Unique Units elimination thread

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

I said 4 because you will likely have 4 cities when you reach Chivalry and want to build 4x horsemen for each wave ;)

A 2 horses tile is too weak for a huge PHANTASIA set-up :D

With markets(on the road to chivalry), you will have enough :c5gold: to upgrade for each wave.
 
I modified the OP with and put the list under an alphabetical form. I also eliminated dead ones from the list but not completely so it will be better for all of us to read and analyse units and therefore making better and clear decisions :)
 
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 8 (-2) Only good for barbarian hunting if warrior upgraded from ruins.
Horse Archer 25 (+1) The same, the sam as previsously.
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
 
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 8
Horse Archer 25
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 24 (+1)
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 12 (-2)

Minutemen are like Scouts with a strong attack which can upgrade to the end of the game.

The Turtle Ship is just not a good unit. It needs to either travel through ocean tiles, or be available earlier.
 
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 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 21
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 18
Legion 22
Longbowman 28
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
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 12

Landsknecht: An intersting idea, but rarely useful thanks to 1UPT.
Hwach'a: Very nice vs. units, totally nuts when upgraded from earlier artillery units.
 
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 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 10
Hoplite 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 21
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 18
Legion 22
Longbowman 28
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
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 12

CKN: double shoot=double damage, no need to retreat when your ranged unit is approached, just shoot him in the face twice and he has to retreat anyways
hakka: whats that business of GG synergy/acceleration, no need, my GG always do fine

sidenote: what if youre gifted a UU by a CS and upgrade it into your own UU, say a janny into a carolean: march+50hp after kill=unstoppable
 
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 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16
Foreign Legion 21
Hakkapeliitta 10
Hoplite 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 21
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 29
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
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 12

You need to really spam out Landsknecht:s to use them the way they were supposed to be used. You need to be the AI to have the economy to support it. Also, it´s a rather boring strategy. In the hand of the AI they will either wipe you out like a swarm of bugs or provide lots of lots of upgrades for your troops as you kill them off.

Longbowman: The extra range is pretty awesome. Fighting the english during medieval times is totally no fun at all as they will kill off your units from a far and bomb your cities from where you are unable to bomb them back..
 
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 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16+1=17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 21-2=19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 29
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
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 12

Dromon: the only cheap naval units can be upgraded to Frigates. It dominates in their own time as well.

Immortal: choosing it between Chichen Itza? CI always win.

Why war chariots gone so quickly? All chariot units got buffed in G&K, War chariots can 2 shots swordsman and they do wonder in flat land for hide and surprise tactics.
 
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 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 16+1=17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 21-2=19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 29
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22 (+1)
Quinquereme 16 (-2)
Samurai 19
Sea Beggar 26
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Pictish Warrior: This unit is pretty amazing by itself and great for early rushing or barb camping. Combat bonus outside of your territory, faith per kill and it can pillage critical improvements early without movement penalties.

Quinquereme: +3 strength over a trireme. That's nice, but you still can't really assault cities with it, and if you're attacking with triremes you are not exploring, which is how I normally use them.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 18
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 9
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 29
Mandekalu Cavalry 14
Mehal Sefari 8
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 26
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Bowmen : With composite bowmen available not so long after, i don't need this unit. If i play defensive i will get CBs. If i go offensive i will get...CBs. Weaker unit than vanilla. Ok you can delay construction if you build enough of them but it's the same for regular archers.

I prefer...

Hoplites : Yes. Why? Because a 9 :c5strength: guy wandering through barbarians with a single archer can get you a neat amount of influence. Can travel way more easily around and reach foreign lands faster. I really like getting a ruin upgrade before the turn that barbs begin to spawn. Also it's more easier to let him alive when you attack an AI with CBs and want him to capture his city after taking down his hp points.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 18
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 9
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 6
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 26
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Mehal Sefari: If you are having to defend close to your capitol this late in the game you probably did something wrong!

Longbowman: +1 range that carries over to Gatling guns!!!
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 16
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 9
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 6
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 27
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Bowman - Great in Vanilla, but, like all the archer UU's, except the atlatlist, it's obsolete too quickly in G&K. The only reasons the atlatlist is better is because you start out being able to build it and it's cheaper. Plus in G&K the bowman rush lost a lot of its appeal.

Sea Beggar - A privateer with Coastal Raider 1 & 2 and Supply without any of the +exp buildings is awesome. With just a few of these you can rule the seas.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 9
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 4
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 27
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Ram is a very powerful city taker. Combined with HAs nothing stands in the path of Atilla the conqueror.

Mehal Safaris are significantly cheaper than rifles, thats nice but other than that their unique promo is useless. Your capital is likely to be surrounded by your other cities or it has a very high :c5strength: so there is no point of the bonus. Mabe this UU could do wonders on Diety OCC but otherwise for a normal game it is pretty useless.
 
OMG! You guys must really be bored. We need a DLC fast. :)
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 7
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 26
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 4
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 27
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

The hoplite is bland and gets outdated quickly.

The Keshik is fun to play with. As I've previously said.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 5
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 4
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 19
Sea Beggar 27
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12


I m not very original here.
Same reasons as the poster above.
I m not that excited by the hoplites even so they got somewhat a bigger lifetime and pikes are better too since they know beats swords ...almost convinced myself I was too harsh ...wait no i wasn't

And yeah Keshiks are just the best.

I ll be more original next post :)
 
Which unit between the Hoplite and the Mehal Sefari will respectively take the 45th and 44th spot? Maybe some of you will want to let them aliver longer who knows? :)

When the 40th spot will be taken i will change rules(+1, -3 vote system)

But for now lets continue as it is.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 3
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 4
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 27
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Hoplite peaks too soon and is unable to take cities reliably by itself; which is essential for where it is i the tech tree. Battering Ram does what it does better and combos better with its partner UU.

Samurai get +1 Shock, which essentially translates to Siege or Medic 2 - key abilities for melee units to have in the midgame. Even better, they upgrade to Musketmen and don't obsolete at Gunpowder, meaning that you essentially have 2 UUs as Japan, AND you can build Samurai Musketmen on the cheap and upgrade them in battle with guns as you go.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 3
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 2 (-2)
Minutemen 24
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28 (+1)
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 12

Same reasons I've given. Sea Beggar rules the seas, while Sefari only really dominates around one city - very sketchy for a UU.
 
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