Unique Unit Elimination Thread

Camel archer 5
Mandekalu Cavalry 31
Cossack 11
Immortal 18 Reversal FTW!
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 36
Samurai 35
Janissary 39
 
Camel archer 5
Mandekalu Cavalry 31
Cossack 11
Immortal 19 +1
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 36
Samurai 35
Janissary 37 -2

I suspect another week or so of this :D
 
Camel archer 3
Mandekalu Cavalry 31
Cossack 11
Immortal 19
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 35
Janissary 37
 
Camel archer 3
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 36
Janissary 37
 
Camel archer 1 (-2)
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 21 (+1)
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 36
Janissary 37
 
Camel archer 0 (-2)
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 21
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 37 (+1)
Janissary 37
 
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 21
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 35 (-2)
Janissary 38 +1
 
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 19
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 35
Janissary 39

Once more: heal jans, hurt legions.
 
I cannot in good conscience vote for Mandekalu Cavalry any more.

Before this last patch, I do think they were the most powerful unit if used correctly. They're a melee unit, contemporaries of Longswordsmen, and most importantly they had a +66% swing over Knights when attacking cities.

Putting that in perspective - it's better than Siegex2, the best city-bonus you can get as a melee unit. For free. And nothing's stopping you from getting more siege promotions. A Siege-promoted Mandy is an early tank.

The whole point of rushes is to take cities quickly. In MP, the extra movement gives an opportunity to 'surprise' an opponent. (The AI is just so stupid it doesn't matter, but you get the normal Cavalry move after combat attack/retreat.)

As a unit killer, they're good, not Keshiks, but good. As an all-arounder, though, sieging is a critical component - they're just such total studs. And by taking cities in one whack and getting the road net ownership, you can then also exploit (in the Blitzkrieg sense of the word) and close with units like Keshiks.

Or you could.

City bonus nerf from +33% to +10% in this last patch is HUGE.

I didn't realize this had happened until yesterday.

<sigh> switching to those obnoxious ugly slow elephants as what I judge to be the strongest unit left. dammit.

Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 19
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 37
Samurai 35
Janissary 39
 
Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 29
Chu-Ko-Nu 35
Samurai 35
Janissary 39
 
What game are you playing??? Gotta make some fixes here... (in bold and some underlines for fun)

So, let's compare the remaining units.

Camel archer (7) - Replaces the Knight. They have 3 less strength but can do the move forward, shoot, and retreat bit, with more effect and more strength then the DLC Keshiks. (Keshiks have 5 move, but weaker RA) [...] because when they upgrade to Cavalry, half of their promotions become useless. I predict they are next to cut.
- NEVER upgrade them to Cavalry and you're good until Tanks! Blitz +range = unit slaughter when in packs. Cities as well after siege, given it's about HP not strength.

Mandekalu Cavalry (31) - Same strength as the Knight, but they get a massive +8%?? bonus against cities instead of a -25% cut. Chivalry is harder to RA block then Steel, but more useful too. (3 RAs gets you to Chivalry by turn 70) This basically makes them like the Knights of old...
(random aside, Education is beside Chivalry - not needed or connected to it, Economics is 2 techs above Chivalry) The two you might be looking for are Civil Service and Currency
Combined with the Songhai bonus for pillaging cities, you'll want to build a large Mandekalu army, and then rush down cities like no tommorow. I predict 4th.

Cossack 11 - Hmm. Cossacks get a bonus against wounded units. Can't say much about them b/c I haven't played with them significantly, but their UA doesn't seem like such a deal breaker in a pitched battle. Still, they must be monstrous at cleanup and sniping the wounded. I predict second-to-next to cut.

Immortal 20 - Get 2 heal in outside territory, 4 in friendly, 6 in a city - all before march/medic - which means that, as long as they're not facing down a teched-up or walled-out capital, they can camp down cities and shug off whatever the enemy throws down. An aggressive unit early game, and great for defending against over-militaristic AIs, esp. on Diety. Also have 1 more strength. I predict 8th. (plus, who doesn't like 10 Immortals upgrade to Rifles?)

Legion 20 - Get 2 more damage and can build roads. Classical rush with 5 Legions. Like Swordsmen but better basically. (which isn't actually saying anything when the above mentioned Immortals can chew through them during a GA) I predict 12th due to nothing useful upgrading to LSs.

Foreign Legion 25 - Aggressive Infantry with a bonus on enemy territory. War war war, basically. Imperialism ftw! Never obsoletes, so you can build these and upgrade to mech infantry to keep the promotion. I predict 6th.

Longbowman 24 - Get 1 more range. Helpful for sniping units down, defending your territory. Insures they won't get run over by Knights without having their fair share. (one shot wonder if against a knight with a clear shot) I predict 7th.

Naresuan elephant 28 - Super heavy Siege engines. I remember MadDjinn pointing out somewhere that it was mathematically pointless to upgrade them to Cavalry. :crazyeye: They have one less move but 4 more attack then Knights, AND get a 50% bonus against other mounted units. Almost break even with Pikes, actually. I predict 3rd.

Chu-Ko-Nu 36 - Double fire Crossbows that can thus actually attack cities with some affect, but are just as frail to direct attack. Also good at finishing critically wounded units. Build a whole bunch of them and enslave the world. Biggest con is the fact that their promotion path goes through the Ranged promos, which, once upgraded, are useless. - except the 2X attack promotion sticks. So a mass build/upgrade to rifle strategy gets 2X attack rifles without promotions. I predict 5th.

Samurai 34 - Get Great Generals at faster speed, also start with Shock I. With an Armory, that means you can get STARTING Samuri with Shock I, Shock II, and Shock III right out of the gate. The jump to 60 experience isn't so bad, another 6 battles I think, but jumping all the way to 100 is hard, something like 8 battles on top of that. That basically means that Samurai get March/Blitz a faster then regular Long-swords. Plus, they are in that critical area when you just have enough resources to start uber-warmongering. Plus, they form the backbone of your army for the rest of your game. Plus the Japanese UA pumps them up even more. Methinks, 2nd.

Janissary 40 - They heal fully when they chew down on another unit. They also get a +25% attack bonus. They would be overpowered, 'xcept for the fact that the rest of the Ottomans is totally worthless :rolleyes: Jannies can smash through attacks again and again, without having to heal. The tradeoff is of course the fact that you have to hard-build them, because those pesky Musketmen don't upgrade from anything. Shucks. Obviously 1st.
 
What game are you playing??? Gotta make some fixes here... (in bold and some underlines for fun)

I don't understand - did I say something silly?

Mandy city bonus is now 10%, not 33%, was the gist of my post. What else didn't you agree with? You understand "differential" - Knights are -33%, Mandy's were +33%, hence 66% differential.

Edit: realized that although I did a good job of highlighting in my vote, I failed to actually change the values. Combined with Gear's subsequent post, corrected values are...


Mandekalu Cavalry 31
Cossack 9
Immortal 19
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 30
Chu-Ko-Nu 33
Samurai 35
Janissary 39
 
I don't pretend I fully knew what I was talking about. :mischief:

No stress. What we really need, Mario, is an advocate for each unit. Someone who plays them and knows them, in context.

I'm switched to playing America now, but I played (half? more?) of my total Civ games as Songhai, I know my guys. That dude playing Cossacks? Of course he's going to understand how to leverage their abilities better than we do, a post from him about them is just good stuff.

(ps - damn america is not so good...)
 
Mandekalu Cavalry 29
Cossack 9
Immortal 19
Legion 20
Foreign Legion 25
Longbowman 22
Naresuan elephant 30
Chu-Ko-Nu 34
Samurai 35
Janissary 39

- Marty Lund
 
I don't understand - did I say something silly?

Mandy city bonus is now 10%, not 33%, was the gist of my post. What else didn't you agree with? You understand "differential" - Knights are -33%, Mandy's were +33%, hence 66% differential.

so everyone else knows, it wasn't a response to you ;)

and I did put ?? next to the number, since I didn't remember what the final number was (after the ++ from UU and -- from the knight, which gets it close to +8%, or is that after siege)

I don't pretend I fully knew what I was talking about. :mischief:

:lol:
 
Mandekalu Cavalry 29
Cossack 9
Immortal 19
Legion 18
Foreign Legion 26
Longbowman 20
Naresuan elephant 31
Chu-Ko-Nu 34
Samurai 35
Janissary 39
 
Mandekalu Cavalry 29
Cossack 9
Immortal 19
Legion 18
Foreign Legion 26
Longbowman 20
Naresuan elephant 32 (+1)
Chu-Ko-Nu 32 (-2)
Samurai 35
Janissary 39
 
Mandekalu Cavalry 29
Cossack 9
Immortal 17
Legion 18
Foreign Legion 26
Longbowman 20
Naresuan elephant 32
Chu-Ko-Nu 32
Samurai 36
Janissary 39
 
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