Most worthless unit?

Saint Sarai

Chieftain
Joined
Jan 13, 2007
Messages
32
Location
Florida and New Mexico
My vote is for the "guided missle". What a waste of 1 turn....
Even with missle cruisers maxed out with them, you use them once and they're gone forever.
I think that guided missles should be built in terms of multiple units per turn depending on the production values of the city.
2-4 guided missles per turn would at least give them some worth.
In later stages of the game, I can turn out a tactical nuke per turn so why would I want to waste a turn (six months) on one single guided missle?

I personally prefer not to use nukes in a first strike, but I usually end up with a MAD policy in effect after trying and failing to get the nuclear non - proliferation passed.

The Carrier is my second vote. It is too weak of a unit and limited to only 3 aircraft. It should have at least 4 and probably 6 to make it a "supercarrier" in modern times.

The Submarine also should be able to carry more than three missiles. 4 seems about right to me.

The Stealth bomber seems to get shot down way to often by fighter planes, (not jets,) not likely in the modern world.

What are your thoughts?
 
I agree that stealth bombers get shot down too often. Isn't that the whole point of being "stealth?" How are they going to find you????
 
My vote is for the grenadier: Once one of the most powerful units for its time, I don't think I've built a single once since BTS came out. I tend to get infantry before I can even build grenadiers, so there is really no point in them.
 
Right on. At the very least the guided missile should actually kill something not just damage it. (it is guided after all). I agree fully with the carrier assessment as well although others do not as seen in another thread. And with the range of aircraft they are not really needed for basing.
I would also like to add the nuke. Shouldn't it at least whip out all the units and kill some pop like in civ 2? I got nuked for the first time last night and it didn't really bother me.
I think the stealth should have about 90% chance to evade instead of 50%. (I really hate having them shot down by WWII fighters)
 
I agree with all the OP statements except the carrier. While I agree that 4+ fighters would be very nice, even with three the carrier is far from useless.

By itself the carrier is rather weak and useless, but as part of a coordinated amphibious assault it is irreplaceable. Destroyers for bombardment, 3 full carriers to soften defenders, and 5+ transports full of marines for the amphibious assault, and I can take out a 10 city empire in 7-8 turns if enough of the cities are coastal. carriers are perhaps not as strong as they should be, but useless is not a good word for them.
 
I find late era units a little bit weak. The grenadier jumps to mind. I rarely get a lot of use out of the Triremes (maybe cause I'm too busy taking the cities that the Triremes are coming out of). Is it just me or does the Trebuchet come a little late to be as useful as it could be?
 
Stealth just means you don't appear on radar, not that you're invisible to the Mk. I eyeball.

But by the time you see it, shouldn't it have done it's business and moved on by? I know you can shoot them down, history has proved it, but it happens way too much IMO. But I don't really let it bother me....it's kinda like the spearman taking out the tank. Since it is a game, it is going to happen.
 
Trieme is the most usless unit in my opinion. That advantage over galley's aren't that big of a difference. Doesn't make up for the fact they can't transport units. I say there nice to have, but not really neccicary as Galley's are.
 
Stealth just means you don't appear on radar, not that you're invisible to the Mk. I eyeball.

and you fly at night with low viz paint and a spitfire spots you and catches up to gun you down. Right. A stealth bomber has much better than 50% chance of going undetected
 
OFF:
AFAIK a stealth bomber of the US Army has been shot down during the Jugoslavian war. JUGOSLAVIAN! I have nothing bad to say about them but it's a Balcanic army who shot down the most advanced plane of the most advanced army. :crazyeye:

ON:
I like Stealth Bombers. They're useful 4 me and they look cool! :scan:
+1 vote for Guided Missle
And the quite useless units for me are Chairots. Might sounds stupid, but I never ever use them!
 
I'm not saying it doesn't. But a turn of bombings doesn't represent one air raid performed over the course of one night. There's a reason turns are 3-months long in the later stages.

Furthermore, the 50% evasion is for each interceptor. Put enough Spitfires in the air, enough SAMs on the ground, and someone is going to get lucky. Now, if they only had one Fighter doing Intercept, then I'd be leery, but it tends to be large numbers.

Besides, are you flying the Bombers first? Send Jet Fighters first to soak up the Intercepts, then send the Bombers. Just as in real history, you don't send Bombers unescorted over enemy territory--or you use Fighter-Bombers and they're their own escorts.



EDIT: For the record, apparently Guided Missiles can kill units. I haven't tried it yet, personally. It seems right, though, since when I use them I regularly get Battleships down to about 2.0/40, so unless they have a 95% damage cap, they can finish them off... Hell, they may well have, except that the enemy has too many units there and you have to hit them all in order.
 
Explorers...

for the time they're available most of villages and landmasses have already been taken or discovered...
 
Haha oh yeah, I forgot about the explorers. I would really like to see the explorers become useful. The problem is: even if the landmasses and tribal villages aren't taken or explored, a barbarian archer or longbowman usually guards the tribal villages by that time. The explorer can obviously not attack so there really is nothing the explorer can do about it.
 
Haha oh yeah, I forgot about the explorers. I would really like to see the explorers become useful. The problem is: even if the landmasses and tribal villages aren't taken or explored, a barbarian archer or longbowman usually guards the tribal villages by that time. The explorer can obviously not attack so there really is nothing the explorer can do about it.

Explorers should have some sort of land-claiming mechanism ("I claim this land in the name of Spain"), which would make them more useful since you can put them on caravels.

When fortifed, they exude cultural border influence the same as a new city with zero culture, and act like a city for purposes of where any civ can have settlers found a new one (not within two tiles of him). The explorer is acting as a placeholding outpost until proper settlement can occur.

A rival can usurp the claim, but it would be an act of war (enter the borders and eliminate the explorer). The natives (barbarians) can also kill the explorer and destroy the "outpost."

Maybe it could also be included as a trade item somehow in diplomacy, a la the Louisiana Purchase.
 
One thing which does puzzle me about the fighter is that really it cannot compete with the modern jet and certainly can't compete with modern bombers, think about it... the propeller driven fighter of the WW2 era cannot even come close the the operational ceiling of a stealth bomber... the bomber might not be invisible to the eye... but if you can't come within a kilometer of it you can't shoot it down with machine guns and light cannon can you?

Course... that is all part of the "my tank got killed by a spearman" aspect of the game...
 
Explorers should have some sort of land-claiming mechanism ("I claim this land in the name of Spain"), which would make them more useful since you can put them on caravels.

When fortifed, they exude cultural border influence the same as a new city with zero culture, and act like a city for purposes of where any civ can have settlers found a new one (not within two tiles of him). The explorer is acting as a placeholding outpost until proper settlement can occur.

A rival can usurp the claim, but it would be an act of war (enter the borders and eliminate the explorer). The natives (barbarians) can also kill the explorer and destroy the "outpost."

Maybe it could also be included as a trade item somehow in diplomacy, a la the Louisiana Purchase.

Question: Why didn't I think of that?
Answer: Because it's brilliant!

Great idea... How many times have I waited and waited with a unit on a prime city location, only to have some other dirty rotten civ show up and misplace their city. This way I could tie up the land for a while. Great Idea!
 
I build one or two Explorers per game. They make great medics. If you can somehow managed to give them four promotions (three is easy to accomplish, four... Not so much) then you can give them Woodsman II, Woodsman III, Combat I, and Medic I which is very nice.

Otherwise two is all you need--Combat I and Medic I. Throw one into each stack since they'll never defend. Or, if they do defend, then everyone else in the stack is dead so it doesn't matter.

I forget who suggested that first, someone on this forum. Once I read it, I tried it out and damn does it work...
 
Another vote for the Explorers. They just come too late to be able to do anything useful.
 
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