The UU-A-Day Countdown

A unit with Bushido is still wounded.

As a side note, it will be interesting to see if this translates to Cossacks getting the "Charge" promotion (+25% vs. wounded units) right off the bat or if it is passive and they can take "Charge" also. One can assume that it would be a +25% boost so if it stacks with Charge they get +50% vs. a wounded unit! Assuming Shock II, Flanking, and Charge, that Strength 25 Cossack would get 105% strength against a unit in open territory. That would put them over even a Shock I promoted Mech Infantry!!

I really think that this is a free "charge" promotion though because IIRC Greg had free "Shock I" on his Samurai which covered their "strength against units in open terrain." (Though on the other hand, it says "Shock I" in the Samurai desc. in the strat. guide and just "bonus against wounded" for Cossack...) We'll know Tuesday...
 
3 days remaining. 3 is the combat strength of the weakest combat unit, the Chariot Archer, and thus the bane of many an ancient rusher.

For today, we'll move to a long-time enigma, the Malinese Mandekalu Cavalry. This unit is more a representation of Mali's military strength than any specific unit, and thus carries with it the Malinese conquests/expansion. Fittingly, this UU has a +30% combat strength against cities, making conquest easier with this Knight replacement.

This is something of a weird unit, since mounted units in Civ5 aren't really built for sieges. Siege engines siege, and powerful infantry hold lines during siege, but swift cavalry aren't the best for it. Thus, the Mandekalu Cavalry is a unit that picks up a secondary role to its battlefield maneuverability - that of city-buster. The most obvious use of this UU is to supplement siege weapons in taking down cities by swinging in with its 24 combat strength. By bringing a few Mandekalu in with your main force, you can take down cities much quicker than via Pikemen or Longswordsmen. Another possible tactic is to take a small detachment (5-6), use their 3 move to get them behind enemy defenses, and start razing cities. Doing so will certainly accelerate the capitulation process. :D
 
Malinese Mandikaulau? I think you mean Songhai right? Other than that it is a nice unit and good at attacking cities.
 
A unit with Bushido is still wounded.

As a side note, it will be interesting to see if this translates to Cossacks getting the "Charge" promotion (+25% vs. wounded units) right off the bat or if it is passive and they can take "Charge" also. One can assume that it would be a +25% boost so if it stacks with Charge they get +50% vs. a wounded unit! Assuming Shock II, Flanking, and Charge, that Strength 25 Cossack would get 105% strength against a unit in open territory. That would put them over even a Shock I promoted Mech Infantry!!

I really think that this is a free "charge" promotion though because IIRC Greg had free "Shock I" on his Samurai which covered their "strength against units in open terrain." (Though on the other hand, it says "Shock I" in the Samurai desc. in the strat. guide and just "bonus against wounded" for Cossack...) We'll know Tuesday...

If you are expecting to get things like cho-ku-nos shooting 4 times, and longbowmen with 4 range, you will be sorely mistaken.
 
If you are expecting to get things like cho-ku-nos shooting 4 times, and longbowmen with 4 range, you will be sorely mistaken.

This is why I think most UU abilities are going to be straight out of the promotions list and they will just start with that promotion. Otherwise we'd be seeing stuff like this ("Logistics" promoted Chu-Ko-Nu firing 3 times or Longbowmen with the "Range" promotion). Not only do most of the benefits listed as UU abilities match with promotions, but you have a situation like my example above if they don't match. Double the benefit they would normally have which is a bit much.
 
It is not double the benefit for the longbowman, it would still just be 1 range difference, you cant compare a unexperienced archer (or what longbowmen replaces...) to a experienced longbowman. An lonbowman with range compared to a archer with range is actually less relatively powerful than an unexperienced longbowman vs an unexperienced archer. (33% longer range unexperienced, 25% experienced). I am not saying that you are wrong in that the longbowman just has the range promotion, it is very possible even though I would like it not to be so :)
 
of course its double the benefit.

A 4 range longbowman is better than a 3 range longbowman. over a normal 2 ranged unit.
 
I didn't realize this thread was moved. I thought it just got buried :D

I'll comment on some of the recent ones when I get a chance, but I'm going to have to revise my previous statement about the War Elephant, it's a damn good early unit. It's able to essentially be a front line ranged unit, since it's able to defend itself. You can have a line of them weakening enemy units and then bring up the spears for support. It doesn't have to hide behind anything.
 
oh the war elephant is awesome, doesn't require resources, can take on much stronger melee units than its counterpart, has an awesome ranged attack. Bloody excellent.
 
Now to take a shot at some of the others I've missed.

Tonight's UU is the Russian Cossack, another veteran of past games. These famous border peoples are historically irrepressible and known for their martial prowess; thus, in Civ5, they get a bonus against wounded units.

Definitely an odd choice, since I generally do OK attacking wounded units (it's the full strength ones that give me trouble ;) ). I can see it working well behind cannons to damage and then kill in the same turn. They can use their three moves so they don't have to be in front before the attack. I can also see them using a swarm strategy where the first Cossack gets sacrificed to damage the enemy in order to give the second Cossack a huge advantage. This way, they can still attack in the open field. The mass Cossack strategy will be aided by having double horses too.

3 days remaining. 3 is the combat strength of the weakest combat unit, the Chariot Archer, and thus the bane of many an ancient rusher.

For today, we'll move to a long-time enigma, the Malinese Mandekalu Cavalry. This unit is more a representation of Mali's military strength than any specific unit, and thus carries with it the Malinese conquests/expansion. Fittingly, this UU has a +30% combat strength against cities, making conquest easier with this Knight replacement.

Songhai, not Mali (same region, different time period). Seems an odd choice, but it does go well with their unique ability (more gold for plundering cities). It seems to be for those who don't want to wait for a long protracted siege. With three moves, you can wait one tile out of city range and then hit before they ever have a chance to bombard you. It seems the strategy is to hit quickly and move on (possibly raise the cities because you can't really defend them well). Good strategy to get lots of gold and cripple an enemy at the same time.

EDIT: I can't comment on longer ranged Longbows, but Cho-ku-nus will max out at two shots per turn simply because they only have 2 movement points.
 
The Mandekalu Cavalry seem great for hitting new and/or poorly defended cities. Instead of being in the battle line, they sneak past and just raid cities.
It will force your enemy to make sure his defenses are stronger at home rather than being entirely at the front.
 
Definitely an odd choice, since I generally do OK attacking wounded units (it's the full strength ones that give me trouble ;) ). I can see it working well behind cannons to damage and then kill in the same turn. They can use their three moves so they don't have to be in front before the attack. I can also see them using a swarm strategy where the first Cossack gets sacrificed to damage the enemy in order to give the second Cossack a huge advantage. This way, they can still attack in the open field. The mass Cossack strategy will be aided by having double horses too.

Keep in mind units don't instantly die after combat anymore when they lose. Two Cossacks attacking a unit will do more damage than two cavalry and will take the same amount of damage in return.

I think people are under-estimating the power of the cossacks because wounded units in a warzone is going to be a pretty common thing since it takes several attacks just to kill a unit. We don't know the increase of power, but this will mean that russia will be in total killing more with less attacks, and thus saving itself from heavier damage as well.

What I'm truly curious about is if the damage scales (as is common in abilities of a similar nature) ~ For example, is the attack bonus for against a unit with 4 health greater than against a unit with 8 health? If the above turns out to be the case, then Cossacks are even better.

Either way, it's important to note that the health threshold where their attack will equate to a complete kill is higher than it's non-UU equavalent against all opponents. If against X target, a Cavalry will almost always kill the unit when it's at 3-4 health... A Cossack will probably almost always kill it at 4-5 health, cause of the bonus.

It's a pretty good ability, I think.
 
no such thing as a poorly defended city.
Any cuty without support units around.

There is no such thing as an undefended city, but they can still be poorly defended.
 
Also, you have to take into account the Civ as a whole, IMHO. Russia has one of the best (IMHO) unique abilities -- you are going to get resources in your civ at some point or get wiped out -- and when you do, you get bonus production and units. Having a moderately better unique unit is ok for them. Also look at their other unique item -- Barracks, available at the beginning (if it's like other civs...or at least available pretty darn early). So, as a whole, I think Russia looks pretty darn formidable.
 
Um I don't think that's right.

Start bias is in FAVOR of the civilization, not against it. I don't think they will make a civ that starts in tundra all the time. Plus, the most populous part of Russia is not in tundra, it is in cold northern flatlands, which are still fine land.
 
Russia will probably start near strategic resources via its start bias, to make the most of Siberian Ri----er, Mother Russia.

For the final UU*, we'll move to the British Ship of the Line. The game's sole naval UU should, by all rights, be a good one, and it achieves this with its numerous bonuses: 20 hammers cheaper than a standard Frigate, +2 ranged strength, and +1 sight range.

With the advent of oceanic travel via Navigation, the rush to rule the seas will be tremendously important; the right of passage for trade and, later, embarked Settlers/invasions will shape the Renaissance. Given that Frigates/SoLs cannot melee attack, the 2 extra ranged strength is as good as 2 extra generic attack on any other unit. Thus, between a combat bonus, sight boost, cheap cost, and Sun Never Sets, the Ship-of-the-Line can dominate early naval warfare. By making for a fantastic scout, it can alert Britain to any incoming invasions, and use the extra strength to solve the problem immediately. The extra sight and move, in essence, increase the effective range, allowing for fewer ships to control the seas. These bonuses also allow for England to be the first one to new lands. Being the first intercontinental civ comes with a number of diplomatic advantages, and on certain map types (Earthlikes) it can mean the first to a new world. With this UU, England has a tremendous advantage over other navies, and with proper exploitation, can control the seas for the game.

God help your enemies if the Ships of the Line are fueled by the Great Lighthouse. Sun never sets, indeed.

*Yes, I screwed up.
 
Yes, I screwed up.

There is still the babylonian archer :)

I have a little bit of trouble with naval UU, I just dont use ships that much, it is possible that this will change in civ 5 with the embarkation but I think I will take my chances pretty often and just go out without protection and hope for the best :P
 
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