Strongest Unique Unit poll

Which Unique Unit is the strongest?

  • Rough Rider - cheaper and gives culture

    Votes: 0 0.0%
  • P-51 Mustang Fighter - more range and hitting power

    Votes: 0 0.0%
  • Eagle Warrior - Turns destroyed enemies into slaves

    Votes: 38 22.6%
  • Minas Gerais Battleship - extra range!

    Votes: 7 4.2%
  • Maryanu Chariot - Fast with strong ranged attack

    Votes: 3 1.8%
  • Sea Dog - Rule the waves

    Votes: 1 0.6%
  • Redcoat - Bonus on foreign continents and disembark

    Votes: 8 4.8%
  • Conquistador - Helps to spread religion

    Votes: 11 6.5%
  • Garde Imperiale - Strong and with continental bonus

    Votes: 12 7.1%
  • U-Boot - Cheap to produce, strong

    Votes: 3 1.8%
  • Saka horse archer - Builds two units in time of one

    Votes: 51 30.4%
  • Crouching Tiger cannon - Powerful, needs no resources

    Votes: 3 1.8%
  • Samurai - Fights with full strenght even when wounded

    Votes: 15 8.9%
  • Varu - Enemy units lose combat strenght

    Votes: 16 9.5%

  • Total voters
    168
  • Poll closed .
Does the eagle warrior work against barbs? If so then it seems clear and away the best one. Consider how important stealing workers was on the higher difficulties in Civ5 AND that you're going to need a steady stream of builders in civ6, this is going to be a strong one.

Even if the conversion doesn't work against barbarians but only against major civs and city states, you could easily turn a neighbour into a builder farm.

No the Eagle Warrior special ability to gain builders does not work against Barbarians.

Aztec look for early on. It depends on how quickly a civ can tech. The intro videos weren't exactly what a great player's strategy would be. They were more about showing is the different things in the game.

Saka Horse Archer looked good at first, because of it's double production rate, but at 100 production, it basically costs the same as two units, so that isn't its big advantage. It is speed 4, which is very nice to outmaneuver an opponent and pillage districts. It is still weaker than Egypt's Maryanu Chariot Archer which is speed 4 also.

As someone else said, based on when I usually fight, I would want a unit from that era.
I don't know it's strength yet, but I'm going with the Redcoat. It will have to be stronger than a Musketman and it gets a bonus fighting on other continents, which should be most of the game.
It gets no penalty for disembarking, so opponent units near the shore could be attacked more easily.

It's Sea Dog ship can Capture ships, so it England will be building up it's navy rather quickly.
 
I like the conquistador the most; its ability to convert cities looks like it could help to make Spain the Civ to beat; regrdless of what victory type you want to go for, if Spain is doing well in terms of conquest, they're going to be doing well in religion, so you're going to have to deal with them, a bit like preventing Civ V Alexander from snatching up all the city states and achieving a diplomatic victory.

Scythia's horse archers are also good; when they're in play, they'll speed up you army building a lot, so that you can go to war sooner, and recover from war a lot quicker; this could make up a lot of turns, which could be crucial to winning a victory.
 
Completely disregarded that Scythia gets 2 of their unique unit at once but I thought that was Civ UA not the unit itself

Voted for Brazilian UU. Free logistics?? Ummm yes please...
 
Getting 2-for-1 Saka horse archers early in the game sounds great for warmongering.
The movement bonus on the Egyptian chariots is nice too...
 
I usually don't have a sprawling empire, I tend to prefer an economic powerhouse of tightly linked cities. Controlling more or less a continent (or at least the prime real estate) is usually what I'm happy with.

With that in mind; Imperial Garde all the way. They arrive just early enough to make a last push to expand my empire to the desired size before focusing on economy, science and culture. And they seem to clearly have the punch required to do so with ease. Also, they are not a first generation unit so when you get the tech to build them you can immediately upgrade all your musketmen andgo in the offensive.

Least favorite: U-boat. It's a first generation unit so you first need to build your fleet before using them, thus wasting a portion of their era of dominance. It's a more specialized unit than a destroyer and is only at its best if facing an invasion from oversea, a specialized occurence. Also, it's a naval unit in a civ that is not automatically a naval powerhouse. In many playthrough they could go entirely unused!
 
I voted for Conquistador. The special ability is by far the strongest, at least in my opinion.
 
I would be more impressed with the Saka if they had 2 range or could move after shooting.
 
If I know anything about Civ, it's that the top tier unique units are pretty much always early ones.

If I know anything about 1UPT, it's that ranged units are great, because they can concentrate fire more easily than melee units and because they don't take damage when they attack. Fast ranged units that can move out of the way after attacking are even better.

So my money is on the Saka Horse Archer and the Maryanu Chariot Archer as the strongest two UUs.

For worst UU, I'm guessing the P-51 Mustang Fighter will come too late to be relevant in most games, and even when that tech is reached, spamming bombers will probably be better than spamming fighters. A similar logic applies to the U-Boat. I'm also skeptical about the Samurai, since keeping injured units on the front line is very wasteful in the 1UPT system.

Air combat is said to get a complete rework though, and considering it was even bugged through the whole of civ5, I don't think we can tell how usefull the fighter will be yet. :D
 
Fighters might be a big deal with tile pillaging with air units making a comeback. Those unstacked cities could easily get bombed into oblivion without pretty solid defense. I just hope oil isn't shared by everything again. Seemed like tanks, boats and planes all depending on oil really narrowed focus to just bombers 9 times out of 10.
 
They have 1 range, but if I remember correctly, they could move after shooting.

I haven't seen it demonstrated or shown in a tooltip yet. If you could show me where you've seen it, I will happily revise my opinion of the Saka.
 
I wonder if the Varu's debuff works against wounded Samurai who should fight as if full strength.
 
Most of the UUs seem significantly powerful, which is great.

I want to make a brief case for the Redcoat - an offensive unit that should be fighting at 75 strength against 55 strength musketman units for quite a long time, and it won't have any direct counters. Amazingly, even Infantry, many techs later, are at 70 base strength, so the Redcoat is going to have quite a long era of play at a dominant strength differential, helping you take territory and cities.

It also comes at a good spot in the game in terms of both the opportunity costs of building it and the ability for your empire to build Redcoats at more scale than an early-game UU.

I think the Saka horse archers will be able to be handled with spearman and archers. One spearman at 35 strength is going to roll over a Saka at 15 strength, and if you have a level 1 promoted spearman at 40 strength, all the better. I don't think we know precisely how much damage 2 or 3 ranged hits at 25 strength on a 35 or 40 strength unit will do (and Scythia gets bonus against wounded units), but I don't think Saka's are going to be able to conquer a prepared defender if the production/hammer investments are similar. I'm not going to want to be next to Scythia, but I don't think they will end up being the most game-changing UU.

I see the Eagle Warrior in a similar light - powerful strength and ability, certainly would prefer not to be neighbors, but they will be good for a very short duration, and making more than a few of them will definitely have opportunity costs. Opponents will get to Spearman and Archers quickly enough that I can't imagine being conquered by Eagle Warriors.

For worst UU, I suspect the Chinese Crouching Tiger Cannon will win the honor, especially if it has 1 range. At that point in the game, Knights should be able to run them over.
 
At this point, it would be hard to judge. Not to mention that we still have several more civs to go. And the ones that have been announced may look one way on paper, but completely different when placed in action.

Thats what I think we have no way to know untill the game is released.
 
Altho it's not likely to rule the world in terms of direct domination, I think the Aztec Eagle Warrior smokes the competition here. Even a low stat unit that could make Builders on-kill would be very good.

I think the other UUs are mostly okay. The Eagle Warrior is the only one where I'd feel like if I didn't use it that game I was playing seriously wrong.
 
Are we sure that the Saka comes with "Wheel" technology? Well of Souls doesn't have it. It also doesn't have production info for it, although someone quoted 100 above.

If you forget about the 2-for-1 (which is UA, not UU), I don't see how anyone could vote for it over the Marayana Chariot.

We also don't know (AFAIK) which promotions pass on to the next era's unit.
 
Pathfinder was an excellent UU, and I am hoping there will be some version of a recon UU in the game. Given how strong and prolific Barbs are on Prince, I would think ancient era UU have a massive importance. Certainly no game - breaking move and shoot UUs yet.

Who knows, maybe that Chinese early cannon will be super valuable because range usually is, even just one-tile range now
 
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