Quote:
Meglobob said:
If the militia event is a 'lucky' event it needs to be changed to being a 'unlucky' event which it is the majority of the time.
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I disagree.
Militia might suck in combat, but they are outstanding patrollers.
Do the math...they're among the best "destealth strength/upkeep" units available. (Slingers are slightly better, for the record).
Assign 40 freebie militia with an indie commander, and set to perma-patrol your capital: for 21 gold/turn, you'll deny capital scouting reports to your opponents, and prevent most "instill uprisings", "preach the word of god", and "assassinate enemy commander" attacks. Initial investment: 30 gold.
This is invaluable when playing a nation like TC with its +25 stealth spies, or for preventing assassation of a global-enchanting-mage. Station them at a choke point to prevent monkeys from slipping behind the lines.
In addition, they're also good "fort reconstruction/upkeep" units. Use them to buy time for a counterattack, and when supplies start to run low, send them on a suicide mission without consequence (maybe a little guilt).
If you really hate them, give them to a commander, set them at the front & attack closest, commander to hold x 5 then retreat. Free experience for the commander.
Every unit has it's place.