds to whatever I need. Makes it really easy to maximize production "efficiency".
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Cruddy
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Apart from the coastal defence factor, I find CMs useful for the initial stage of an offensive war.
Assuming you can reach target cities with them, you can ease the initial damage to your land forces - this means you can go farther, faster. Later on land units will out distance them - but they can help a lot with that first push.
Also, CMs don't need to be built by a city with a barracks - anyone can play, so they are a handy item to build up in those not very productive cities.
Finally, of course, they are a handy disbandment item. If you need a lot of shields in a hurry, CMs are most expendable, unlike other sorts of unit.
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