Most useless unique units?

fallout3dc

Warlord
Joined
Jun 29, 2014
Messages
289
Which in your opinion are the most useless, as in the regular unit would be just as good if not better than. My two picks are Slingers and Turtle Ships.
 
Atlatl. What the hell am I supposed to do with an archer replacement? Is it to save that skull-crushing rush to... Archery? Wow. Look, I just researched construction.
 
Mayans are my favorite civ but I agree with that criticism. It's nice to be able to get Theology out asap though.
 
That ******* useless Incan archer replacement that runs away instead of protecting a worker. Love the Incans otherwise though.
 
I'd personally say the Greek Hoplite. Spearmen are already pretty useless given how they come early and, if you avoid that part of the tech tree, you can easily get to Pikemen before turn 100. Instead of building spearmen, my early unit focus is always on archers or ranged units, so the Hoplite is just a complete waste of a UU.
 
Probably the Mandekalu Cavalry. Even stuff like the War Chariot and Quinquereme are situationally useful for early rushes, especially in multiplayer. Meanwhile, the Mandekalu is completely outclassed by the Conquistador and has no advantages in general combat. I only ever take cities with Cavalry when they are at zero health, and the Mandekalu doesn't change this.

Or the Hakkapell. If it was a Cavalry replacement, I'd use it all the time. As a Lancer replacement...

Also Turtle Ships are an amazing defense against Frigate rushes, so from a multiplayer perspective, I really don't think they're worse than Caravels. It also gives you a good melee unit for taking cities without having to tech all the way up to Navigation.
 
turtle ships lose the best reason for building a ship though in Astronomy which is to explore the ocean. Koreans aren't really built for war and their other UU is completely defensive. I don't know of anytime that I really bother building them when Navigation is literally one tech away and then I can build ranged ships that can enter the ocean. The oponents can just shoot at the Turtle ship from the ocean tiles until they are either destroyed or forced off of their position. I'd so much rather have any type of UB for the Koreans than a useless sitting duck of a fleet.
 
Yeah, the atalast as many have said. It is nice to be able to build it on turn 0, but how often do you do that?

Probably the Mandekalu Cavalry.

This I disagree with. In the hands of an AI the unit may be useless, but in the hands of a player, Mandekalu can easily be used to clear your continent. No penalty on city attack is pretty big, IMHO. It's not as OP as it used to be in vanilla, but I still find it a great UU for an average civ.
 
Somewhere between slinger , Maori warrior and zero.

Sent from my Galaxy Nexus using Tapatalk
 
Zeros could be useful sometimes. .. early air units can sometimes destroy high ranking ambitious land or sea units.
 
Somewhere between slinger , Maori warrior and zero.
I stopped looking down at Zero after a game with almost no Oil in my lands and ally CS.

The unique promotion of Maori warriors carries on, so I wouldn't put them here either.

I would say a tie between Atlatlist and Slinger. You have more important things to build than Atlatlists early on, and when it's time to build them you probably already got Archery. Slinger is just a squishier Archer in the hands of an average player.
 
Yeah, the atalast as many have said. It is nice to be able to build it on turn 0, but how often do you do that?



This I disagree with. In the hands of an AI the unit may be useless, but in the hands of a player, Mandekalu can easily be used to clear your continent. No penalty on city attack is pretty big, IMHO. It's not as OP as it used to be in vanilla, but I still find it a great UU for an average civ.
As can Conquistadors who get a sight advantage which helps a lot.
As for worst UUs I would say Archer replacements just because they are so short lived. The Zero and Turtle ship are also pretty bad since no one uses fighters and the Turtle can't explore.
 
My vote is the Turtleboat; in which I rather have the standard Caravel than the UU so I can use it to explore in the oceans.

The rest of Korea though is an excellent civ.
 
I stopped looking down at Zero after a game with almost no Oil in my lands and ally CS.

The unique promotion of Maori warriors carries on, so I wouldn't put them here either.

I would say a tie between Atlatlist and Slinger. You have more important things to build than Atlatlists early on, and when it's time to build them you probably already got Archery. Slinger is just a squishier Archer in the hands of an average player.

The thing is, without Oil you would be suffering even before Zero comes out. Can you survive the GWBs before Radar?

As for Atlatl, Archery is a 5 turn research that could be put to other techs. I think it saves a lot of time while you beeline Theology. Building some archery units early on always help.
 
Slinger is actually ok, it has a nice bonus that carries over with upgrades but yes as someone mentioned you don't want to have workers or Generals on the same tile. They really should patch the promotion to either carry the civilian unit with the slinger or not move if it is shared.

That said its not too big a deal, just use warriors as escorts, the Atlatist on the other hand is worthless and really a waste of a unit skin.
It's odd really because one could argue that Zulu Impi's used similiar technology and spear throwing and were quite successful against European riflemen in Africa.
European 'Age of Exporation' armies weren't exactly heavily armoured and early muskets took about 30 seconds to reload whereas a spearthrowing tribal warrior could throw more than a dozen spears in that time.
Considering so many civilizations never went down the European-MiddleEastern-Asian Composite bowmen > Crossbowmen > Muskets it would be nice if Civ 6 would find a way to actually have a line of ranged units for Native-American Civs.
 
Yeah, the atalast as many have said. It is nice to be able to build it on turn 0, but how often do you do that?

Generally speaking you are rushing towards Theology, since you need archers to defend yourself it basically means you can skip the tech and get Theology faster.

It's also cheaper to build/buy which helps if you are expanding quickly and/or forward settling.
 
Top Bottom