Unique Units elimination thread

Tabarnak

Cut your lousy hairs!
Joined
Sep 17, 2010
Messages
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Location
Québec
Big thanks to Trickster and his civ5 guide :goodjob:

Same rules than other similar threads, +1 vote for the one you like and -4 vote for the one you dislike. 1 vote per 24 hours(per day).

Let's roll!!! :)

African Forest Elephant : Replaces horseman, 25 production/50 faith more expensive, +2 combat bonus, -1 movement, -10% combat to enemy units that are adjacent, greatly increases great general generation.
Atlatist : Replaces archer, -4 production cost/ -16 faith cost, does not require Archery technology
B17 : Replaces bomber, free Evasion and Siege 1 promotions, +5 ranged combat bonus

Ballista : Replaces catapult, +1 melee combat bonus, +2 ranged combat bonus
Battering Ram : Replaces spearman, +19 production cost/ +38 faith cost, -1 combat penalty, free Cover 1 promotion, +300% combat bonus versus cities, no defensive terrain bonus, -33% defending penalty, -1 visibility, may only attack cities, no bonus versus mounted units, upgrades into trebuchet
Berserker : Replaces longswordsman, +1 movement, free Amphibious promotion.
Bowmen : Replaces archer, +2 ranged and melee combat bonus

Camel Archer : Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores
Carolean : Replaces rifleman, free March promotion

Cataphract : Replaces horseman, +3 combat bonus, -1 movement, -8 penalty attacking cities(25% instead of 33%), can fortify and get defensive bonuses

Chu-Ko-Nu : Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty
Companion Cavalry : Replaces horsemen, +2 combat bonus, +1 movement, increased great general generation
Conquistador : Replaces knight, +15 production cost/ +30 faith cost, no penalty attacking cities, +2 sight, double combat score when embarked, may found cities on foreign continents not connected to capital
Cossack : Replaces cavalry, +33% combat bonus against weakened enemies
Dromon : Replaces trireme, -2 combat bonus but the only ranged unit of his group(10 ranged combat bonus), bonus vs naval(50%) but loses his bonus when upgraded
Foreign Legion : Replaces great war infantry, +20% combat bonus outside friendly territory
Hakkapeliitta : Replaces lancer, great generals gain movement bonus if stacked with this unit, +15% combat bonus if great general is stacked with this unit
Hoplite : Replaces spearmen, +2 combat bonus.

Horse Archer : Replaces chariot archer, +1 melee combat bonus, rough terrain no longer consumes all movement, free Accuracy 1 promotion, does not require horses
Hussar : Replaces cavalry, +1 movement, +1 sight, +50% flank attack bonus
Hwach'a : Replaces trebuchet, -1 melee combat penalty, +12 ranged combat bonus, no limited visibility, loses +200% combat bonus versus cities

Immortal : Replaces spearmen, +1 combat bonus, heals at double rate
Jaguar : Replaces warrior, +33% combat bonus in jungles and forests, heals 25 health whenever it kills a unit, free woodsman promotion
Janissary : Replaces musketman, +25% combat bonus on the attack, heals 50 health when it kills an enemy unit
Keshik : Replaces knight, replaces standard knight attack with 16 ranged combat and 15 melee combat scores, +1 movement, increased great general generation, +50% experience earned
Landsknecht : Replaces pikeman, -45 production cost/ -90 faith cost
Legion : Replaces swordsman, +3 combat bonus, can construct roads and forts
Longbowman : Replaces crossbowman, +1 ranged
Mandekalu Cavalry : Replaces knight, -10 production cost/ -20 faith cost, no penalty attacking cities
Maori Warrior : Replaces warrior, causes enemy units to be at -10% combat strength if next to this unit
Mehal Sefari : Replaces rifleman, -25 production cost, free Drill 1 promotion, +30% combat bonus when fighting in the capital (bonus reduces as the unit gets farther away)
Minutemen : Replaces musketman, ignores movement terrain penalties, free drill 1 promotion
Mohawk Warrior : Replaces swordsman, +33% bonus in forests or jungles, requires no iron

Musketeer : Replaces musketman, +4 combat bonus

Naresuan's Elephant : Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units
Norwegian Ski Infantry : Replaces rifleman, double movement in snow, tundra, or hill; increased combat score in snow, tundra, or hill without forests or jungles
Panzer : Replaces tank, +10 combat bonus, +1 movement
Pictish Warrior : Replaces spearman, +20% combat bonus outside friendly territory, no movement cost to pillage, 50% of the enemy's strength is converted to faith
Quinquereme : Replaces Trireme, +3 combat

Samurai : Replaces longswordsman, greatly increased great general rate, free Shock 1 promotion
Sea Beggar : Replaces privateer, free coastal raider 2 and supply promotions
Sipahi : Replaces lancer, +1 movement, +1 sight, can pillage at no movement cost
Ship of the Line : Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight
Slinger : Replaces archer, -1 melee combat penalty, may withdraw from melee attack
Tercio : Replaces musketman, +10 production cost/ +20 faith cost, +2 combat bonus, +50% combat bonus versus mounted
Turtle Ship : Replaces caravel, +16 melee combat bonus, cannot enter deep ocean
War Chariot : Replaces chariot archer, +1 movement, doesn't require horses

War Elephant : Replaces chariot archer, +16 production cost/ +28 faith cost, +3 melee combat bonus, +1 ranged combat bonus, -1 movement, entering rough terrain no longer consumes all movement, doesn't require horses
Zero : Replaces fighter, +33% combat bonus versus fighters


Final ranking

1. Keshik
2. Chu-Ko-Nu
3. Longbowman
4. Janissary
5. Camel Archer
6. Minutemen
7. Carolean
8. Ship of the Line
9. Horse Archer
10. Sea Beggar
11. Battering Ram
12. Dromon
13. Jaguar
14. Legion
15. Companion Cavalry
16. Mohawk Warrior
17. Foreign Legion
18. Hussar
19. Immortal
20. Hwach'a
21. War Elephant
22. Pictish Warrior
23. Landsknecht
24. Naresuan's Elephant
25. Tercio
26. Conquistador
27. Ballista
28. Berserker
29. Musketeer
30. Cataphract
31. Atlatist
32. Samurai
33. African Forest Elephant
34. Cossack
35. B17
36. Mandekalu Cavalry
37. Sipahi
38. Quinquereme
39. Panzer
40. Norwegian Ski Infantry
41. Mehal Sefari
42. Bowmen
43. Turtle Ship
44. Hakkapeliitta
45. Hoplite
46. Slinger
47. War Chariot
48. Maori Warrior
49. Zero
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20

War Chariot : With composite bowmen available i don't feel the need of this unit at all. Ok they can move faster but add some hills and forests/jungles and they are pretty average.

Landsknecht : Pikemen are now stronger than Swordmen and they don't need any ressources. Their upgrading path is bad but you can warmonger quite a lot of time with this UU because of his cheapness. Beeline Civil Service and make a big carpet of doom. When it's over and i'm big and advanced, i use them for defence(lancers).
 
10 bucks Zero will get wiped out, faaaaaast.
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20

Janissaries rule, keep attacking and insta-healing and the game is won. Pretty useful to support your naval conquests

Zeroes suck. Seriously, a LOT. It's plain useless and I never build it.
 
There elimination threads are becomeing quite popular =p

Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 16
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20

- War Chariot: OOh scary, a chariot that doesn't need horses. Or rather, it would be scary if chariots weren't total crap in all but a few extreme circumstances. Plus I absolutely hate the idea of this horse based unit somehow not requireing them...

+ Picts: Although I find it a little odd that they replace spearmen, their combat bonus outside of your own lands is great. And on top of that if you manage to keep them around you get fast moving lancers who keep that bonus AND don't spend movement to pillage!
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 16
Longbowman 21
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 16
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20

Zero: Fighters are kind of useless in this game and come very late.

Longbowman: 1 extra range that carries over to Gatling guns :)
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 21
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18Carolean 20


The Swedish unit is pretty darn worthless unless with a Great general and even with it it doesn't get any buff. Hated it.

Longbowmen STILL my favorite. That three range is just so darn useful and able to do so much. Love it!
 
For the Pictish Warrior, whenever the Pictish Warrior defeats a unit, the Celts gain faith half as much as the combat strength of the defeated unit. Please add that as well.
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 21
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 18
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18Carolean 20

Have played Japan a couple of times and didn't get much use out of the Zero as AI didn't prioritize fighters.

+ vote goes to a unit I haven't even used! Longbowmans range sounds too good to pass up, especially when promoted to a gatling. If I ever roll England, I'll have a carpet of them.
 
Somebody is going to have a field day fixing all the votes so far. lol
 
MisterBoomBoom's AND whyidie's votes


Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 21
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 16
Longbowman 22
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 14 - 2 = 12
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20 + 1 = 21
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

It isn't often that a Unique Unit completely obsoletes a unit from a completely different lineage, but the Keshik happens to be one of them.

Downvoted Zero because I encounter fighters too rarely for an Anti Fighter bonus to be of much use.
 
Minutemen 20
B17 20
Camel Archer 21
Hussar 20
Jaguar 20
Bowmen 21
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 16
Longbowman 22
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 14 - 2 = 12
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20 + 1 = 21
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 18
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Got to immediately give an upvote to the Camels, easily the most powerful unit (fully promoted) I have ever had fun with.

As far as Maori, built some of those and found they were useless (compared to other early UU).
 
whyidie voted for the longbowman, but colored the bowman, so the previous correction was off.

Minutemen 20
B17 20
Camel Archer 21
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 16
Longbowman 23
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 20
Mohawk Warrior 20
Samurai 20
Zero 12
Turtle Ship 20
Hwach'a 21
Atlatist 20
Keshik 21
Sea Beggar 20
Janissary 21
Sipahi 20
Immortal 20
Maori Warrior 18
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Hwach'a - This is a great siege weapon that it often misunderstood. Everyone complains that it doesn't have the 200% bonus vs cities, unless a catapult is upgraded to it that is. However, I think folks tend to forget that it doesn't need that 200% bonus because its ranged strength is already almost double what the trebuchet. So even without that bonus it does good damage to a city and even better damage to units than the trebuchet without the visibility penalty.

To put it in perspective.
Trebuchet 14 ranged strength & limited visibility
Hwach'a 26 ranged strength no visibility penalty
Cannon 20 ranged strength & limited visibility

Slinger - The fleeing bonus doesn't happen often enough to justify how low the melee strength is. The only saving grace is this bonus carries forward to the units it upgrades to. However, you're not going to have enough time to get out more than about 6 of these before you unlock crossbows, unless you purposely avoid that tech path. On Emperor+ if you delay getting to crossbows just to be able to build more slingers you're going to be hard pressed to hold off those early DoWs
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 23
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 21
Mohawk Warrior 20
Samurai 20
Zero 12
Turtle Ship 20
Hwach'a 19
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

A vote goes to the Indian War Elephant. It is available very early on, and has the strength of a Composite Bowman. Great for early defense even on Deity. In my last playthrough on OCC Deity I cranked a few of those and nobody cared to DoW me until turn 80. Then Monty came and the ellephants trampled him :) Too bad it gets no modifiers, but still a very solid early game unit on both defense and offense.

I know I will get chastised for it, but I want to see the Hwa'cha gone from this list. I don't know if that +200% vs cities thing from upgrade was intentional or unintentional, but it is way too overpowered and kinda destroys the game. Even a bad warmongerer like me managed to win big with this trick.

EDIT: My oh my, everyone jumped on this thread :D Now we can't make heads or tails of the votes :D
EDIT 2: Corrected values :) Thanks for the info.
 
Hwach'a - This is a great siege weapon that it often misunderstood. Everyone complains that it doesn't have the 200% bonus vs cities, unless a catapult is upgraded to it that is. However, I think folks tend to forget that it doesn't need that 200% bonus because its ranged strength is already almost double what the trebuchet. So even without that bonus it does good damage to a city and even better damage to units than the trebuchet without the visibility penalty.

To put it in perspective.
Trebuchet 14 ranged strength & limited visibility
Hwach'a 26 ranged strength no visibility penalty
Cannon 20 ranged strength & limited visibility

Thanks for the corrections.

Don't have Korea DLC, but egads that HWach'a is tough to argue against with those ratings.
 
Zero 14 (if I count properly it was voted down 3 times)

Actually, the Zero had been downvoted 3 times by the time I had voted. My downvote makes it 4, which means 12 is the correct score. :)

Also, for some reason, the Keshik went back down to the default starting value of 20, even though I had upvoted it. :p
 
I was just about to mention what mintcandy said about the zero's 4 down votes. When placing my vote I had 2 windows open and had to refresh the one I was using to check the votes almost a dozen times because of all the votes added while I was trying to correct everything. So at the point my vote/corrections went in everything was properly corrected.
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 20
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 21
Berserker 20
Norwegian Ski Infantry 20
War Chariot 18
Longbowman 23
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 20
Hoplite 20
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 18
War Elephant 21
Mohawk Warrior 20
Samurai 20
Zero 10
Turtle Ship 20
Hwach'a 19
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 20
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Sorry, Zero, you just sort of suck. No offense.
I would much rather get a crossbowman with 2 attacks than one with extra long range. Just me.
 
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