Reviews: Unique Units

Which unique unit do you like the most?

  • African Forest Elephant

    Votes: 6 4.3%
  • Atlatlist

    Votes: 7 5.0%
  • Battering Ram

    Votes: 35 25.2%
  • Carolean

    Votes: 20 14.4%
  • Cataphract

    Votes: 0 0.0%
  • Dromon

    Votes: 17 12.2%
  • Hakkapeliitta

    Votes: 2 1.4%
  • Horse Archer

    Votes: 7 5.0%
  • Hussar

    Votes: 3 2.2%
  • Mehal Sefari

    Votes: 4 2.9%
  • Pictish Warrior

    Votes: 11 7.9%
  • Sea Beggar

    Votes: 25 18.0%
  • Quinquereme

    Votes: 2 1.4%

  • Total voters
    139
When I first voted for this poll, I was the like one of two people who voted for Sea beggars, glad I'm not the only one who feels this UU is probably the best in G&K. There are so few ships to begin with so every new era of ships makes a huge difference in naval warfare. So a ship with three promotions that carries onto destroyers is pretty damn awesome and in short a game changer. I had like four sea beggars and conquered England capturing all her ships of the line, afterwards I just steam rolled the rest of the civs with battleships and destroyers.

To be honest, the only other UU's I like are Sweden but since they come even later than privateers I went w/ the beggars.
 
I voted for Dromons. Ranged naval unit could end +1 range upgraded frigate in Reinassance, + its much more usefull at general.
 
I just ended a game with Sulleyman (just after another one with William :D)
Sueyman UA is that ALL melee ships get the Prizeships promotions! So that make the Sea Beggars kinda..obsolete :)
But I actually enjoyed them a lot too.
Maybe that prizeships prom should be nerfed a bit, like 60% chance of taking the enemy ship, or enemy taken ship only get 10 hp instead of 50... ?
 
We need more rewievs, they look very good indeed! I voted for the Battering ram, 300% against citys is a force to be reckoned with.
 


Byzantine: Theodora

Unique Unit 1: Cataphract (replaces Horseman); 75 :c5production: , 15 :c5strength: , 3 :c5moves: , N/A :c5rangedstrength:



Tech: Horseback Riding
Resource: Horses
Upgrades to: Knight
Notes: Can move after attacking, Penalty attacking cities (25%), [Can have terrain defensive bonuses]
Comments: The Cataphract is basically the earliest Knight-style unit you will ever come across. It has -1 :c5moves: compared to the Horseman which it replaces, but it also has +3 :c5strength: . One more important thing to note is that it has only a 25% penalty when attacking cities vs. the Horseman's 33%, making horsemen rushes a bit more practical. Still, it is limited by its requirement for strategic resources. To offset this disadvantage, the Cataphract can use the terrain to its advantage and gain defensive bonuses, unlike the Horseman. Because of this, I would recommend using this unit as either a defensive unit at your capital, or on offensive unit that rides with the rest of the army out on the frontlines. Since it has a smaller combat penalty vs. cities, you can take out an enemy settlement early on fairly easily as long as you have a siege unit to back you up. Charge these units across the battlefield and no unprepared foe will be able to stop you!
Rating: 7/10

- - -

Unique Unit 2: Dromon (replaces Trireme); 56 :c5production: , 8 :c5strength: , 4 :c5moves: , 10 :c5rangedstrength: strength, 2 :c5rangedstrength: range



Tech: Sailing
Resource: N/A
Upgrades to: Galleass
Notes: May not melee attack, Cannot enter deep ocean, Bonus vs. naval
Comments: The Dromon has got to be one of the most game-changing and useful early naval units in Gods & Kings. Although it requires +11 :c5production: to make and has -2 :c5strength: compared to the Trireme which it replaces, it is the first ever ranged naval unit that can be used until Galleasses are unlocked in the Medieval age. This is a huge bonus, and I cannot stress it enough. Not only is its ranged attack decently powerful, but it is actually 50% more powerful against naval units. This means that any enemy navy you come across in the Ancient and Classical eras will have a tough time trying to board your ship when your own units are launching Greek Fire (an early predecessor to napalm) at them from a distance. I would recommend using this unit in ship-to-ship combat or against enemy cities. This is where the Dromon really shines compared to its competitors. Since it is the only ranged naval unit for quite some time, you will be able to take out coastal cities much easier and more efficiently than other civilizations with Triremes or even Quinqueremes would have trouble doing. As long as you escort an embarked unit with the Dromons (as the Dromons themselves cannot melee attack), city capturing will be a breeze. Also, since it is a ranged unit, you can upgrade these to Galleasses instead of Caravels, which, in the long run, is far more useful. This ship is truly a marvel at sea.
Rating: 10/10
 
I think you're giving waaay too much credit to the cataphract (I can't help but notice that it's the only poll option which nobody has voted for :p ), but 10/10 might not be high enough for the dromon. :D

Another good early-game use for dromons: attach a scout to a single dromon and cruise the map, taking out coastal barb camps for more :c5gold: and popping island ruins.
 
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