The worst unit in the game

Which units are bad balanced?

  • Warrior

    Votes: 8 7.3%
  • Archer

    Votes: 3 2.7%
  • Catapult

    Votes: 7 6.4%
  • Horse Archer

    Votes: 7 6.4%
  • Crossbowman

    Votes: 16 14.5%
  • Musketman

    Votes: 31 28.2%
  • All above units are well balanced

    Votes: 15 13.6%
  • one of mentioned units is bad balanced

    Votes: 4 3.6%
  • two of mentioned units are bad balanced

    Votes: 2 1.8%
  • tree or more mentioned units are bad balanced

    Votes: 2 1.8%
  • Another unit (not mentioned) is bad balanced

    Votes: 37 33.6%

  • Total voters
    110
I'd probably say the Explorer, by the time that guy comes around, you probably won't need him, unless you are on a standard or larger map or one with lots of islands.

I've never seen the AI build them either, of course though I've been doing tiny maps.
 
There's another thread identical to this somewhere... but Explorers and Ironclads are pretty bad/useless.
 
If explorers were able to attack, I think they would then be balanced

Low strength compared to the contempary units, but they can traverse terrain.
 
I use them all with the exception of Explorers, Ironclads and (very rarely) marines. I think those units are well enough balanced they just don't have a lot of utility.
 
Why is horse archer even on the list? They are one of the best ancient age units along with swordsmen. They can take a fortified archer on flat land in a city with over 60% chance of success. :shake:

If you think horse archer is a bad unit you obviously arent very good at this game il tell you that.
 
I can't believe someone even voted for the horse archer. Not only are they strong for that early, but they can be devastating pillaging units w/ the 2 movement points. Nice for early choking wars.
 
That was me, who voted Horse Archers. I prefer Swordsman, they have much more better stats via attacking cities. Horse Archers are cannonfood and they can scout only. My proposal is

20% withrowal chance

to this unit and all is ok. But perhaps I don't understand something. Let someone enlighten me ...

P.S. Thx for vote for Musketman :]
 
Musketmen have the smallest window of use.
 
Giaur said:
That was me, who voted Horse Archers. I prefer Swordsman, they have much more better stats via attacking cities. Horse Archers are cannonfood and they can scout only. My proposal is

20% withrowal chance

to this unit and all is ok. But perhaps I don't understand something. Let someone enlighten me ...

P.S. Thx for vote for Musketman :]

My opinion is the combo between high strength (in relativity) and 2 movement is just their mobility. They're nothing special for capturing cities except very early on, but their mobility and ability to fend for themselves is unmatchable. Every early game stack needs a couple of these. These are also phenomenal for Worker steals. Another great use for them is keeping a few in your road-connected cities (spread out for maximum reach) to nab those barbs that threaten to destroy border improvements and steal workers. Those are my primary uses for them.
 
Horseback Riding comes about 50 turns (marathon speed) after Iron Working, and Construction (and Elephants) is 50 turns after Horseback Riding. Horse Archers become cannon food to War Elephants. Only infantry units, who fight in a rough terrain, guarantee chance of survival.

However you proved horse archers tactitian use. And I could add some advantages to those. Only I prefer to run for Construction (catapults and often Elephants). On the other hand I played Romans recently so maybe now is time for Horse Archers.

And to those who voted Explorers ... they're also tactician units, belive me or not ...

P.S. Forgot about SAM Infantry :(
 
Giaur said:
And to those who voted Explorers ... they're also tactician units, belive me or not ...

I agree with that, they just come too late for me to care anymore. By the time I have them the world that matters around me is mostly explored. One very cool thing about them though is to use them as a medic in a large stack. That is the only reason I have built them. They don't die until the rest of the stack has because they're never the units chosen for defense.
 
Agree. Medic should have 2 MP. And some of my explorers had medic promotion.

And I did a trick while playing my previous deity game. It was the final battle. Artillery softened the defenders. Finally only one defender survived and was very weak. The enemy had tanks, so didn't want to loose an Infantry unit, so used mounted unit, captured the city, and came back to the rough terrain.

P.S. Even Artilery can destroy tank, but only in some circumstances ...
 
Giaur said:
Agree. Medic should have 2 MP. And some of my explorers had medic promotion.

By this, I assume, you mean that the player should give the Medic promotion to 2MP units, rather than the Medic promotion granting 2MP?

And I did a trick while playing my previous deity game. It was the final battle. Artillery softened the defenders. Finally only one defender survived and was very weak. The enemy had tanks, so didn't want to loose an Infantry unit, so used mounted unit, captured the city, and came back to the rough terrain.

If it was the final battle, wouldn't it have not mattered if they could counterattack, since they'd be dead anyway? And if I'm misunderstanding "final battle," why did you leave the city undefended in lieu of sacrificing a defensive unit to protect it? Or by "capture" do you mean "raze"?

P.S. Even Artilery can destroy tank, but only in some circumstances ...

Battles are completely random. Any unit can destroy any other unit in combat, given an appropriately compliant RNG. :spear:
 
Crossbows are just the medival and relatively weaker version of the machine gun. Totally defensive. Essentially useless but for a small niche.

Musketmen and Ironclads, despite their small windows, are superior during their time. I honestly, as hard as I try to understand, don't grasp why people have any problems with either. A small window, yes, but at least they aren't a long-lasting and generally useless like crossbowmen.
 
Musketmen and Ironclads, despite their small windows, are superior during their time. I honestly, as hard as I try to understand, don't grasp why people have any problems with either. A small window, yes, but at least they aren't a long-lasting and generally useless like crossbowmen.

Actually i see crossbowmen a lot of more usefuller than musketmen and ironclads. Crossbowmen are best units when fighting against macemen at that era. They are ranger units, so Macemen 50% vs. melee doesnt work, and crossbowmen have also 50% vs melee. they also have one first strike so changes of winning when attacking macemen with crossbowmen are about 70 %
 
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