Chinese UU not very useful

xifeng

Chieftain
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Jan 23, 2004
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66
Tech requirement is much higher than catapult's. Although cause collateral damage, it cannot bomb a city. So you still need catapult.
 
xifeng said:
Tech requirement is much higher than catapult's. Although cause collateral damage, it cannot bomb a city. So you still need catapult.
The chinese unit isnt a better catapult, its a better crossbowman. They have 2 first strikes verses 1 and the minor collateral damage is just a bonus to the unit. The japanese Samurai is the oin eI think they messed up on :(
 
I've played the Japanese a couple of games and think the Samurai is a great UU for early game. I've even used it against Axemen to decent effect, though other units are a better choice for against axeman no other infantry stands a chance.
 
The Chinese UU is an awesome archer unit. It's a tough call, but it might just be the best UU (although it is hard to argue with Praets). I think your problem is that you are trying to use it for the wrong role.
 
The Chinese UU is maybe the best UU in the game.

Collatoral damage is a dangerous thing -- and crossbows are a very powerful unit to begin with.
 
periculum69 said:
I've played the Japanese a couple of games and think the Samurai is a great UU for early game. I've even used it against Axemen to decent effect, though other units are a better choice for against axeman no other infantry stands a chance.
At the point where you have the samurai, the axemen should be obsolete. I am refering to the samurai ability against the longbowmen, or even the knight. I beleive the problem is the samurai replace the macemen and not the knight. Its probably just a personal perk come to think of it lol. KInd of how I do not like playing egypt, If I dont get the pyramids my game is ruined for me as egypt lol.
 
I've played the Japanese a couple of games and think the Samurai is a great UU for early game. I've even used it against Axemen to decent effect, though other units are a better choice for against axeman no other infantry stands a chance.

Samurai are replacements for macemen, which are upgraded axemen, so... they should. :)
 
The Cho Nu Ku will pwn any other same age UU in the game including the roman swordsman...

When you can build the Cho Nu Ku, just stack them up and bring some pikes... They'll beat anything because of collateral dmg...

This is the ONE unit you can stack without making a mix and match stack... It can beat just about anything one vs one in the same age, and definately beat anything in large quanity...
 
incubuspawn said:
At the point where you have the samurai, the axemen should be obsolete. I am refering to the samurai ability against the longbowmen, or even the knight. I beleive the problem is the samurai replace the macemen and not the knight. Its probably just a personal perk come to think of it lol. KInd of how I do not like playing egypt, If I dont get the pyramids my game is ruined for me as egypt lol.

Being Japanese, the samurai start with Combat I. Add 2 XPs (say, from a well-chosen civic, or barracks etc), and you can give that samurai Cover, or Shock promotions, making them pretty good against those pesky longbowmen. Or maybe give them Combat II and then Charge promotion to fight off those knights.

Perhaps you could also give them a Pinch promotion when gunpowder is near so you have very effective musketmen killer.

And while you're nearing the mid industrial age, how about adding to them the bonus against Armored vehicules before upgrading them to infantry or machine gunners...

Yep, those samurais have great use after all! Never underestimate that what free Combat I upgrade can do for you ;)
 
I think my next game I'm gonna have to try the Chinese and see how good the Cho-ko-nu are
 
They are useless since you could get rifleman pretty quicly after. Also there is usually no wars during this period.
 
KAuss said:
The Cho Nu Ku will pwn any other same age UU in the game including the roman swordsman...

When you can build the Cho Nu Ku, just stack them up and bring some pikes... They'll beat anything because of collateral dmg...

This is the ONE unit you can stack without making a mix and match stack... It can beat just about anything one vs one in the same age, and definately beat anything in large quanity...

Against the AI, yes. Humans can split their stacks to somewhat lessen the effect, though forcing the enemy to split their stack is an advantage in itself.
 
anton_z1 said:
They are useless since you could get rifleman pretty quicly after. Also there is usually no wars during this period.

Rifleman is not extremely close. There is usually no war because you have no good unit for war, but if you have Cho-Ko-Nu, why not war?
 
Cho Ko Nu + Drill 1 = A Great Unit for racking in XP.

You can use them every turn and take very little; if any damage. Eventually they'll be level 5.

Want to know why this is so useful?

Because you can upgrade them into Riflemen and Infantry! Imagine an Infantry with 3 first strikes, and +50% city defense. You'll never lose a city again.
 
Chinese UU is an awsome unit. True it cant retreat but it usually doesnt have to if it wins the combat. You probably cant use it well :/

As far as Samurai, its good too because its a good defensive unit, so you can use it for both whereas maceman is a crappy defensive unit :/ I havent used em yet thou, I just read up on it this morning thinkign about it.
 
the chinese UU (cho-ku-nu? cho-ko-no? cho-something or other) is very handy indeed against cities.
i didn't think much of them either playing as the Chinese last night. went to war a few turns after making them obsolete, but kept a few around for fun. capturing cities is much easier! you still need catapults to bring down defenses, but with the cho-ku-nu you dont' have to "suicide" your siege units to cause collateral damage. definitely a big advantage for an already powerful civ.
 
If there's no war at the time that Cho-Ko-Nu comes out START ONE!

Again, you could discover feudalism, guilds, and gunpowder if you wait another 40-50 turns. But why squander a good opportunity? CKNs and Catapults will allow you to make a powerful impact from the start, and you can research feudalism, guilds, and gunpowder as you wage war.

The problem is that people are used to Civ 3, where you could fight a war by producing a few of the best unit in a few cities, while you focus on wonders in other cities. In Civ 4, you need to FOCUS when you do a war: get all your cities pumping out units the second you discover that key tech!

And if you have a UU, you need to learn when and how to beeline for the technology that unlocks it. Otherwise you won't have much of an advantage at all.
 
narmox said:
Being Japanese, the samurai start with Combat I. Add 2 XPs (say, from a well-chosen civic, or barracks etc), and you can give that samurai Cover, or Shock promotions, making them pretty good against those pesky longbowmen. Or maybe give them Combat II and then Charge promotion to fight off those knights.

Perhaps you could also give them a Pinch promotion when gunpowder is near so you have very effective musketmen killer.

And while you're nearing the mid industrial age, how about adding to them the bonus against Armored vehicules before upgrading them to infantry or machine gunners...

Yep, those samurais have great use after all! Never underestimate that what free Combat I upgrade can do for you ;)
Thats a god point. They may have had the Leader in mind when they designed it. Ill have to try it again at some point. I am presently happy with the chinese however and decided it was the best civ for me to get to know Civ4 with at least as well as The french got me to rul civ3 :D Then I'll branch our and try Japanese again :D

On the Cho Ko Nu Subject. I have had great success with a stack of Cho Ko nu and Elephants. But then that tag team requires IVory. But if you have the Ch Ko nu and the ablity to aquire ivory one way or another.. I suggest it :D
 
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