Unique Units elimination thread

Atlatist 21
B17 15
Ballista 20
Battering Ram 15
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 20
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 21
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 14
Minutemen 22
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 12
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 18
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Slinger 5
Tercio 21
Turtle Ship 14

Slinger & turtle Ship fixed again. I fixed it on Page 7 but the next poster ignored it.
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16 (+1)
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 20
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 21
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12 (-2)
Minutemen 22
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 12
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 18
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Slinger 5
Tercio 21
Turtle Ship 14

Battering Ram can just wreck your day. That bonus versus cities is amazing. Plus, in the right situation you can take out a city in a 1 turn DOW. Ideally you have flat terrain to the city with culture only being out 1 tile in 2 areas while you store 2 rams there. Bring your horse archers to fling a couple of shots then move in the rams. Youll take an unguarded city in 1 or 2 turns.

Mehal Sefari, Its just too limited. You should NOT be fighting in ;your capital. Even in a culture victory, you should at least have a few more cities by the time these guys roll around. And even if you do have a small focused empire, they are only good in your capital, while your other cities they receive no benefit. Far too limited for my liking.
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 20
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 21
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 18
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Slinger 5
Tercio 21
Turtle Ship 14

Minuteman: Ignores terrain movement cost. That's phenomenal.
Ski Infantry: Hill bonus is nice, but how often does anyone fight in snow/tundra?
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21 (+1)
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 21
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 18
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Slinger 3 (-2)
Tercio 21
Turtle Ship 14
 
Downvote fro Dromon for being too little too soon. I'm not ready for naval warfare when its in its heyday.

People do play on other maps besides pangaea that has nearby coastlines and coastal cities. Dromons, as I mentioned, were the best way to bombard an enemy down the coast from me. I couldn't wait for catapults and these did just fine. I guess some do put off early combat, but unless going cultural (and have the room), it's usually a great idea to clear out your closest neighbors and use their capitals as your 3rd and/or 4th cities before it's too late.
 
People do play on other maps besides pangaea that has nearby coastlines and coastal cities. Dromons, as I mentioned, were the best way to bombard an enemy down the coast from me. I couldn't wait for catapults and these did just fine. I guess some do put off early combat, but unless going cultural (and have the room), it's usually a great idea to clear out your closest neighbors and use their capitals as your 3rd and/or 4th cities before it's too late.

Good point. I can see that being a viable option. I'll chalk it up to lack of flexibility in my game. If there is one thing I'm unable to do, its commit myself to early aggression over water. I'll make an effort next time I roll Byzantine.
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 21
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19 (+1)
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Slinger 1 (-2)
Tercio 21
Turtle Ship 14

Samurai are just plain awesome. If I focus my warriors (and later swordsman) on rough terrain bonuses, I get a free clear terrain bonus when they upgrade to samurai as well, making them superior on Any turf. If I build them in my military city (barracks + armory) I can give them either medic or siege Right off the bat! That's all great, but then add in that they spawn GGs like there's no tomorrow and that's really all she wrote. Best Melee Unit Ever.

Slingers.. just die already! Please?! Oh, wait, I have to Catch you first? Yeah, you do like to run away don't you? Guess it's just about all you're good at. Well, keep on running then little slinger.. while you still can. :mad:


-Elgalad
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 12
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 19
Legion 22
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Slinger: weakest UU left.
Legion: the ability to build roads is nice but i really like the large strength boost it gets over swordsmen.
 
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 22
Keshik 27
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Hoplites...nah, I'll stick with Persian Immortals. Only +2 strength and no promotions. Makes the Greek army advantage obsolete with Civil Service. Although I have to admit they are annoying to deal with on higher difficulties when the AI spams them.

I just love throwing away half-production Landsknechts to take over a neighboring city...for the swarm!! Partially why the Germany AI does so well.
 
Somebody forgot to copy the African Forest Elephant correctly, it seems to be killed but just last page it was 21. :goodjob:
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 24
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Janissaries are great when on the attack.

Keshiks make you war in a way completely contrary to my play style. I always get disappointed when I find out that a Militaristic CS gifts Keshiks.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 12
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 21
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 25
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

The Sea beggar is great for taking out other ships and cities.

The Mehal Sefari is useless. you should never have to defend your capitol unless you are already screwed.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 20
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 16
Mehal Sefari 10
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 25
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Naresuan's Elephant : What a nice unit. Rush Chivalry and build a ton. All you need is a 4 horses tile and upgrade 4 horsemen. Then your horse bucket goes up to 4 again. Build 4 more horsemen, upgrade again. And again. And again... :goodjob: I once had a mp game with 21 of them :eek:

Mehal Sefari : Well i rarely defend myself into my capital. Useless bonus but Ethiopians really shine thanks to his UB. Not his UU.
 
Naresuan's Elephant : What a nice unit. Rush Chivalry and build a ton. All you need is a 4 horses tile and upgrade 4 horsemen. Then your horse bucket goes up to 4 again. Build 4 more horsemen, upgrade again. And again. And again... :goodjob: I once had a mp game with 21 of them :eek:

Theoretically, couldn't you do this with a 2 horse tile? Or even manage to get a trading partner to include ONE horse for 15 or so gold? :D
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 21 +1
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 14 -2
Mehal Sefari 10
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 25
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Immortal: Great for wiping out those pesky barbarians early game. The double heal bonus means you can kill barbs and heal faster so you can wipe the rest before they respawn.

Mandekalu Cavalry: The problem with these guys is the fact that you have to get close to a city to use their bonus. With seige units and range units, they're much more effective because their no defense work well away from the city. However, hitting a city with Mandekalu Cav, means you have to get up close and personal, which puts them at greatest risk having no defensive bonus. This is a problem because this could work well when attacking a city surrounded by plains, seeing how they have so much movement, but that means no defense.
 
Theoretically, couldn't you do this with a 2 horse tile? Or even manage to get a trading partner to include ONE horse for 15 or so gold? :D
One horse is like 45g. ._.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 26
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 14
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 21
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 14
Mehal Sefari 8 (-2)
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 26 (+1)
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

Same votes as last time, except this post I'll spell "Sefari" correctly :mischief:

Sea Beggars are just amazing, and in my current game I'm learning how good they are the hard way. Archipelago, Emperor game as Germany (randomized everything in the start screen and figured I might as well try it). I'm a little behind in tech, but I encountered the Dutch with my scout about 20 turns ago. He's wiped out the Byzantines and his navy is massive. Yikes.

Sefari because like I said before, away from Addis Ababa it's just another Drill I unit... It's just not my cup of tea.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 20
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 27
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 12
Hoplite 10
Horse Archer 24
Hussar 18
Hwach'a 19
Immortal 21
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 20
Legion 22
Longbowman 28
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 23
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 21
Quinquereme 18
Samurai 19
Sea Beggar 26
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 14

CKNs double attack is fantastic, especially with upgrades. Being able to essentially provide double the firepower in the same number of tiles is never going to be easy to beat.

The Hakka seems kinda underwhelming to me. Lancers are better now than they used to be, but I still tend towards gunpowder units. The advantages that the Hakka gives don't seem to me to be all that fantastic.
 
Top Bottom