Unique Units (Bold print indicates changes)
Quechua (Inca)
Replaces Warrior
No Requirements
Strength 2, Movement 1
No defense bonuses
+25% City Defense
+100% vs. Archery Units
Strong vs. Archers, Weak vs. Classical Era Units
There has been alot of talk about the Quechua rush you can do if Archers are garrisoned in an enemy city. I put that to the test by playing a Duel size, pangaea map against the Aztecs. When the Aztecs founded the second city, I started to attack with the Quechuas I already had. Their new city razed, I went after the capital. By that time they were using archers (Yes!) They attacked with one of their archers and failed. Anyways, since I had an overwhelming number of Quechuas, the Aztecs had no chance at all and I won an easy conquest victory. So the Quechua rush DOES work after all!!! So with that said, if you play Inca, build alot of these and take out a civ or two before they can become stronger (WARNING -- you won't be able to do this with the Mali -- they have a unique unit that can hold its own against the Quechua). I am not a fan of early war or rushes, but it seems to be the effective strategy for this unit.
On top of that, this is a very good unit to use against Barbarians too. Once those archers come to your turf, your Quechua can easily defeat them (remember to play offensively -- you don't want to lose any improvements at this stage of the game.)
Fast Worker (India)
Replaces Worker
No Requirements
Movement 3
Can improve tiles
This is simply a regular worker with an additional movement point, thus allowing India to build improvements faster.
Skirmisher (Mali)
Replaces Archer
Requires Archery
Strength 4, Movement 1
1-2 first strikes
+50% city defense
+25% hills defense
This is a good, all around defensive unit for the Malinese which can hold its own against Barbarians and some classical era units as well. It also has a chance to strike first twice. Unlike the standard archer, this unit is actually worth building until the medieval era.
Immortal (Persia)
Replaces Chariot
Requires The Wheel
Requires Horses
Strength 4, Movement 2
Receives defensive bonuses
30% withdrawal chance
+50% vs. Archery Units
Strong vs. Archers, Weak vs. Spearmen
This is a much better version of the Chariot. This unit can be used to wage early war against archers and has a better chance of withdrawal than a regular chariot.
War Chariot (Egypt)
Replaces Chariot
Requires The Wheel
Requires Horses
Strength 5, Movement 2
Immune to first strikes
No defense bonuses
20% withdrawal chance
Strong vs. Archers, Weak vs. Spearmen
This unit is another good candidate against the archers as it has immunity vs. first strikes and a combat strength of 5 -- 1 strength lower than a Horse Archer!!!
Phalanx (Greece)
Replaces Spearman
Requires Hunting
Requires Copper or Iron
Strength 5, Movement 1
No defense bonuses
+25% hills defense
+100% vs. Mounted Units
Strong vs. Chariots, Horse Archers, War Elephants, & Knights, Weak vs. Catapults, Axemen, & Swordsmen
This is one of the weaker UUs in civ4 (unless you're playing the Greek World scenario). Don't underestimate it though -- it can defeat mounted units better than a spearmen can. Unfortunately, the Phalanx is even more susceptible to Catapults, Axemen & Swordsmen as it receives no defense bonuses (except on a hill).
Jaguar (Aztec)
Replaces Swordsman
Requires Iron Working
Requires NO Iron
Strength 5, Movement 1
+10% city attack
+25% jungle defense
Strong vs. Cities & Spearmen, Weak vs. Axemen
One of the worst UUs in the entire game!!! The Jaguar only has a strength of 5 (instead of 6 for a regular swordsman). The good news is that you don't need iron to train these -- they can also defend themselves well in jungle terrain.
Praetorian (Rome)
Replaces Swordsman
Requires Iron Working
Requires Iron
Strength 8, Movement 1
Strong vs. Most Ancient/Classical Units, Weak vs. Axemen
Oh Yes!!! A classical unit with an attack strength of 8!!! That's almost as good as Macemen (but without the Melee Units bonus). These are powerful, versatile units good on the attack and defense and will serve you well indeed in the Classical Era. Use them to your advantage, especially in the Greek World scenario!
Keshik (Mongolia)
Replaces Horse Archer
Requires Horseback Riding & Archery
Requires Horses
Strength 6, Movement 2
1 first strike
No defense bonuses
Ignores terrain movement costs
+50% attack vs. Catapult
Strong vs. Archers & Catapults, Weak vs. Spearmen
This unit is perfect for pillaging as it is guaranteed to move 2 spaces/turn! The Keshik also has an edge over other units with its fist strike. Very powerful indeed!
Cho-Ko-Nu (China)
Replaces Crossbowman
Requires Machinery & Archery
Requires Iron
Strength 6, Movement 1
2 first strikes
Causes collateral damage
+50% vs. Melee Units
Strong vs. Macemen & Pikemen, Weak vs. Knights
This is a good replacement for the crossbowman! It gets 2 first strikes and causes collateral damage making it perfect for cities & unit stacks!!! The crossbowman is still effective vs. Macemen & Pikemen.
Samurai (Japan)
Replaces Maceman
Requires Civil Service & Machinery
Requires Iron (and only Iron)
Strength 8, Movement 1
2 first strikes
+50% vs. Melee Units
Strong vs. Pikemen & Macemen, Weak vs. Knights
This is an enhanced version of the Maceman which strike first twice in battle!!! Use it to crush your enemies -- especially Melee Units. The 2 first strikes allows the Samurai to get an edge over regular Macemen.
Camel Archer (Arabia)
Replaces Knight
Requires Guilds, Horseback Riding, & Archery
Requires NO Resources!!!
Strength 10, Movement 2
Immune to first strikes
No defense bonuses
25% chance of withdrawal
Strong vs. Longbowmen & Crossbowmen, Weak vs. Pikemen & War Elephants
This unit is no different from the Knight except for the fact that you need no resources to train this unit! The strategy for this unit is the same as the Knight!
Conquistador (Spain)
Replaces Knight
Requires Guilds & Horseback Riding
Requires Horses & Iron
Strength 10, Movement 2
2 first strikes
Immune to first strikes
Receive defense bonuses!!!
+50% vs. Melee Units
Strong vs. Longbowmen, Crossbowmen, & Macemen, Weak vs. Pikemen & War Elephants
This is the most dangerous UU in the Medieval era by a mile!!! It can strike twice, receives defense bonuses, and receives a 50% bonus vs. Melee Units and has an attack strength of 10 (vs. 8 for the Samurai) and a movement rate of 2 (vs. 1 for the Samurai)!!!
Musketeer (France)
Replaces Musketman
Requires Gunpowder
Strength 9, Movement 2
This is the only foot soldier with a movement rate of 2 and therefore more mobile than Musketmen.
Cossack (Russia)
Replaces Cavalry
Requires Military Tradition, Gunpowder, & Horseback Riding
Requires Horses
Strength 18, Movement 2
No defense bonuses
30% chance of withdrawal
+50% vs. Cannon
+50% vs. Mounted Units
Strong vs. Cannons, Musketmen, Grenadiers, & Calvary, Weak vs. Pikemen & Riflemen
In Civ3, The Cossack was by far the worst UU in the entire game!!! The Civ4 Cossack though is one of the best UUs with a whopping strength of 18!!! It receives a bonus vs. Mounted Units, so it can be used to take out regular Calvary.
Redcoat (England)
Replaces Rifleman
Requires Rifling
Strength 16, Movement 1
+25% vs. Mounted & Gunpowder units
Strong vs. Calvary, Musketmen, & Riflemen, Weak vs. Grenadiers?
This unit is like an early infantry unit as it can hold its own vs. Gunpowder Units. I do not know for sure if they are vulnerable to the Grenadier's bonus vs. Riflemen. If anyone knows, pleas reply.
Navy SEAL (America)
Replaces Marine
Requires Industrialism & Rifling
Strength 24, Movement 1
1-2 first strikes
+50% vs. Machine Gun & Artillery
Starts with Amphibious & March
Strong vs. Machine Guns & Artillery, Weak vs. Armored & Air units
This is one dangerous marine indeed!!! It can not just launch amphibious attacks without penalty, but gets 1 guaranteed strike!!! It also has the ability to heal itself even if it moved!!!
Panzer (Germany)
Replaces Tank
Requires Industrialism & Rifling
Requires Oil
Strength 28, Movement 2
Doesn't receive defensive bonuses
Starts with Blitz
+50% vs. Armored Units
Strong vs. Foot Soldiers, Tanks, & Modern Armor, Weak vs. Gunships
The German Panzer is like any other tank, except that it has the ability to knock out other armored units in its way. This is indeed useful, because you won't have to wait to discover Flight & Rocketry in order to build Anti-Tank units! This bonus is even powerful enough to take out Modern Armor! The armored units bonus is a great addition to an already powerful unit indeed!
End of Unit Strategy Article