Unique Unit Elimination Thread

African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 14
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 24
Janissary 24
Keshik 29
Legion 23
Longbowman 34
Mandekalu Cavalry 0
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 25
Pictish Warrior 19
Samurai 15
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 17
Tercio 23
Turtle Ship 14
War Elephant 13
Winged Hussar 28

Mandekalu Cav: It's not knight's job to attack cities, until it's down to little HP. So what else this thing has other than it doesn't have city penalties? Nothing. Conquistador has same bonus but they can also settle cities. Give this unit at least shock I or something, for now it's laughably useless.

Final battle of this thread will be CKN's vs Longbows unless Keshiks sneak victory like last time. I love both crossbow UU's but i love Chu's a little bit more because they get xp more quickly than longbows do.
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 24
Janissary 24
Keshik 30
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 14
Panzer 4
Pathfinder 25
Pictish Warrior 19
Samurai 15
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 17
Tercio 23
Turtle Ship 14
War Elephant 13
Winged Hussar 28

Dromons come too early and a single city hit will probably kill or seriously injure them.

A swarm of keshiks can destroy an entire empire without taking a single point of damage.
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 24
Janissary 24
Keshik 30
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 14
Panzer 5
Pathfinder 25
Pictish Warrior 19
Samurai 15
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 17
Tercio 23
Turtle Ship 14
War Elephant 10
Winged Hussar 28

Face it: Panzer is a great unit. It does'n deserve to die yet

I can't belive why the war elephant is still alive. Maybe this useless piece of garbage is so boring no one really noticed it.
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 30
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 11
Panzer 5
Pathfinder 25
Pictish Warrior 19
Samurai 15
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 17
Tercio 23
Turtle Ship 14
War Elephant 10
Winged Hussar 28

jaguar +1 my favorite unit ... Great scout great culture provider great CS quest ... at deity a game breaker for the start... (and a good reason NOT to go honor while clearing barb)
and upgrade splendidly (25 heal is really nice (heal/xp when finishing wounded) +33% in forest and ignore forest jungle on move .... lose utility as a strong offence/defence with bomber ;) but you should have won the game by then ;)

Norwegian Ski Infantry -3 ... I never builded one .... got one from a CS ... made a good garnison....
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31-As awesome as CKNs and LBs are they really don't change the game the way Keshiks and CAs do. I give the Keshik the edge over the stronger CA though because their extra movement allows them to move in, use both logistics attacks and move out of range even in rough terrain. Terrain can be a problem for CAs. The Quick study ability will also get them promoted much faster meaning more damage overall even with lower str
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 11
Panzer 5
Pathfinder 25
Pictish Warrior 19
Samurai 15
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 14-Being able to pillage all the tiles around a city got a little more situational since they added the healing effect. I now like to leave tiles unpillaged in case my main army needs them to heal. Lancers are really poor units in the industrial era on so I don't even think the healing from pillaging helps these guys much.
Tercio 23
Turtle Ship 14
War Elephant 10
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 22
Norwegian Ski Infantry 11
Panzer 6 Trying to save this unit for a while, it's too good to go so soon.
Pathfinder 25
Pictish Warrior 19
Samurai 12 Just not an adequately unique unit. The flat terrain promotion is nice, since that's where these units are most vulnerable (and most useful, next to cities), and the extra general generation is decent, I guess, but that's not enough. Seriously, it's an unremarkable unit that goes obsolete WAY TOO QUICKLY. Samurai should either be insanely strong against other melee units (like, 100% bonus) or start with cover 2 or something. They're just bad and do no justice to the most famous swordsmen in history.
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 14
Tercio 23
Turtle Ship 14
War Elephant 10
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19 - Hurray, I get a bit of gold from a unit of which I'll build only one or two because I don't want to waste production. Oh, and I also get XP. Unfortunately, Naus are bad for combat and it upgrades to Ironclads which are a) slow in deep water and b) a waste of coal.
Norwegian Ski Infantry 11
Panzer 6
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 14
Tercio 23
Turtle Ship 14
War Elephant 11 - Great unit with higher combat strength than a composite bowmen. This means they take less damage from city attacks. They're great for punishing all those who think forward settling or dowing you is a good idea. Oh, and they're faster, cheaper and come earlier than CBs.
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 29- March. The promotion all your units need.
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Panzer 3- Tanks are not really used. In late game, to take cities, it is easier to use Mech Infantry and Rocket Artillery.
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 14
Tercio 23
Turtle Ship 14
War Elephant 11
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 28
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Panzer (6-3) 3 The problem with the panzer is the timing of the tank. By the time I ever bother to pick up the tech for tanks, I'm just about to bulb great scientists for better units. There's no window of strength for the basic tank =/
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 14
Tercio 23
Turtle Ship 14
War Elephant (11+1) 12 This unit is a monster. Chariot archers are basically early, more mobile composites that are balanced by rough terrain penalties and costing horses. War elephants are stronger, can move through rough terrain and don't cost horses. They are AMAZING!
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 11
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 31
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Panzer 0
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 15
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 28

Adding jlim201's votes, which were left away, the Panzer has been eliminated.

+1 Sipahi: I like it, it's a good lancer. Moves faster, you can use it to pillage the tiles your main army won't go by and it sees further, helping your cannons and eventually artilleries.

-3 Turtle Ship: I wish I had a Caravel instead... Useful for conquests of coastal cities on your continent, otherwise, you should be turtling. Some frigates might kill it without even being hit. I wish it could travel by ocean, it might be useful to get more RAs - in the end, you are Korea, so...
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 8
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 24
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Panzer 0
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 15
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 28

Dromons are an awkward step-sister, great unit if you have perfect timing, but only then does it make it's use for a few turns.

Keshik, need I say more?
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 27
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5 Not so useful in that period and I wish to eliminate some UU's that don't deserve to remain on the list.
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25 - an epic vampire unit. :lol:
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 15
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 22
Berber Cavalry 21
Berserker 20
Camel Archer 28 Self-explanatory.
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 12 The only thing this unit can really do effectively is scout or harass, but otherwise, it doesn't see much use in combat.
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 28
 
African Forest Elephant 21
B17 21
Battering Ram 23 Ram doesn't get enough love. If these didn't exist, no one would use the huns. Ever. An upgrade ruin on your first warrior can easily lead to a free capital if played correctly.
Berber Cavalry 21
Berserker 17 Nice while it's there, and may be sort of useful on marathon, but it's a longsword promotion, which means it outdates 1 tech after. It's bonuses of the extra move speed an amphibious suit its viking theme, but the move speed as far as I know doesn't transfer.
Camel Archer 28
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 25
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 28
 
Fun thread. I'm new here and play G&K (deity or immortal level only), so I won't post any votes in this thread. I've got a lot of down time coming up (knee injury), so I think I'll buy the BNW and see if I can get up to speed fast enough to contribute something useful.

In the meantime, can someone please direct me to any discussions regarding the changes from G&K to BNW? It was mentioned often that warmongering early is difficult in the new version. Can anyone elaborate as to why that is?

While reading through everyone's arguments, I found myself thinking about the various units I dislike seeing the most (which is a pretty good measuring stick). In no order:

1. N's Elephant. If I see Ramie's stupid little smile and his ugly yellow colors early, I'll do everything I can to wipe him out before I have to face these monsters.
2. Mohawk Warrior. I can't tell you how many times these guys have stalled my army.
3. Madeleku Cavalry. I buy into the arguments against these critters, but they have consistently given me fits. Perhaps my use of pointy sticks needs to change?

I'm surprised most in the group are anti-ballista. I've found (even with just catapults) that if you get them early and level up to the ranged promotion, you can mow through an entire civ without too much support.

I'd have thought the immortal was the most useless, but I may not know how to play Darius well.

Keep up the posting everyone......it's enjoyable to read.
 
African Forest Elephant 21
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 17
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 26
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 12
Winged Hussar 25


Time to bring down the beast. The Winged Hussar looks awesome and it is the best out of all the lancer units, but it is still a lancer unit. The stats only bring it up to where all lancer units should be, and still suffers from a terrible upgrade path.

Pathfinder is a BNW unit that is worthy of praise. So damn efficient. Pick the ruins you need and leave out everything else. When they outlive their usefulness, convert into composite bows (the most powerful early game unit) and no need to dismiss or keep scouts around wasting hammers or gold. On some maps, allows you to put off Construction for a long time while still getting the benefits of CB's.
 
African Forest Elephant 21
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 17
Carolean 29
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 26
Pictish Warrior 19
Samurai 12
Sea Beggar 24
Ship of the Line 27
Siege Tower 26+1=27
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 12-3=9
Winged Hussar 25

The siege tower is awesome. Cities fall really fast against this UU.i sometimes leave then after trebuchets because they are the most effective melee units for figthing cities
War elephant:i had never been a fan of Chariot with archers.but i really hate this unit.the extra strength is sort of useless when the enemy has spearmen and CA.and the slower speed just make it worst.finally when i choose an elephant unit,i like to use then on melee,not sitting back and shooting
 
African Forest Elephant 21
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 17
Carolean 30
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22
Nau 19
Norwegian Ski Infantry 11
Pathfinder 26
Pictish Warrior 19
Samurai 9
Sea Beggar 24
Ship of the Line 27
Siege Tower 27
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 25

Samurai becomes obsolete way too quickly to deserve spot on this list anymore. Shock I is nice, but nothing game changing. Great general boost is pretty cool too, especially if you like using citadels a lot, but even that is not that great.

Carolean's free march is awesome. Since you already have march, you have multiple options how to promote your Carolean: you can go for cover and make it a meatshield that can take city shots, give it medic to heal your army, or go for blitz to make it a killing machine.
 
African Forest Elephant 21
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 17
Carolean 30
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 22 - 3 = 19 - OOH! ANOTHER elephant! And - [falls asleep again].
Nau 19
Norwegian Ski Infantry 11
Pathfinder 26
Pictish Warrior 19
Samurai 9
Sea Beggar 24
Ship of the Line 27
Siege Tower 27
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 25 + 1 = 26 - Yeah, it's a Lancer. But it's a Lancer worth building - it's amazingly powerful! Plus, it gives you a valid reason to upgrade those Spearmen you get from Ancient Ruins.
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 17
Carolean 30
Cataphract 22
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 5
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 26
Jaguar 25
Janissary 25
Keshik 32
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 20
Nau 19
Norwegian Ski Infantry 11
Pathfinder 26
Pictish Warrior 19
Samurai 9
Sea Beggar 24
Ship of the Line 27
Siege Tower 27
Sipahi 12
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26

N. Elephant: amazingly strong unit. It just... rapes the enemy's army. 25 strenght is huge for Medieval Era! Think of it as a stronger musketman with +1 movement and that has bonus against mounted units. Really, this is a tough one to kill, also, doesn't require horses, AFAIK. Not really boring, don't know what was that about.

A. F. Elephant: don't get me wrong, I love Carthage, but this unit is extremely expensive to be built so early. Come on, 100 hammers? I should be getting some cargo ships instead, as I'm, you know, Carthage. It is nice to have those, they aren't bad, but their cost makes them so expensive... Usually, on a regular game, building two of these already demands a lot of time.
 
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