This promotion means that the unit, if defending in woodlands or jungles, will be 20% stronger.
This promotion will make the unit 50% stronger if defending in jungle or forest tiles. More importantly, it will allow the unit to move twice as fast in those tiles. For units with 2 or more moves, this stacks with Mobility for even further movement.
This promotion is commonly used to assist choke tactics, using a fast-moving melee unit to pillage and retreat into favourable terrain.
This promotion will mean that the unit with it will be not only 50% better at defending forest and jungle units than an unpromoted unit, but also at attacking them. This is useful to counter another Woodsman unit or a well-defended wooded point.
On top of that, the healing effect is like a free and more potent Medic I promotion - 15% vs 10%, but it also stacks. Woodsman III and Medic I will heal the same as Medic III, (except on tiles adjacent to the healer) and doesn't require a Great General. Of course, these can all stack together for a massive bonus, and make a particularly potent healer.
Finally, 2 first strikes helps reduce the risk of your super-Medic dying if they attack (and it makes it even better at attacking woods)
|Civilization IV Promotions |
|Accuracy • AceB • Ambush • Amphibious • Barrage (I - III) • Blitz • Charge • City Garrison (I - III) • City Raider (I - III) • Combat (I - VI) • Commando • Cover • Drill (I - IV) • Flanking (I - II) • Formation • Guerrilla (I - III) • Interception (I - II)B • LeadershipW • March • Medic (I - III) • Mobility • MoraleW • Navigation (I - II) • Pinch • Range (I - II)B • Sentry • Shock • TacticsW • Woodsman (I - III)|
|W Added in Warlords • B Added in Beyond the Sword|