BasedGod
Chieftain
I don't think anyone's done this yet for BNW and I think we've played BNW enough to get a grasp of how powerful we perceive the new units to be.
So same rules as before each unit starts with 20 points, with each vote you get +1 vote for the unit you like, -3 vote for the unit you dislike. Only 1 vote per 24 hours. Also try to justify your answers.
FINAL RANKINGS
1. KESHIK
2. Camel Archer
3. Longbowman
4. Chu-Ko-Nu
5. Impi
6. Janissary
7. Pathfinder
8. Carolean
9. Siege Tower
10. Ship of the Line
11. Sea Beggar
12. Naresuan's Elephant
13. Cossack
14. Winged Hussar
15. Jaguar
16. B17
17. Minutemen
18. Horse Archer
19. Hussar
20. Berber Cavalry
21. Immortal
22. Conquistador
23. Tercio
24. Hwach'a
25. Battering Ram
26. Companion Cavalry
27. Pictish Warrior
28. Legion
29. Mohawk Warrior
30. Beserkers
31. African Forest Elephant
32. Musketeer
33. Sipahi
34. Nau
35. Norwegian Ski Infantry
36. Turtle Ship
37. War elephant
38. Cataphract
39. Dromon
40. Samurai
41. Panzer
42. Mandekalu Cavalry
43. Mehal Sefari
44. Great Galleass
45. Comanche rider
46. Kris swordsman
47. Ballista
48. Hoplite
49. Bowmen
50. Hakkapeliitta
51. Prahcihna
52. Moari Warrior
53. Slinger
54. Atlatist
55. Quinquereme
56. Landsknecht RIP
57. Zero
58. War Chariot
UNIT INFO
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
Berber Cavalry : Replaces Cavalry, +50% combat strength when fighting in desert, +25% combat bonus when fighting in your territory
Beserker : 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
Comanche Riders : Replaces Cavalry, 25 production less expensive, +1 movement
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
Great Galleass : Replaces galleas, 10 proction more expensive, +2 melee combat, +3 ranged combat
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
Impi : Replaces Pikeman, Before engaging melee this unit has a one tile ranged attack, upgrades to rifleman
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
Kris Swordsman : Mystic Blade promotion (replaced with a random new promotion after the unit completes its first combat)
Landsknecht : RIP AFTER FALL PATCH GOODNIGHT SWEET PRINCE AND MAY A THOUSAND ANGELS PLAY THEE TO THY REST
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
Nau : Replaces caravel, +1 movement, may sell one exotic goods when adjacent to a foreign tile to gain gold and xp based on distance from capital
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
Pathfinder : Replaces Scout, 20 production more expensive, +3 combat, may choose bonus from ancient ruins
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
Pracihna : Replaces infantry, earn points towards golden age for each unit killed
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
Siege Tower : Replaces Catapult, melee unit, does not need to set up to attack, +1 sight, +5 melee combat, when next to an enemy city other units within 2 tiles get a 50% bonus when attacking the city, free Cover I promo
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
Winged Hussar : Replaces lancer, +3 combat bonus, forces defender to retreat if it inflicts more damage than it receives a defender who cannot retreat takes additional damage, +15% combat strength in open terrain
Zero : Replaces fighter, +33% combat bonus versus fighters
I guess I'll start:
Minutemen 20
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 20
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Kris Swordsman 20
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21
Hoplite: With the big nerfs to early war and ranged units being basically all you want early game the spearman as a unit got completely shafted by BNW (excuse the pun). You don't really want to build any unless your going for an early dom victory. However, spearman uniques aren't all terrible, its the blandness of the Hoplite that makes it truly awful. It has nothing that makes it actually unique, it is the definition of a vanilla UU. Also it doesn't take anything with it on promo meaning its exisitence makes no difference when war actually becomes relevant. I honestly think this thing is worse than the Zero.
Impi: Midgame is when war matters now and pikeman are the staple midgame unit, resourceless, low hammer units that you can pump out along trebs and x-bowmen to rampage with. The only complaint is that they have a terrible upgrade path. The Impi is a slightly buffed up pikeman that sidesteps the bad upgrade path completely, making it the perfect midgame frontline unit.
So same rules as before each unit starts with 20 points, with each vote you get +1 vote for the unit you like, -3 vote for the unit you dislike. Only 1 vote per 24 hours. Also try to justify your answers.
FINAL RANKINGS
1. KESHIK
2. Camel Archer
3. Longbowman
4. Chu-Ko-Nu
5. Impi
6. Janissary
7. Pathfinder
8. Carolean
9. Siege Tower
10. Ship of the Line
11. Sea Beggar
12. Naresuan's Elephant
13. Cossack
14. Winged Hussar
15. Jaguar
16. B17
17. Minutemen
18. Horse Archer
19. Hussar
20. Berber Cavalry
21. Immortal
22. Conquistador
23. Tercio
24. Hwach'a
25. Battering Ram
26. Companion Cavalry
27. Pictish Warrior
28. Legion
29. Mohawk Warrior
30. Beserkers
31. African Forest Elephant
32. Musketeer
33. Sipahi
34. Nau
35. Norwegian Ski Infantry
36. Turtle Ship
37. War elephant
38. Cataphract
39. Dromon
40. Samurai
41. Panzer
42. Mandekalu Cavalry
43. Mehal Sefari
44. Great Galleass
45. Comanche rider
46. Kris swordsman
47. Ballista
48. Hoplite
49. Bowmen
50. Hakkapeliitta
51. Prahcihna
52. Moari Warrior
53. Slinger
54. Atlatist
55. Quinquereme
57. Zero
58. War Chariot
UNIT INFO
Camel Archer : Replaces knight, replaces standard knight attack with 21 ranged combat and 17 melee combat scores
Carolean : Replaces rifleman, free March promotion
Chu-Ko-Nu : Replaces crossbowman, may attack twice per turn, -4 ranged combat penalty
Cossack : Replaces cavalry, +33% combat bonus against weakened enemies
Impi : Replaces Pikeman, Before engaging melee this unit has a one tile ranged attack, upgrades to rifleman
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 : RIP AFTER FALL PATCH GOODNIGHT SWEET PRINCE AND MAY A THOUSAND ANGELS PLAY THEE TO THY REST
Longbowman : Replaces crossbowman, +1 ranged
Naresuan's Elephant : Replaces knight, +5 combat bonus, -1 movement, +50% combat bonus versus mounted units
Pathfinder : Replaces Scout, 20 production more expensive, +3 combat, may choose bonus from ancient ruins
Sea Beggar : Replaces privateer, free coastal raider 2 and supply promotions
Ship of the Line : Replaces frigate, -15 production cost, +5 melee combat bonus, +7 ranged combat bonus, +1 sight
Siege Tower : Replaces Catapult, melee unit, does not need to set up to attack, +1 sight, +5 melee combat, when next to an enemy city other units within 2 tiles get a 50% bonus when attacking the city, free Cover I promo
I guess I'll start:
Minutemen 20
B17 20
Camel Archer 20
Siege Tower 20
Hussar 20
Jaguar 20
Bowmen 20
Pracihna 20
African Forest Elephant 20
Quinquereme 20
Pictish Warrior 20
Chu-Ko-Nu 20
Berserker 20
Norwegian Ski Infantry 20
War Chariot 20
Longbowman 20
Ship of the Line 20
Mehal Sefari 20
Musketeer 20
Landsknecht 20
Panzer 20
Hoplite 18
Companion Cavalry 20
Horse Archer 20
Battering Ram 20
Slinger 20
War Elephant 20
Kris Swordsman 20
Mohawk Warrior 20
Samurai 20
Zero 20
Turtle Ship 20
Hwach'a 20
Atlatist 20
Keshik 20
Berber Cavalry 20
Sea Beggar 20
Janissary 20
Sipahi 20
Immortal 20
Winged Hussar 20
Maori Warrior 20
Nau 20
Legion 20
Ballista 20
Cossack 20
Pathfinder 20
Comanche Rider 20
Naresuan's Elephant 20
Mandekalu Cavalry 20
Tercio 20
Conquistador 20
Hakkapeliitta 20
Carolean 20
Great Galleass 20
Impi 21
Hoplite: With the big nerfs to early war and ranged units being basically all you want early game the spearman as a unit got completely shafted by BNW (excuse the pun). You don't really want to build any unless your going for an early dom victory. However, spearman uniques aren't all terrible, its the blandness of the Hoplite that makes it truly awful. It has nothing that makes it actually unique, it is the definition of a vanilla UU. Also it doesn't take anything with it on promo meaning its exisitence makes no difference when war actually becomes relevant. I honestly think this thing is worse than the Zero.
Impi: Midgame is when war matters now and pikeman are the staple midgame unit, resourceless, low hammer units that you can pump out along trebs and x-bowmen to rampage with. The only complaint is that they have a terrible upgrade path. The Impi is a slightly buffed up pikeman that sidesteps the bad upgrade path completely, making it the perfect midgame frontline unit.