Unique Unit Elimination Thread

jlim201, I think you are using Keshiks wrong if you don't find them useful. The great thing about them is that you can use them to run in, bombard, then run back out of range, giving you the ability to attack anything, including cities, with impunity. Use Keshiks to get it down to 0 health quick then have a horseman run in and take the city.
 
B17 22
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 32
Companion Cavalry 13
Conquistador 16
Cossack 26
Horse Archer 19
Hussar 20
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 34
Minutemen 21
Mohawk Warrior 9
Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 14
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24

Ok the obvious stuff seems to have gone so its time to start voting! In time honoured fashion of only upvoting things under 20 and downvoting over 20, I've gone for the following:
Downvote: Hwacha. So I already have crossbowman to kill units. What I need is a unit that can take cities. Oh wait the siege unit doesn't work properly anymore? :(. Destroyer of the alternative wide specialist style I love so much with Korea.
Upvote: Pictish Warrior. The faith bonus happens exactly when you want it, after which the anti mounted bonus returns. The pillage bonus is great when these guys beast it in the early medieval as super pikes, and then still provides benefit in the late game. The degredation of the line is no real concern as they've already done their work by then. If I can't get by without UU's late game something has gone horribly wrong earlier. Early UU's are useful every single game and are much more important in each game.
 
Ok the obvious stuff seems to have gone so its time to start voting! In time honoured fashion of only upvoting things under 20 and downvoting over 20, I've gone for the following:
Downvote: Hwacha. So I already have crossbowman to kill units. What I need is a unit that can take cities. Oh wait the siege unit doesn't work properly anymore? :(. Destroyer of the alternative wide specialist style I love so much with Korea.
Upvote: Pictish Warrior. The faith bonus happens exactly when you want it, after which the anti mounted bonus returns. The pillage bonus is great when these guys beast it in the early medieval as super pikes, and then still provides benefit in the late game. The degredation of the line is no real concern as they've already done their work by then. If I can't get by without UU's late game something has gone horribly wrong earlier. Early UU's are useful every single game and are much more important in each game.

A general rule of thumb: your ranged units (CBs, XBs) should be sufficient enough to take on cities on that stage in the game. Personally, I don't consider siege units until the industrial era, where artillery start to come out.
 
B17 22
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 13
Conquistador 16
Cossack 26
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 34
Minutemen 21
Mohawk Warrior 6
Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 14
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24

Downvotes are -3 so Hussar is at 19.

CKN: Lower strength is only to not make this unit totally OP. With two shots, your total strength is actually 28. With double xp, CKN gets range far before longbow gets logistics. Sure, they are more vulnerable at start, but in the long run, i think CKN's are little bit better. Just my opinion.

Mohawk: So, swordman that doesn't require iron and has forest bonus? You can spam these like crazy, yes, but what happens when it's time to upgrade them to longswords, and you still don't have iron? You'll have to buy iron from other civ just to upgrade your UU to next level. Not to mention swords are on bad tech path, even in BNW where iron working costs less.
 
B17 22
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 16
Cossack 26
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 31
Minutemen 21
Mohawk Warrior 6
Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 14
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24

Chu's come in a better package. Supported with Paper Makers, GG bonus, and double exp gain, they are much better than longbows. Once you upgrade into Gatling with +1 range, they pull ahead in every way.

Longbows act as artillery during the medieval era, but not really that big of a deal. Two full rounds of attacks from Chu's on a city is going to drop it instantly anyway, so no need to pansy around the outskirts taking pot-shots. Once longbows upgrade into Gatling with +1 attack, any advantage is completely lost. SoTL and +2 movement on water isn't going to help Gatling at all.
 
B17 22
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 16
Cossack 26
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 31
Minutemen 21
Mohawk Warrior 3
The Mohawk is simply the worst thing left, so I'm setting it up for execution. Swordsmen are still pretty bad, and losing the iron requirement doesn't help them all that much.

Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 15
Picts might not be that great for an early rush anymore, but the faith you get from killing barbarians with them, plus the bonus in foreign lands that carries over to pikes makes them still worthwhile.

Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23 The bomber stack limit in the patch slightly buffed these guys, but overall, the bomber is the best late game war machine when you have victory conditions on (everything else comes too late), and these guys are a better version of the best. Great unit!
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 16
Cossack 26
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 31
Minutemen 21
Mohawk Warrior 0 I'll eliminate you, Mohawk warrior. You had a good run, but in the end a swordsman uu isn't going to be the best unless it has a beastly upgrade that's transferable to greater units to help with all purpose domination.
Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 15
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 13-Knights just aren't that good and the settling ability is a debatable advantage, in the end the already eliminated Mandekalu Cavalry is actually stronger (with Askia's UA factored in)
Cossack 26
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 32-Saying CKNs will get to attack twice as much as these just because they get two attacks is totally flawed logic. On city defense a longbow will be able to attack an advancing army one turn sooner and often will be able to attack units a CKN wouldn't be able to (ie. a mounted or naval unit trying to stay out of city attack range. It also fires from a safe distance meaning much less chance of being stuck healing. On offense it's the same as on defense, they'll be in range one turn sooner with less danger to themselves. In the long run they do not level up much slower because they'll have more opportunities to attack and they are stronger. In the end if neither unit makes it to that 4th exp level before upgrade I'd rather upgrade to a 2 range gat than a 2 attack gat.
Minutemen 21
Naresuan's Elephant 27
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 13 + 1 = 14 - Still a Horse Unit, still a darn good Unit.
Horse Archer 19
Hussar 19
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 32
Minutemen 21
Naresuan's Elephant 27 - 3 = 24 - Still overrated.
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23
Battering Ram 21
Berber Cavalry 18
Camel Archer 33
Carolean 34
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 14+1= 15 great unit.kills barbs,take cities and settle in continents.
Horse Archer 19
Hussar 19-3=16 not that good in my opinion ,the cossack and the berber are better
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 15
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 13
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
Tercio 21
Winged Hussar 24

Battering Ram is an amazing unit however it has his weaknesses. Most importantly it replaces spearman leaving the Huns without Anti-Cavalry unit until Civil Service. This makes Battering Rams much harder to protect from quick enemy horsemen. The Huns have horse archer as the second main unit for early conquest but it's still pretty tricky to protect rams.

Carolean is one of the reasons why I LOVE Sweden in Civ5. I know that I'm in minority but Sweden is such a universal civ. They can achieve any victory condition without a problem but you have to be very careful to control Sweden properly. Caroleans make conquest much more effective if you spam them before Replaceble Parts and use it as dynamic always-on-a-go force which can spend minimum time to heal after battles.
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 15
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 10- Swordsmen Uniques aren't great. They aren't on an optimal tech rout and early wars aren't really that great.
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35- Frigates are already OP and a better one is even more OP.
Siege Tower 34
Tercio 21
Winged Hussar 24
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 13
Conquistador 15
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 7
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 21
Winged Hussar 24

Not sure why the Longbowman is getting down-voted, there are plenty of marginal units still left on this list. Great promotion on a unit that has a great upgrade line.

Speaking of units less relevant than the Longbowman, the Legion is crippled by two factors that are completely out of its control. The general superiority of ranged units and that early warmongering got punched in the gut by BNW.
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 31
Companion Cavalry 13
Conquistador 15
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 29
Keshik 33
Legion 7
Longbowman 34

Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 21
Winged Hussar 24

Longbow has better leaning growth curve as CKN far more vulnerable to cavalry and melee threat due to their lower strength.

Anyway shouldn't we apply new rule not to down vote those in 30++ unless all have reach that level. I see this fight getting nowhere
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 31
Companion Cavalry 13
Conquistador 15
Cossack 26
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 30 Gonna add this into the 30 range. If you want to know why I'm doing this, refer back to some of my older posts.
Keshik 33
Legion 4 I'll just speed up this thread by joining the bandwagon.
Longbowman 34
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 21
Winged Hussar 24
 
Anyway shouldn't we apply new rule not to down vote those in 30++ unless all have reach that level. I see this fight getting nowhere

Nah, downvotes are still stronger than upvotes so it'll inevitably end. If a unit deserves to stay it'll survive a couple downvotes. Doesn't look like the longbow is suffering much.
 
B17 23
Battering Ram 18
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 31
Companion Cavalry 13
Conquistador 15
Cossack 26
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 30
Keshik 33
Legion 4
Longbowman 34
Minutemen 21
Naresuan's Elephant 24
Pathfinder 31 (-3)
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 35 (+1)
Tercio 21
Winged Hussar 24



The Pathfinder is situationally good. However, the ability to pick a reward is not quite as advantageous as it sounds, because it's the act of finding the ruin that's the limiter: if another civ actually finds 4 or 5 ruins there's good odds they break about even with the Pathfinder just based on probability. The Pathfinder's only real advantage is guaranteeing you get the two or three good procs.

The siege tower is fear itself in unit form, during the era when it appears. Good thing AI Ashur has no idea how to use them.
 
The Pathfinder is situationally good. However, the ability to pick a reward is not quite as advantageous as it sounds, because it's the act of finding the ruin that's the limiter: if another civ actually finds 4 or 5 ruins there's good odds they break about even with the Pathfinder just based on probability. The Pathfinder's only real advantage is guaranteeing you get the two or three good procs.

I disagree with that logic, because if you build a second pathfinder first (and maybe even a third), you're probably still going to be finding as many if not more ruins than other civs. The initial pathfinder's extra movement more than outpaces the longer production time of the pathfinder in the amount of ruins you can find, even before you notice the better quality. The pathfinder gets around 5 or 6 really good ruins usually (and you can coordinate them to get a strategy going), while the normal civ will get one or two good ones.
 
B17 23
Battering Ram 18 - 3 = 15
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 31
Companion Cavalry 13
Conquistador 15
Cossack 26
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 30
Keshik 33
Legion 4
Longbowman 34
Minutemen 21
Naresuan's Elephant 24
Pathfinder 31
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 35 +1 = 36
Tercio 21
Winged Hussar 24

There really isn't much bad left, so I'm going with down voting the Battering Ram. Great unit, but it does differ largely from the unit it replaces so has the downside (i.e. no specific horse counter for you until later)

Up vote the siege tower extremely powerful in the right hands, and works beautifully with the UA of this civ.
 
B17 23
Battering Ram 15
Berber Cavalry 18
Camel Archer 33
Carolean 35
Chu-Ko-Nu 32
Companion Cavalry 13
Conquistador 15
Cossack 26
Horse Archer 19
Hussar 16
Hwacha 21
Immortal 18
Impi 29
Jaguar 24
Janissary 30
Keshik 33
Legion 1
Longbowman 34
Minutemen 21
Naresuan's Elephant 24
Pathfinder 31
Pictish Warrior 12
Sea Beggar 27
Ship of the Line 35
Siege Tower 36
Tercio 21
Winged Hussar 24

CKN vs Longbow is not supposed to be the main fight right now, there's still lot of worse units on the list.

Legion: There is not really bad units left, and legion isn't bad unit, but it's weakest on this list. I really like road ability, and their strength makes them beasts in classical era. But it's swordsman UU and its strength doesn't carry over.
 
Back
Top Bottom