A comprehensive UU guide

Anything that could be said about Skirmishers (Mali Archers - strength 4 instead of 3, extra first strike chance)? Archery is often considered a backup plan only for cases when no copper nor horses are available, but would the Skirmishers have a useful lifespan, promoting research of Archery when playing Mali?
 
Yes, but since I almost only play multiplayer, this is how mali can be played!

Beeline to archery, through hunting. Build barraks, possibly a 2nd city, depending on the game.

Then u send them out in groups of 2-3, and then u rush the enemy capitol. If he has 1 archer u won. If he has 1 archer and 1 warrior u won. If he has 2 archers, well, its gonna be hard.

The archer is a great unit, so the skirmisher also makes your towns very much harder to take. you can also deny the opponent resrouces, but putting skirmishers on his hills and forests..

Since mansa is also financial and spiritual, hes a good guy. But sadly, he doesnt start with mysticism which kinda negates the advantage from the UU, because his spi trait doesnt get to shine.
 
I'll come to Skirmishers soon. I have quite a recent experience using them in the first Emperor Challenge so I can certainly relate to them.
 
skirmishers don't require ressources, so it's in some way possible to rush an opponent with them "aztec style".
The bad thing about them is they are somewhat weak (strength 4 is not a lot) and if you pop rush them, you have to be careful of the overflow (i don't like whipping 1 pop because of happiness issues!).
So if you want to do a skirmisher rush, you go straight to a big food and hill zone and tech to archery asap. You need the hammers, because you will be slow building them mostly.
It's a bit theoric, since i never did.
 
gusi said:
My other favourite is the beserker. Again it has a nice synergy with the trading post. This works well on an archipelago map. pump out an extra workboat and see if you can get the circumnavigation bonus.

Gus

What is this circumnavigation bonus? Do you get anything but glory for this?
 
Harald500 said:
What is this circumnavigation bonus? Do you get anything but glory for this?

you get 1 bonus movement point for every naval unit (including existing ones) if you're the first civilization to have a map showing at least one tile of every "column" on horizontally wrapping maps.
This is called circumnavigation bonus because it's doable by moving one ship around the globe.
This is actually very powerful! It's like almost as powerful as a leader trait.

Note that on toroidal maps (wrapping EW and wrapping NS) you must circumnavigate on both axes AFAIK. And on non wrapping maps, I think the bonus doesn't apply.

We're a long way off topic now, sorry Aelf.
 
cabert said:
you get 1 bonus movement point for every naval unit (including existing ones) if you're the first civilization to have a map showing at least one tile of every "column" on horizontally wrapping maps.
This is called circumnavigation bonus because it's doable by moving one ship around the globe.
This is actually very powerful! It's like almost as powerful as a leader trait.

Note that on toroidal maps (wrapping EW and wrapping NS) you must circumnavigate on both axes AFAIK. And on non wrapping maps, I think the bonus doesn't apply.

We're a long way off topic now, sorry Aelf.

Thanks cabert!
I'v been playing Innland Sea, so....

And yes, sorry for the off topic moment, Aelf! :sad:
 
Two UUs I've become very fond of are Immortal and War Chariot... both are pretty cheap and only require horses, which most of the time you have relatively close by...

The Immortal is simply a beast in every conceivable setup and is useful for all tasks up until the advent of longbows... it works a charm at barb busting with bonuses against both archers and axemen and is surprisingly effective at attacking cities - with barracks (even before stables), as long as you have some fog of war around you get these guys to Flanking II in no time, you now have 60% withdrawal chance and bonuses against everything EXCEPT spears... tack-on a mobility promotion and you have a much more powerful variant of the mongol Keshiks (w/o the city attack penalty, with the bonuses vs. Archers and Axes). Immortals can be used very well to rush any civ that lacks early bronze or iron... and even if they have this, they're an excellent unit to pillage these resources (especially with the mobility promotion) since the AI seldomly defends resources with spears... also, as the AI prefers defending with archers, rather than spears, bringing along a couple of axes will negate alot of the advantage the spears have... with the 60% withdrawal chance, your Immortals can actually attack spears in cities and still have a reasonable survival chance.

With the War Chariot, while it isn't quite as powerful, it makes a similarly excellent job as barb-busters - BUT, in the early game it may also be used very well on the rush and as pillaging unit. One positive thing with it is the low price, coupled with the extremely solid 5 STR which this early in the game is significant. Also - it looks COOL :p. I am really fond of playing with Ramsess - he has an excellet chance of a pre-patch COL/CS slingshot due to the priests enabled by a monument... also, he is pretty easy to play both defensively and offensively with in the early game - especially on defense, since the AI very seldomly brings spearmen on the attack... attacking forces of axes will be utterly mauled.

/Andreas
 
aelf said:
Ever wondered how to leverage the UU of a particular civ you're playing? Do you find half the UUs lacklustre? Do you find yourself not using a particular civ's UU at all? I think you could use some suggestions.

While the War Academy has civ-specific guides involving extensive use of UUs for the Incas and the Romans, there isn't a guide to the various UUs to explain their uses. Everybody knows how to use strong ones like the Praetorians, but many are not exposed to the possibilities that the more subtle ones present. What spurred me to start this guide are the fairly common disparaging comments about some UUs, comments that are often simply wrong.

If you have something in mind, please feel free to contribute. You can add to the entries already written.


Arabia: Camel Archer (Knight)

Camel Archers are knights that have a higher withdrawal chance (25%) and don't require horses or iron. You could simply use them like normal knights, but the thing about them is Flanking promotions make them very good at surviving failed attacks (+55% withdrawal chance with Flanking II). This means you don't have to balk so much at attacking a city or a stack that has a defending pike, making them more reliable as an attack unit. Of course, if you end up with no horses or iron, they give you the option of building knights in the first place.

If you're playing on Warlords, you can improve their ability even further by attaching Great Generals to them as warlords. Give them the Tactics promotion (+30% withdrawal chance) and they would have 85% chance of retreating from a failed attack. Of course, you might get unlucky and lose your warlord unit if you often use it to attack at low odds. You should consider that 85% is far from 100%.

Aztecs: Jaguar Warrior (Swordsman)

Traditional whipping boys, these guys get 2 free promotions in Warlords now, Woodsman I as well as the Aggressive trait's Combat I. If you've built those cheap barracks, giving them Woodsman II immediately would allow you to rush a relatively cheap stack of them to enemy cities through forests and jungles. Of course, this comes at the price of not being able to give them the City Raider promotion first, but depending on how strong the target cities are, this may not be such a problem (they do get the inherent 10% bonus when attacking cities).

On a more conventional level, the benefit of the Jaguar is probably similar to that of the Gallic Warrior - better stack protection when standing on a particular terrain. Jaguars can even defend against counterattacks by axemen when positioned in forests and jungles as they get +70% terrain defense bonus there (+50% from the terrain and +20% from Woodsman I), making them good all-round defenders in this situation. Give them Woodsman II or Shock (both available immediately with barracks) and they would have no need to be afraid of axemen. Hence, if the land has plenty of foliage, you may want to bring a few of them along in any case. Note that this advantage applies only in jungles in Civ4 vanilla, where Jaguar gets +75% (+50% from the terrain and +25% jungle defense bonus). Remember, they don't require iron so you can start building them before hooking up the resource. The value of this UU greatly increases when you find yourself without copper and iron.

More on this last point, Jaguars are a sure way to rush a neighbour early in the game. You can plant your second city on the best production site in the direction of your target without waiting for copper or iron to be revealed. Then you build barracks and granary, research IW and start whipping Jaguars out without even having to bother with any resources. Get a stack of them and attack Aztec-style.

Celtia: Gallic Warrior (Swordsman)

Warlords only. The Gallic Warrior is a much-maligned UU. Most people wonder why an offensive unit is given a promotion for hill defense. How on earth is that going to help him attack cities, which is what it does best? Well, for me the answer jumped out immediately.

Attacking a city is the culmination of an offensive movement, which begins with your entering enemy territory. If you're careful, you would want to move your stack along the safest route to the target city as far as possible, which often means favouring forests and hills over flatlands. This is where the Gallic Warrior's free Guerilla I can help. While spearmen protect your stack against mounted units and axemen/xbows protect it from melee units, the Gallic Warrior is the best defender against other type of counterattacking units (eg. catapults) when your stack is on a hill. If your spearman is badly injured, the Gallic Warrior can even take over the job of defending against chariots or horse archers on a hill. Normal swordsmen may be badly injured before even attacking in these circumstances, while Gallic Warriors would probably be in a better shape.

Another neat thing about this UU is you can upgrade it to a maceman without losing the free Guerilla I, so the effect can last for some time. Also consider the fact that forests can be chopped but hills are permanent.

France: Musketeer (Musketman)

Although they are 1 strength point weaker than knights, muskets have no hard counter in their time, which is the whole point of this unit. Also, knights don't get defensive bonuses. So, assuming production and tech are not problems, when you need a unit to protect your stack at this stage of the game, which one would you pick? You probably want pikes to defend against mounted units, but against all the others? And when you defend a threatened city, would you want to do it with only longbows and pikes? Wouldn't it be good to have some versatile units that can both defend and counterattack?

Admittedly, these situations don't always come up, and the few times they do in a game might not be worth investing in enough musketmen to prepare for (but do take note that muskets can be drafted). However, Musketeers have 2 moves. That means they can reinforce any threatened city quickly, which makes them potentially better defenders than longbows. And when you need stack protection during a campaign, Musketeers, besides being an insurance that covers you against almost everything except knights (against whom you can simply bring pikes), are also able to pillage along the way. Not just that, their 2 moves mean you can have reserves catching up with your stack to take over the role of their wounded comrades should your stack come under attack. Musketeers can also do clean-up work when all your siege weapons and CR units have spent their turn, since they have 9 base strength and aren't afraid of pikes that may still be defending the city. Of course, Musketeers are great for a pillaging campaign, if you go for that kind of thing. Mix them with pikes in small stacks and they can move and pillage within a single turn and with near impunity. Musketeers are thus very versatile units.

A major gripe that people have about Musketeers is the fact that they obsolete too quickly since Chemistry is only 'a few techs away'. Their two moves actually help with this, since you can get them to the frontline to be used a lot more quickly compared to normal musketmen. Also, switching to Nationhood and drafting some can help you get enough of them out in time to be used effectively, especially since nothing upgrades to muskets and you have to build them from scratch otherwise. Of course, whether or not it's worth switching civics for this depends on the situation, but keep the option in mind. You can stay in Nationhood and research towards Rifling next so that you can soon start drafting riflemen.

On this note, there's another interesting use for Musketeers. Have you ever tried postponing Chemistry and beelining to Military Tradition for early cavalry? With Musketeers, this strategy is even better. Research techs along the Education route, be the first to get Liberalism, grab Nationalism as the free tech, research Gunpowder (which is also needed for cavalry), start drafting/building Musketeers (and use them first if you want), research Military Tradition, start building cavalry, escort your cavalry with Musketeers and launch a lightning campaign or pillage with impunity. Only Musketeers can keep up with your cavalry and protect them against costly counterattacks by enemy pikes. And Flanking cavalry are only afraid of the toughest longbow-defended cities, so there is often no need to bring slow moving siege weapons along. If you do this right, you can finish off one or two neighbours just like that before riflemen start appearing.

Greece: Phalanx (Spearman)

I think the Phalanx is in fact one of the stronger UUs in the game. With 5 strength and +25% hill defense bonus (not to be confused with free Guerilla promotion) it has enough going for it to be a league above its ordinary counterparts. Don't forget that they also get free Combat I.

The Phalanx is essentially a super spearman, but if you build them early enough in single player, chances are the AI might not have anything except archers. Thus, they would do just as well as axemen when used as a rush unit, except that they aren't afraid of chariots in Warlords (which gets +100% attack vs. axemen).

Besides this rather unorthodox use, the Phalanx also boasts a very long lifespan of more than two eras. Elephants give normal spearmen cause to worry and knights are too strong be really countered by normal spears. Phalangites, however, are able to counter elephants effectively and hold their own against knights. If they are defending on hills, no mounted unit before cavalry can beat them without luck or promotions (with the exception of Conquistadors). Their hill defense bonus also means they are good at defending on hills against everything except anti-melee units. A solid package for a UU.

Mongolia: Keshik (Horse Archer)

Keshiks are horse archers that ignore terrain movement cost and get 1 first strike, but aren't immune to first strikes. Hence, they are extremely adept at raiding and pillaging, but aren't as good at attacking archers/longbows with Drill promotions. This has a few implications on a Mongolian player.

Surprise is the best asset of the Keshiks. Ignoring terrain movement cost means they can traverse forests/jungles and hills as easily as flatlands. Thus, it is easy for a Mongolian player to strike across difficult terrain at the unlikeliest of places, grabbing unguarded workers and lightly-defended cities or pillaging improvements (especially on strategic resources). However, this advantage relies on the enemy's inability to counterattack immediately with spearmen or a superior force, so good intelligence would be needed to know where exactly the enemy places his spears and the bulk of his units. If you do not have this luxury, you could always send more Keshiks in case you meet spears, but be prepared to lose quite a few of them. In addition, you could pillage enemy roads to eventually cripple his ability to counterattack. However, at the end of the day, the strategic advantage you gain from your harassment must outweigh the lost hammers you spent on the dead Keshiks

The Keshiks' first strike, meanwhile, makes them better than normal horse archers at picking off non-spear units in your territory or in the enemy's. Combined with their terrain movement advantage, this makes them good empire defenders and hit-and-run units. Unfortunately, the enemy can easily counter them by having spearmen guard his units, so this might only work effectively against the AI. There's also a limitation on how good Keshiks are in fighting non-spear units compared to normal horse archers. The immunity to first strikes that normal horse archers get makes them better at fighting archery units with Drill promotions or units with Drill III/IV. The Keshiks' own first strike can only negate one of the enemy units' first strikes. To remedy this, you have to give your Keshiks Flanking II so that they get immunity to first strikes as well.

This, in turn, highlights the Keshik's relative weakness (compared to normal horse archers) in attacking cities defended by Drill-promoted archery units. In Warlords, this means Protective civs are better covered against attempts to take cities with Keshiks. The 10% city attack penalty that the horse archer unit-type gets in Warlords makes them even less desirable as city raiders. Thus, the only hope a Warlords Mongolian player might have in using Keshiks to conquer is to rely on speed, Flanking promotions and numbers (also applies to vanilla, but not to such a large extent).

With barracks and Ger in the city, a Keshik gets 7 exp upon being built. Unfortunately, none of the Mongolian leaders are Charismatic, so that will only allow for 2 initial promotions, just like if you have a normal stable instead of the Mongolian UB (of course, Gers mean they could be promoted to the next level sooner, though). But, at any rate, 2 initial promotions are good enough. Give most of the Keshiks Flanking I and II to give them 50% withdrawal chance each (including the natural 20%) and immunity to first strikes. Give Combat I and Medic I or Combat I and Shock (for defending against spearmen) to the rest. Have at least one Medic I Keshik and one Shock Keshik in each stack. If you get Compass early enough, you can use explorers (strength 4, ignores terrain movement cost and starts with free Guerilla I and Woodsman I) to help protect your stacks when they stop on hills or forests/jungles. 3 or 4 cities with Gers pumping out Keshiks would usually be good enough to amass a sizeable army in reasonable time.

As your Keshiks attack enemy cities, some will die, some will withdraw and some will win. The medics will ensure that the withdrawing and winning Keshiks heal up more quickly. If you manage to overwhelm a prepared enemy with numbers, your speed advantage (from ignoring terrain movement cost and faster healing) will make sure the enemy will not be able to fight back or resist as well, hastening his destruction. If the enemy is unprepared in the first place, your speed advantage will ensure his quick defeat. Note that this strategy can only work if the enemy doesn't have longbows yet.

You should be prepared to build courthouses and marketplaces to help you keep your winnings. But even if you're not, you can just resort to razing and pillaging for some barbaric fun. Long live the Golden Horde!

Vikings: Berserk (Maceman)

Warlords only. Hate them or love them, Berserks are a popular UU. Although, not as powerful as their Civ3 incarnation, these guys can really be useful. Their 10% bonus vs. cities is certainly nice. However, for many people the problem is finding a good use for their free Amphibious promotion.

The Vikings have a higher potential to rule on water maps than any other civ. Ragnar is Financial, which means coastal tiles produce 3 commerce instead of 2, and his UB allows his ships to move further earlier in the game by giving free Navigation promotion. Combined with the Berserk's ability to attack amphibiously with no penalty and its city attack bonus, a Viking player on a water map can fast tech to Civil Service and Machinery and have fun raiding enemy coastal cities with Berserks on fast galleys. One method to do this early is building the Oracle and grabbing Metal Casting as the free tech (which, by the way, gives access to Colossus for a further boost to those coastal tiles). Then build/whip a forge and run an engineer in a city without the Oracle. Research your way to Code of Laws and Civil Service a.s.a.p. (in the pre-patch version you can use a prophet generated by the Oracle to lightbulb CoL/CS by not researching Masonry). In the meantime, build several galleys to prepare for your sea adventures. You'll get a Great Engineer as your 1st or 2nd Great Person from the forge city. Use him to lightbulb Machinery and start building Berserks. You could also put your research slider at 0% for a few turns and upgrade some axes to Berserks (being Financial helps with accumulating money for that). If you catch your opponents without longbows yet, you've done really well.

There are limitations to your Berserks' ability to raid cities from the sea, though. If a city is defended by longbows, on a hill, has high cultural defense and/or walls, it could be difficult to take and might render an attempt not worth the cost. To attack such a city, you probably need to bring siege units along as galleys/triremes are not able to even bombard the city's defenses. Having to land siege units to bombard/deal collateral damage nullifies the Berserks' amphibious advantage. As such, you would need to look for softer targets to strike at. You don't have to keep the city. Find a weak spot (a lightly defended coastal city), raid, raze and pop back into the galleys before the enemy can counterattack. Landing a spear with the Berserker that has to land on that turn would help the latter survive a counterattack by mounted units (the most likely reaction you'll get from an AI). But becareful not to attack too close to an AI capital. AIs tend to stack more units in their capitals and can easily counterattack with a stronger force from there. Humans in MP will be wary of a sea attack, so watch out for axes/xbows in or within reach of coastal cities.

Even if you're not playing on a water map, Berserks present some interesting options. With them, you have the advantage when laying siege to a city across a river if the enemy doesn't have Engineering. His non-mounted units cannot counter attack from the city without suffering a 20% penalty for attacking across the river. With their free Amphibious promotion, Berserks get no such penalty attacking the city. The only downside is your siege units do suffer from the penalty if you want to cause some collateral damage first. Conversely, this idea works in defense as well. When enemy units are across a river beside one of your cities, you can attack them with your Berserks with no penalty while they would suffer it when they attack. At the very least, Berserks always get their 10% bonus when attacking cities.

Perhaps the most valuable thing about the Berserk is the fact that he keeps the Amphibious promotion when upgraded. This allows a Viking player to build City Raider Berserks and upgrade them later on to CR grenadiers or riflemen with free Amphibious. Frigates are able to bombard city defenses, so you can get yourself an ultimate amphibious gunpowder army long before marines make their appearance.


Looking forward to getting your ideas to add to this list :king: Thanks to Robo Kai, kniteowl, Cabert, Wodan, johnny_rico, gusi and UncleJJ for your contributions and Thedrin for your correction.




This is all extremely enlightening and correct, it will be of much help to me when I play those Civilizations! :goodjob:
 
kniteowl said:
no mounted unit before cavalry can beat them without luck or promotions.

Your wrong.

A Phalanx gets a 100% bonus against mounted units, and it has a base strength of five, that means if its not fortified and its not on a hill or in a forest it has a strength of ten, the same as a Knight (as long a neither of them have any combat strenght increasing promotions).

Thus, a Knight could quite possibly beat a Phalanx as long as those conditions are met, and even if there not the Knight still has a small chance to beat the Phalanx, and if the Phalanx attacks the Knight then the Knight there is always a 50% chance of victory as long as the Phalanx and the Knight both do not have any combat strenght increasing promotions).
 
Mongolia said:
Your wrong.

A Phalanx gets a 100% bonus against mounted units, and it has a base strength of five, that means if its not fortified and its not on a hill or in a forest it has a strength of ten, the same as a Knight (as long a neither of them have any combat strenght increasing promotions).

Thus, a Knight could quite possibly beat a Phalanx as long as those conditions are met, and even if there not the Knight still has a small chance to beat the Phalanx, and if the Phalanx attacks the Knight then the Knight there is always a 50% chance of victory as long as the Phalanx and the Knight both do not have any combat strenght increasing promotions).

worse, the knight's combat promotions are worth 1 strength each, while the phalanx's combat promotion is worth 0,5 strength (10% of base strength!).
Still, a hill fortified phalanx or a city fortified phalanx has nothing to fear from a knight.
 
dime said:
With the War Chariot, while it isn't quite as powerful

I beg to differ. Immortals are slightly better against archers, have higher withdrawal chance and get defensive bonuses. But War Chariots are 2-move axemen who are weaker vs spearmen. And WCs will certainly die much less horribly against spears compared to Immortals. Fear the Egyptian player with mass War Chariots!

But thanks for your ideas. I will incorporate them into the respective entries. The order will be Hwacha, Skirmisher, Immortal and then War Chariot. Did I miss anything out?
 
Mongolia said:
Your wrong.

A Phalanx gets a 100% bonus against mounted units, and it has a base strength of five, that means if its not fortified and its not on a hill or in a forest it has a strength of ten, the same as a Knight (as long a neither of them have any combat strenght increasing promotions).

Thus, a Knight could quite possibly beat a Phalanx as long as those conditions are met, and even if there not the Knight still has a small chance to beat the Phalanx, and if the Phalanx attacks the Knight then the Knight there is always a 50% chance of victory as long as the Phalanx and the Knight both do not have any combat strenght increasing promotions).

I think I was the one who said that.

And, as Cabert mentioned, I was referring to a Phalanx defending on a hill. But, anyway, thanks for your appreciation. I do hope this guide provides some genuine help to players out there.
 
One more thing w/r to Jaguars... I haven't really played Aztecs alot but was really impressed by how well these guys performed on the early rush... now, one thing - while CoL comes much later than the initial rush, an Aztec player could conceivably get CoL relatively fast through Lightbulbing it with a GP and the combination of easy whipping with the Courthouses further re-inforces the potential to overwhelm the opponent early

Just one thought - this article is excellent, shouldn't it really be in the strategy article forum, as opposed to strategy tips?

:goodjob:

/Andreas
 
aelf said:
The order will be Hwacha, Skirmisher, Immortal and then War Chariot. Did I miss anything out?

Well... assuming you're including Vanilla units as well (and Jaguars hint at it), I'd absolutely love to hear your thoughts on e.g. Cho-ko-nu [especially with protective trait synergies], Impi, Numidian Cavalry, Redcoat, Quecha, Cossacks, Marines, Panzer etc. as well - or maybe you feel these are already thoroughly discussed?

:mischief: :)

/Andreas
 
There's a lot more work to be done before this article can go to the strategy articles forum. I shudder a little at the thought :eek:

dime said:
Well... assuming you're including Vanilla units as well (and Jaguars hint at it), I'd absolutely love to hear your thoughts on e.g. Cho-ko-nu [especially with protective trait synergies], Impi, Numidian Cavalry, Redcoat, Quecha, Cossacks, Marines, Panzer etc. as well - or maybe you feel these are already thoroughly discussed?

I did try to cover both vanilla and Warlords, including making a distinction between the two versions (where applicable) for UUs that have been there since vanilla.

Now, the real challenge is to write about those UUs that are undoubtedly strong. Where do I begin and end for each one of them? :p What makes it even harder is my tendency not to play civs with these UUs. And I have to cover them as well, or else this guide would not be complete.

I think I'll have to rely mostly on public input for them.
 
aelf said:
I did try to cover both vanilla and Warlords, including making a distinction between the two versions (where applicable) for UUs that have been there since vanilla.
Don't bother with vanilla.
It would make the redcoats and cossacks lines very confusing.
 
dime said:
One more thing w/r to Jaguars... I haven't really played Aztecs alot but was really impressed by how well these guys performed on the early rush... now, one thing - while CoL comes much later than the initial rush, an Aztec player could conceivably get CoL relatively fast through Lightbulbing it with a GP and the combination of easy whipping with the Courthouses further re-inforces the potential to overwhelm the opponent early

The synergy between early warmongering and the Aztec UB is undoubtedly strong. However, I won't go there because, strictly speaking, that goes beyond the scope of the UU itself.

Anyway, do you play Rise of Nations? The Aztecs there are even better at rushing.
 
cabert said:
Don't bother with vanilla.
It would make the redcoats and cossacks lines very confusing.

I did that with the Jaguar.

I think it's possible for the entries on these UUs if we divide them into two parts each and cover both versions separately.
 
Back
Top Bottom