Favourite unique unit?

In the chosen order:
Gallic swords (speed, abillity to withdraw and the second best attack rating of the ancient era; cheaper price with C3C makes them top notch; I don't attack until I'm in monarchy or republic, but usually on my level (Monarhc-demigod, depending on MM effort I'm willing to put in :lol: ) the AI isn't too far in front by then).
Sipahi (excellent attack, speed, withdraw).
Swiss guard (the best UU when it comes to sheer timing, decent for combined arms with trebuchets).
Nub mercs (excellent for combined arms with catapults, I actually don't build swords if I'm carth).
Musketeer (underestimated imhso, combined arms with trebuchet/cannon for the middle ages).
 
The Berserk. When used properly, these beasts will wreak havoc for a long time. No resources? No problem! The amphibious attack trait makes this unit truly unique and extremely dynamic. The only defense against the Berserk is to refrain from building coastal cities--and hide the women!
 
I concur with the previous comment about berserkers, an amphibious unit that requires no resources to build.

I'd also add the Sumerian enkidu warrior. Yes, it looks and acts like a spearman, but it's not just a spearman- it's a 1/2 price spearman! Recently the enkidu warriors saved me big time. I was playing emperor level on a standard size random map that turned out to be small land mass with normal distribution.

I kid you not, I got jumped in the first ten turns of the game. Before I had my first capital culture expansion, four enemy warriors were at the gates, with only one enkidu warrior garrisoning the capital. This one warrior defeated all four, becoming elite in the process. In the ensuing conflict, enkidus proved very adept at garrisoning cities and defending offensive units, especially since they only cost 10 gold to build. This cheap production cost enabled me not only to drive the enemy into the sea, but to expand cheaply as well.
 
I just played my highest scoring game with the Hittites' Three-Man Chariot. Great early offense and a cool animation/sound. It was thoughly enjoyable, as I usually avoid early war -- but the AI attacked me and paid with a rare (for me) Conquest win.
 
Dromon. The bombard ability in ancient times rules the seas and can devastate units on coasts.
 
Sipahi. I have started to take a liking to the Ottomans, and their UU is just one more reason to like them.
 
The Roman Legionary. Perhaps not the best in SP, but in MP against players who are clever enough to attack units standing outside the cities is it outstanding. For example, if you have a bunch of Immortals or Gallic swordsmen standing near one of your cities, what do you do? You attack them with swordsmen and horsemen of course. But what can you do against a bunch of Legionaries?
 
I'm currently playing my third real attempt at Regent (small map, 5 civs- hey, I gotta start somewhere :) ). So far I'm doing pretty well wiping out my enemies, and I owe it to my wonderful Immortals. They triggered an early Golden Age, which was so beneficial to me, because from then on I was able to easily "assimilate" the Mayans by cranking out Immortal after Immortal (and some Spearmen here and there).
 
Now I am confused, the same question was asked in General Discussions.

Gay Swordsmen of course.
 
Samurai all the way for me. They are one-man armies - the "Who need combined arms?" kind of things.

4 defense means a samurai army is just as good at holding captured location as musketmen.

4 attack means they are just as good at capturing those location as any unit up to cavalry except a handful of UUs and one wonder-generated generic unit.

2 move points give them mobility unmatched by any defensive unit, or in fact pretty much any unit that doesn't require horse except a small handful of UUs. So you don't need to escort these attackers with pikes et al - they escort themselves.
 
1. Immortal- dominates the game from Iron Working till Fuedalism/Chivalry. Still usefull until Nationalism, thats 2 entire ages!

2. Samurai- for all the reasongs Oda mentioned. Sams are the original tanks.

3. Jav thrower- Never build a worker again!
 
Originally posted by ststeven11
The Berserk. When used properly, these beasts will wreak havoc for a long time. No resources? No problem! The amphibious attack trait makes this unit truly unique and extremely dynamic. The only defense against the Berserk is to refrain from building coastal cities--and hide the women!

I have to agree with this. In my last game I played standard archipelago map so almost every opponent had 80-90% coastal cities.

I went there with caravels (2 berserks and a crudsader filled) and FINISHED 80-90% of theri cities in 2 turns...

If used properly, BERSERK is the best!!!
 
i am only on my second game of C3C and i always play huge map, 16 civ's and random everything. so, since i am treating this as a brand new game and i always do random civ for me, i will leave out all civ's i had not played with C3C yet ;)

i have been Carthage: UU not that impressive to me, it did not make much difference when war broke out, in fact, i didnt even notice....

i am currently English: the man o' war has impressed me so far (great improvement from civ3 for sure) and since i hold a slight lead in tech and everyone is in a world war, the age of sails is lasting longer than usual and my ships are dominating the seas :goodjob:
 
Carthage's UU is pretty good for combined arms with catapults. You need very few Nub mercs if you've only got a lot of catapults.
 
jav thrower, enslavem
 
by far javlinmen, their enslavement ability is awesome and comlpement nicely their civs traits.
 
The Conquistador. The improved movement (no movement penalty for mountains, hills, or even foreign territory; every square is treated as road) is really helpful in medieval battles to squirm around an enemy's territory and knock out his defenseless archers and longbowmen before they have a chance to attack my cavalry. Plus the dogs yelping at their heels are just cool.
 
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