Unique Unit Elimination Thread

Foreign Legion 22
Chu-Ko-Nu 6(-2)
Samurai 24
Janissary 33(+1)
 
Foreign Legion 20
Chu-Ko-Nu 7
Samurai 24
Janissary 33

I upped the Chu-Ko-Nu because it effectively has better than a 100% bonus because it can attack twice, which blows away the legion's 20% attack bonus outside friendly territory. It is better than 100% because you can attack two units in the same turn.
 
Well, it isn't a 100% bonus: they have less ranged strength than a regular crossbowmen. Plus, if they move, they can't attack twice, thus being worse than a regular crossbowmen. And it doesn't affect defense, which the Foreign Legion bonus does.
That doesn't mean that it is a worse/better unit than the FL; just a matter of playstyle.
 
Well, it isn't a 100% bonus: they have less ranged strength than a regular crossbowmen. Plus, if they move, they can't attack twice, thus being worse than a regular crossbowmen. And it doesn't affect defense, which the Foreign Legion bonus does.
That doesn't mean that it is a worse/better unit than the FL; just a matter of playstyle.

Ah, my mistake. But still, a 60% bonus is far better than any other unit I can think of. And the defense doesn't really matter, unless you're stupid enough to leave them undefended in the first place. As for the movement, I personally find that I can keep them in the same place for quite a long time.
 
I've sat out this thread due to the recent nerf of Mandekalu Cavalry. They used to be +66% "swing" over Knights vs. cities, very recently (ie, during this poll) changed from +33% to +10% dropping their "swing" to only 43%. I believe that before the nerf they were the best unit in the game - but apparently the designers thought so too. :)

Now, we've got one unit that doesn't belong. A good melee unit stacked on a good base unit is usually better than a support unit, and all three remaining melee units qualify. Cho-ko-nu is too fragile, and their special ability too easily negated by intelligent spacing (ie, their movement rate is too low to make consistent use of multiple attacks except in a static situation, ie, garrisoned etc.)

The Samurai is the best remaining unit for my purposes. Janissaries are based off Musketmen, with a very short build window. The Foreign Legion comes a bit late, and doesn't "mix" with France's national unique ability. The Samurai are going to be in play any game Japan's involved with, due to the inherent strength of their base unit. They're very easy to use. Even the AI will make good use of them.

Foreign Legion 18
Chu-Ko-Nu 4
Samurai 27
Janissary 31

Edit: incorporated LAnkou's change. Also, LAnkou, only bump "1", not "2".
 
Foreign Legion 16
Chu-Ko-Nu 4
Samurai 27
Janissary 32

Foreign Legion takes too long.
Janissary, even though short timespan to buy/build, maintain their ability, and that ability makes them the best in this list.
 
Foreign Legion 16
Chu-Ko-Nu 0 :sniper: The kill might as well be from someone who repects the unit.
Samurai 28
Janissary 33
 
*cries*
 
My Ranking of the Top 3:
1) Janissary- That healing bonus is amazing, 'nuff said.
2) Samurai- A great unit when combined with the Japanese UA.
3) Foreign Legion- A strong unit, but they are often only useful for finishing a game a few turns faster than before.
 
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