Unique Unit Elimination Thread

African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 29
Carolean 30
Cataphract 7
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 1
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 28
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 30
Siege Tower 30-Great UU that buffs you're regular units. I wish I could have had this civ in G&K when classical wars were better and more prevalent.
Sipahi 9-"Silly lancer UU what are you still doing here?"
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 29
Carolean 30
Cataphract 5
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 1
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29- You can choose your ruins. 'Nuff said.
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 30
Siege Tower 30
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 29
Carolean 30
Cataphract 5
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Dromon 0
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31 (+1) Britannia rules the waves
Siege Tower 30
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26
 
Guys, but it's -3. 7-3 = 4, not 5. Cataphract should be on 4. Or rather... On 1, as I proudly continue the crusade in hopes this thing dies, as it should've long ago, taking 3 points from it.

African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30

Carolean 30
Cataphract 1 (4-3)

Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 30
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26

+1 to Camel Archer. It's beyond overpowered and gets a vote. If AI knew how to use them, Mongolia, Huns and Arabia would always be runaways.

-3 to Cataphract, leaving it at 1. It's a horrid unit, as I have already said - slower, gives you nothing in the grand scheme on things, doesn't historically fit it's era at all, and - most of all - is on civ that NEEDS to focus on faith early game or deal with a have it's UA rendered useless. A bad early game UU on a civ that needs to focus on certain kind of wonders/buildings at this time is not a good idea. I leave the final hit (I highly doubt Cataphract will get 3 upvotes before it gets a downvote) to another honourable crusader. Let the bad ByzantiUU fall!

Byzantium should really have Dromon replace the Galeass and Cataphract the knight... At this point it's exactly in the same timeline as Ancient Greece when it comes to UU.
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 30
Cataphract 0
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26

Ending the Cataphract. Too slow and not significant strength, its stuck between 2 roles.

Upvote the Siege Tower, they are very strong for conquest early game, and that works very well with Asyrria's UA
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31 Give these guys the Medic promotion and another Carolean next to them and you have yourself an immortal war machine. With Barracks, Armory, Military Academy and possibly Brandenburg Gate or Alhambra you have Super soldiers with March and Blitz, and not just one of the two promotions like normal Riflemen.
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 23
Cossack 24
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 12 As much as I love Musketeers (you can conquer an entire civ with maybe five of these, if you beeline Gunpowder in the middle Medieval era), I had to vote down something.
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 9
Winged Hussar 26
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador (23-3) 20 What a worthless unit. It's a knight that costs more, gains a bonus to attacking cities, a scouting bonus, a bonus to embarked defense and can found cities on another continent. Why would I want to be founding cities on other continents as Spain in the medieval era? The good spots are already gone! And if I did, why the hell would I want to do it via Knight? If i found a good spot I almost certainly did it via ship, in which case I can easily produce a 3-5 turn settler and go settle there. And ofc I'd escort it with a military unit. These bonuses are totally, totally worthless and to top it off, IT COSTS MORE THAN A REGULAR KNIGHT. Let's hope I didn't need knights for war, because they're now identical in combat value but cost more than other civ's knights. This unit is literally worse than regular knights, it's unreal.
Cossack 24
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant (9+1) 10 Amazing. Early, fast, powerful ranged that bypasses the horses and rough terrain issues that normal chariot archers face.
Winged Hussar 26
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 24+1=25
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 21
Nau 13
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 10-3=7
Winged Hussar 26

I seriously dislike the war elephant.i never think chariots were usefull but this thing is worst.it is much expensier and agaisnt spearmen they die has easily has CA.it is also slower and the range attack is just one more than the CA .

The cossacks are awesome.using then in combo with gatling guns makes enemy melee units useless against you
 
The Conquistador is fairly heavily designed in favor of Terra or any other map type where going off and exploring a New World equivalent is a major element. The idea is that, come the late Medieval era, the Old World is filling up, and the age of new exploration is approaching (and as Spain, you should definitely have an extensive recon fleet by this point). Since it's Medieval, you should certainly be able to use Conquistadors first for homeland battle if needed, and get them nice and experienced, but then, once focus shifts overseas, they're basically meant as a companion piece to Caravels. Send the ships over first to get a lay of the coastlines, then bring in the Conquistadors to basically own the New World. It's a fairly well-laid out process for them: send out a fleet of their Knights that can withstand any stray barbarian Triremes that may be running about, heavily explore the new continent to find prime city locations, particularly any with Natural Wonders, conquer any native city-states that may be taking up those locations with that nice absence of city penalty, and complete the Conqustador's role by going ahead and using them to settle those spots you've laid out. On Continents it's a bit less potent, given there's actual civs there and not just city-states to conquer, but it's still possible, and in the early Renaissance there's a chance opponents haven't settled near Natural Wonders yet, especially normally weaker ones like Old Faithful, the Barringer Crater, and the Grand Mesa.

IMO it's one of the more interesting and dynamic UUs, and super appropriate to the civ it belongs to, alongside being crazy potent for a particular strategy you would already try to pursue as Spain, but even useful for the Renaissance in general should you receive it from a CS.

Plus it's not THAT much more expensive than a Knight, it's only more by 15 points of production. In any good city that's two or three turns tops worth of time, and their placement means you can produce them or upgrade Horsemen well before their intended purpose is to come into play.
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 22
Nau 10
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 7
Winged Hussar 26

Nau: Okay, 1+ movement for exploration unit is nice, don't get me wrong. But whole gold thing doesn't seem to be that useful, since i only build 1 or 2 caravels per game. Nau will help you to explore faster and therefore be possibly able to host first congress, but since i only build 1-2 caravels and they will rarely used in combat it's not that useful. And Nau spam to get gold and then deleting them sounds like waste of production.

N. elephant: I think about this unit as faster musket that comes in medieval and has bonus vs mounted. Seriously, if you rush for chivalry to get these, you can easily stamp your neighbor down to get more breathing room or just defend your empire and no one will be even able to touch you. You can ignore military techs and just beeline to scientific theory or industrialization. Only downside is that these guys don't really carry anything awesome through upgrade except mounted bonus(?), but knight UU's will live one full era before cavalry comes to field.
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 21
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 22
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23-This is a knight UU that can actually hold its own not only against pikemen but also against lancers. It literally has no weaknesses (except maybe the Tercio) until the industrial era. Considering how early you can rush Chivalry that can be a very long time.
Nau 7-The one time use on their ability is what makes these kind of boring. If they reduced the exp and added a cooldown to the ability I'd like them a lot more.
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 7
Winged Hussar 26
 
African Forest Elephant 18
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 7
Norwegian Ski Infantry 11
Pathfinder 29
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 7
Winged Hussar 26[/QUOTE]

I'd rather take the musketeer's massive combat bonus or the Turkish vampires over minutemen. Lackluster unit on a lackluster Civ, not sure how they are beating musketeers by this much.

Voted Horse Archers. They are no Keshik or Camel, but Atilla can get a pretty good early-game rush going with them, especially when compared to other Civ's with UU's around that time period. Also great synergy with Battering Rams.
 
African Forest Elephant 15 They're strong, but very expensive. Coupled with the AI's love of pikemen, these guys can get wiped out pretty quickly. The scary unit bonus is nice, but I'd rather the elephant get a 15% strength boost.
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 30
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 7
Norwegian Ski Infantry 11
Pathfinder 30 Insanely strong.
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 7
Winged Hussar 26
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31- Better attack than the Keshik. I find that the movement is not necessary because usually I end up sleeping my horses until the rest of the army can catch up.
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 7
Norwegian Ski Infantry 11
Pathfinder 30
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 4- Why is this thing still here?
Winged Hussar 26


A medieval UU will likely win.
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 8 The gold is icing on the cake. The cake is the +1 movement and +1 sight for these things. That means you can explore the world faster than other civs, get your astronomy oceanic trade routes out faster, and give your worker fleet a good idea of where the city states are for your lux resources. This works perfectly with the Portugese UA and UI. I normally get around 3 or 4 caravels anyway over the course of the game, so this makes a standard strategy a lot better!
Norwegian Ski Infantry 11
Pathfinder 30
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 1 We need to eliminate some units on this thread. Might as well start with this one. It's good while it lasts, but gets no lasting promotions, so that limits it a little.
Winged Hussar 26
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18
Conquistador 20
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 8
Norwegian Ski Infantry 11
Pathfinder 31 Gives an excellent early boost for Shoshone. If you don't go out exploring as Shoshone, you're not playing them correctly.
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
War Elephant 0 I will do the honours of eliminating this UU. Becomes useless once you get chivalry.
Winged Hussar 26
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 18 - 3 = 15 - Does anyone use these? I know I don't.
Conquistador 20 + 1 = 21 - These guys are great. Sure, they're slightly more expensive to build, but you don't want to build them. No, you want to buy them using the Holy Warriors belief and use them to conquer, cleanse of barbs, and resettle.
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 23
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 8
Norwegian Ski Infantry 11
Pathfinder 31
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
Winged Hussar 26
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31
Carolean 31
Chu-Ko-Nu 33
Companion Cavalry 15
Conquistador 21
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26
Janissary 25
Keshik 34
Legion 20 - Swordman replacement, worse than Mohawk Warrior, and swords are not that good anyway
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 8
Norwegian Ski Infantry 11
Pathfinder 32 - this little guy can do so many things.. better than warrior and you start the game with one already
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
Winged Hussar 26
 
African Forest Elephant 15
B17 21
Battering Ram 23
Berber Cavalry 21
Berserker 14
Camel Archer 31
Carolean 31
Chu-Ko-Nu +1 to 34 - The rate at which you get promotions for that crucial + 1 range is ridiculous
Companion Cavalry 15
Conquistador 21
Cossack 25
Horse Archer 22
Hussar 22
Hwacha 24
Immortal 17
Impi 27
Jaguar 26 - 2 to 24 - the only good part is that it saves it's unique ability when upgrading, it's just too weak to use otherwise
Janissary 25
Keshik 34
Legion 20
Longbowman 34
Minutemen 19
Mohawk Warrior 21
Musketeer 12
Naresuan's Elephant 23
Nau 8
Norwegian Ski Infantry 11
Pathfinder 32
Pictish Warrior 19
Sea Beggar 24
Ship of the Line 31
Siege Tower 31
Sipahi 9
Tercio 23
Turtle Ship 11
Winged Hussar 26
 
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