Best/worst units in Civ 5

You can't get Blitz with Keshiks. Blitz is a melee promotion. You could get it as a legacy promotion, but I don't know that Blitz would make a Keshiks attack twice with a ranged attack.
But you can get logistics which serves the same purpose. :)
 
OP have some strange ideas, putting keshik and janicar into the bad hat :)

Best:

1. Keshik - absolute best game changer.
2. Arthillery - powerful 3 range, indirect fire, cool sound.
3. Bomber / B17 / Stealth bomber. - Too late but also winner (SOD)

Worst (almost opposite as OP again :))

1. Speaman/Pikeman - its a poor man's SW/LSW, weak against anything but mounted.
2. Turtle ship - powerful as a unit, but not able to go into ocean translates into less trading partner and RA
3. Helicopter - This unit is actually very good if coming from a lancer/sipahi upgrade, otherwise it just die too fast even from arty, and thats 1 generation older.
 
But you can use multiple Keshliks to badly wound horses making them unable to attack you.

While I haven't tested it out, my assumption is one Keshik could badly wound a horse. The idea would be to have one in a city for a counterattack (as well as perhaps on the flanks out of sight of the main attack, depending on the geography).
 
one of my favorite is the jagguar warrior with is 2 hp regenerating after a kill plus its 50% bonus defence in jungle and is double movement point in forest and jungle, really can you have a better mech inf then this???
 
Best unit:

Janissary
There promotion of healing when killing a unit is game breaking...

Artillery
This unit wins wars for you... Even if you are outnumbered

Keshik
Best unique unit in my opinion has a great range strenght high movement unstoppable

Worst:

Cavalry
This unit has the same issue the tank had(tank is now buffed this unit should olso be buffed). It has the same strenght as a rifleman but requires horses and it doesn't gets defence bonusses and gets a penalty against mounted units (even knights can kill this unit easy) Only bonus you have is can move after atack but with all those negatif penalties I prefer rifleman...
This Unit really need a bonus or buf in strenght So people would build it or use it...
It should get a bonus agaisnt infantry as result the lance unit gets instantly a buf because this unit will be used more...


Lancer
bonusses against mounted? As mentioned above the cavalry unit is a bad unit ...
Penalty agaisnt defence meah
This unit only bonus is his 4 movements and move after atack It has it uses but again I prefer rifleman


Chariot Archer
Why should I build it instead of horseman ? This unit requires horses So it has to have a good advantage To choose it instead of a horseman.. But it doens't...
This unit Slows extremely down in rough terain and it has +1 more range strenght then the archer Not a major bonus or gamebreaking.. There is allways rough terain and you need to go on hills to shoot over hills and forest.. No I prefer archer...
 
Did you know that fighter planes kills embarked units in a single attack? Sure it's situational, but can be really usefull.

Also submarines with indirect fire can attack across land, you can really make an ambush like that.
 
one of my favorite is the jagguar warrior with is 2 hp regenerating after a kill plus its 50% bonus defence in jungle and is double movement point in forest and jungle, really can you have a better mech inf then this???
Janissary Mech Inf is better because it will heal all damage + it will get bonus on attacking !
 
No one has mentioned it yet, but I my civ always begins its major expansion when I get cannons. No iron requirement + ability to knock down a strong city in 2 turns with 3 of them = game winning. I tend to fight defensive wars as I follow the tech/wonder path to Education, then re-focus on cannons. Once the cannons are out then I go on the warpath.

However I suspect cannons are not so good in multiplayer as a good player will take them out asap...
 
Best unit:

Janissary
There promotion of healing when killing a unit is game breaking...

Artillery
This unit wins wars for you... Even if you are outnumbered

Keshik
Best unique unit in my opinion has a great range strenght high movement unstoppable

Worst:

Cavalry
This unit has the same issue the tank had(tank is now buffed this unit should olso be buffed). It has the same strenght as a rifleman but requires horses and it doesn't gets defence bonusses and gets a penalty against mounted units (even knights can kill this unit easy) Only bonus you have is can move after atack but with all those negatif penalties I prefer rifleman...
This Unit really need a bonus or buf in strenght So people would build it or use it...
It should get a bonus agaisnt infantry as result the lance unit gets instantly a buf because this unit will be used more...


Lancer
bonusses against mounted? As mentioned above the cavalry unit is a bad unit ...
Penalty agaisnt defence meah
This unit only bonus is his 4 movements and move after atack It has it uses but again I prefer rifleman


Chariot Archer
Why should I build it instead of horseman ? This unit requires horses So it has to have a good advantage To choose it instead of a horseman.. But it doens't...
This unit Slows extremely down in rough terain and it has +1 more range strenght then the archer Not a major bonus or gamebreaking.. There is allways rough terain and you need to go on hills to shoot over hills and forest.. No I prefer archer...

I really hope they boost cavalry. they surely had a nice thoght of it but it needs something like 4 movements or bonus then attack. Becouse then cavalry will be usefull you would use lancer against them and we will get more mounted warfare in Renacance
 
Cavalry could use a teeny boost in a specialized function, but it's already close to being broken as it is - the move-after-attack combined with large movement makes it a scary unit to tinker with.
 
I don't know if I can do this topic justice as I haven't played enough to really know every unit's strength and weakness, but after nearly 500 hours of play, my favorites are:

1. Artillery - That extra range and the ability to shoot over any obstacle so long as there's a spotter can really break a city that had previously been well-defended by terrain. Set up a row of these things, and you can mow down an advancing army before it even reaches you.

2. Keshik - If the AI knew how to employ these units, the Mongols would be a formidable foe. With their crazy range, they're tremendous as hit and run units. Keep them alive long enough and you can upgrade them to take two shots per turn, and then they're really scary. Given the choice between a heavily upgraded Keshik or a Calvary unit, I've stuck with the Keshik for the range fighting. Cities don't stand much of a chance against a horde or upgraded Keshiks running and gunning them while you send in some melee units to deliver the final blow.

3. Siam's Elephant - Pretty much need a new unit equipped with an elephant gun to bring these things down. If I've got Siam anywhere near me, I make sure to either kill them early or have my military ready to defend. They're a tough wave if they've got a technological jump on you and Chivalry is pretty early in the game.

Units I rarely build/use:

1. Lancer - Things must have no defense because they get killed oh so easily. The only ones I ever have are ones gifted to me and I usually employ them to draw fire from my better troops.

2. Musketman - I'll take a sturdy Longswordsman over a Musketman.

3. Cavalry - By the time I get Cavalry, I've usually also got Infantry and I rely on them. I'm not sure if I just haven't found a sweet spot for them, but they're usually ancillary to my force and are upgrades from whatever Knights have survived to this point.

Most of my games don't last long into the modern era, so I don't know the ins and outs of them as well as I'd like. Also, I can't remember the last time I fought a full scale naval war in Civ 5 with modern units, if ever, so I really don't know the strengths and weaknesses. I barely know how to operate the aircraft, but that's been true of every game since Civ 2 for me.

HB
 
Of course all the units mentioned in this thread are good, but I want to give a shout out to:

One of the best:
Destroyers: The one-stop-shop instant Naval power unit. Cheap to build. FAST. See's everything. Available relatively early in the game AND effective against virtually all Navy and air units throughout the entire rest of the game with no upgrades required (exception Stealth bombers). Just need to get two of these in range to take out that pesky human opponent Carrier and his three bombers. Even if you lose them both to do it, the production loss of 3 bombers and a carrier to two destroyers is an easy bishop to queen trade in a game. Pepper an enemy city state for a few turns to get +1 range promotion and two naval / land attack bonus and you now have a "battleship". Awesome in-close ground support unit for naval invasions. Plus they just look uber cool to when you zoom in on them with your mouse wheel. Destroyers man: I just love 'em.

One of the Worst:
Paratroopers. Cute unit. But I never build them. Enemy Mech infantry just rape them once they land anyway. I'd rather invest the hammers into a tank and storm the damn 5 tiles this units ability is apparently saving me from doing.
 
I really hope they boost cavalry. they surely had a nice thoght of it but it needs something like 4 movements or bonus then attack. Becouse then cavalry will be usefull you would use lancer against them and we will get more mounted warfare in Renacance

It has the Same problem the Tank had pre patch It cost a resource but it has the same strenght and not a good bonus to build it... It even has a counter unit ....

Better of building rifleman
 
Since noone have mentioned it yet and OP didnt say military units.

Best unit easy: Settler.

Why? Try winning without one (delete your first one)

On a more serious note, I think all units have their uses in different situations, some more situational then others.

For example the Lancer, build a few and then upgrade em to helos, nice promotion.
Another is the spearman and pikeman, I love those when the closest iron is at the other end of the world in enemy territory.

Anyhow, 3 personal favorites:
Catapults (gotta love early siegebonus)
Swordman (complete the early iron rush)
Destroyer (all you need on the sea lategame)

3 least favorites:
Submarine: They were made for antishipping, older units like caravels are more effective for it.
Cavalry: That little extra movement isn't worth the drawbacks compared to other units of same time.
Brutes (couldnt figure out a 3:rd one and who likes barbs anyhow ;))
 
Worst units

Keshik: because I found them only once, in my enemy lines, and it ended in a slaughter for my units.
Sipahi: nothing else, but I built them twice, sent overseas, and destroyed while embarked. Never seen them fighting.



Ok, now seriously! :)



Worst unit

Submarine: I even built a couple of them.... whats the point of it?? They can't even enter enemy land, without open borders.
 
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