Unique Units elimination thread

Minutemen 21
B17 20
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23 (+1)
Berserker 20
Norwegian Ski Infantry 20
War Chariot 13 (-2)
Longbowman 24
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 8 (-2)
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Chu-Ko-Nu: shooting twice is just too good, especially in G&K where you can actually conquer cities with ranged.
War Chariot: an upgraded scout is better. Worthless unit.
 
Minutemen 21
B17 20
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 22
Berserker 20
Norwegian Ski Infantry 20
War Chariot 15
Longbowman 24
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 6 (-2)
Legion 21 (+1)
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Maori - If your unit is surrounded so that its ability affects multiple units, which is what you want, the unit is probably dead when you click "next turn," which is what you don't want. And it does not carry over.

Legion - I do not play Rome very much, but this unit is powerful. It laughs at every other unit in Classical and Medieval eras. It dominates until Renaissance. On top of that, it freaking builds roads.
 
Minutemen 21
B17 20
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 20
War Chariot 13
Longbowman 24
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 6
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20


Just a correction (no vote), because the post by loki75 was caught in the moderation queue and not visible for anyone else.

Also, please always give some sort of reason for your vote :).
 
I think who vote the maori down, does not really play with it.
Basically what it does, it creates a warrior, that is 11% stonger than a normal warrior. And it carries over. And it affect the arches behind him. It it is available from the beginning of the game to the end.
It is one of the strongest unit in the game (in SP, where you can be carefull not to kill them)
 
Minutemen 21
B17 20
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 20
War Chariot 13
Longbowman 24
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori warrior 4
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 21

The Carolean is actually really good. March is a great promotion and if you make a lot of caroleans you can have mech infantry with march.

The maori warrior is stupid. Sure it's good early game, but unless you spam them they lose their usefulness fast. And if you spam them you get bankrupt early on which sucks.
 
Minutemen 21
B17 20 - 2 = 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 20
War Chariot 13
Longbowman 24 + 1 =25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 6
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

B17: never use them, I think is as bad as the zero
Longbow: +1 range bonus and also to upgraded units
 
Given that the frigate ended their turn in close proximity to the coast, yep :p

Or the frigate was inside Korea's borders. All ships with the "can't enter ocean" promotion can enter ocean tiles if those ocean tiles are inside the borders of the civ that owns the ship.
 
Minutemen 21
B17 20 - 2 = 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 21(+1)
Norwegian Ski Infantry 20
War Chariot 13
Longbowman 24 + 1 =25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite ´18(-2)
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 6
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Hoplites=useless in G K
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 18
War Chariot 13
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 19
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 7
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

I'm perplexed by the Maori hate! That 10% penalty makes the Maori very efficient at clearing barb camps single-handedly, which is probably the only time you'll ever friend a Faith CS quick enough to get a choice pantheon, which is game-changing. (I did exactly this in my last game as Polynesia, snagging stone circles without having build a temple yet). The Maori is a game-changing unit.

They're also just well-rounded. The fear promo also syncs with Polynesia's UA by making the Maori a tough-enough-for-the-world early scout who can immediately travel the whole world. You don't need to spam them to take advantage of them. Just build two extra in lieu of scouts.

Ski-infantry, I'm dinging, and I'm doing so as someone who loves playing as Denmark. I mean come on. You can't sky on a hill in the jungle. Annoying, frankly.
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 7
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 20

Turtle Ship: recently played Korea and was amazed by the strength of this ship. It has almost double the strength of the caravel, which makes taking coastal cities extremely easy in that era.

War chariot: I don't like chariots in the first place because of there rough terrain penalty and this unit just adds one movement and the ability to be built without horses.
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 20
Maori Warrior 7
Legion 21
Ballista 20
Cossack 20
Naresuan's Elephant 21
Mandekalu Cavalry 18
Tercio 20
Conquistador 21
Hakkapeliitta 18
Carolean 20

Conquistador : Can settle new cities over next continents not connected to capital? Wow.

Mandekalu Cavalry : Weaker unit in G&K. I mean ranged units are enough to take down cities now with a single melee unit. Even without the penalty you rarely want to attack a city with them. If only they had a little strengh bonus.
 
Conquistador : Can settle new cities over next continents not connected to capital? Wow.

Only negative to the conquistador is that you almost certainly never want to promote a veteran horseman to it, because then you'll lose the unit to build a city. You either upgrade a vet to a Conquistador and use it ONLY to fight/explore, or you build one from scratch for the purpose to colonize a new world.
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 21
Maori Warrior 7
Legion 21
Ballista 20
Cossack 18
Naresuan's Elephant 21
Mandekalu Cavalry 18
Tercio 20
Conquistador 21
Hakkapeliitta 18
Carolean 20

Cossack only gets Charge Promotion, which is pretty lame especially when this unit comes so late.
Immortals are better than Hoplites imo. 1 extra strength and +10 hp healing, making them great for offense AND defense.
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 20
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 23
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 21
Maori Warrior 7
Legion 21
Ballista 20
Cossack 18
Naresuan's Elephant 21
Mandekalu Cavalry 16
Tercio 20
Conquistador 21
Hakkapeliitta 18
Carolean 21


March is exactly what every melee unit wants, and Sweden sure does put the exp from their meat shields to good use! I'm assuming that keshik/camel archer will be around for a while so I voted for this one.

The worst of the Knight replcaements, who wouldn't rather have a conquistador? Again I'm assuming that the zero and war chariot will go early :)
 
Minutemen 20
B17 20
Camel Archer 20
Hussar 18
Jaguar 20
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 22
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 19
War Elephant 21
Mohawk Warrior 21
Samurai 20
Zero 8
Turtle Ship 20
Hwach'a 19
Atlatist 20
Keshik 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Maori Warrior 16
Legion 20
Ballista 20
Cossack 20
Naresuan's Elephant 20
Mandekalu Cavalry 18
Tercio 20
Conquistador 20
Hakkapeliitta 18
Carolean 21


CHO-KO-NU: 2 attacks per turn is god-like.... Attack early, attack often, and China rules.

HUSSAR: Not strong enough in the mid to late game when it is introduced.
 
Again I'm assuming that the zero and war chariot will go early :)

The Zero certainly did.

Here's the corrected tally.

Minutemen 21
B17 18
Camel Archer 21
Hussar 18
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 24
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 17
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 21
Maori Warrior 7
Legion 21
Ballista 20
Cossack 18
Naresuan's Elephant 21
Mandekalu Cavalry 16
Tercio 20
Conquistador 21
Hakkapeliitta 18
Carolean 21
 
Minutemen 21
B17 18
Camel Archer 21
Hussar 18
Jaguar 18
Bowmen 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 21
Chu-Ko-Nu 24
Berserker 20
Norwegian Ski Infantry 18
War Chariot 11
Longbowman 25
Ship of the Line 21
Mehal Sefari 20
Musketeer 20
Foreign Legion 20
Landsknecht 21
Panzer 18
Hoplite 20
Companion Cavalry 20
Horse Archer 22
Battering Ram 21
Slinger 15
War Elephant 21
Mohawk Warrior 21
Samurai 18
Turtle Ship 20
Hwach'a 19
Atlatist 21
Keshik 23
Sea Beggar 21
Janissary 22
Sipahi 20
Immortal 21
Maori Warrior 7
Legion 22
Ballista 20
Cossack 18
Naresuan's Elephant 21
Mandekalu Cavalry 16
Tercio 20
Conquistador 21
Hakkapeliitta 18
Carolean 21

Have Iron, Will Conquer.

Slingers need to do a just a little bit more than play acting that they're Brave Sir Robin.


-Elgalad
 
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