Unique Unit Elimination Thread

But I'm pretty sure that even the most peaceful of players recognize what a terror a hoard of Camels/Keshiks can be. I'm going to go ahead and guess that camels claim the victory, although I prefer the mongolian brand of cavalry.

Yeah I'm curious to see who wins that one too. I prefer the Keshik also. The CA's biggest advantage of being able to attack and retreat kind of disappears in rough terrain, might as well just be using X-bows then. The Keshik doesn't suffer much from rough terrain and can get logistics a lot sooner which more than makes up for the lower str.
 
B17 23
Battering Ram 15 - 3 = 12
Berber Cavalry 19
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 10
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 21
Immortal 12
Impi 29 + 1 = 30
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 33
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 21
Winged Hussar 24

Rams are pretty decent, but you end up without spearmen. This can slow you down, especially on maps with bards spawning a lot of horses.

Impi with the special promotions are beasts. Especially when AI Shaka has about 5 billion of them coming for you.
 
B17 23
Battering Ram 12
Berber Cavalry 19
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 10
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 21
Immortal 12
Impi 30
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34 - Super mobile composite bowman from turn 1.. what more you can wish for?
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18 - I rarely fight horses with my muskets
Winged Hussar 24
 
B17 23
+1 Battering Ram 13 - The disadvantage you have by losing Spearmen is offset by how a handful of these can completely obliterate numerous civilizations in extremely short order, and remain useful even to the late Medieval or early Renaissance.
Berber Cavalry 19
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
-3 Companion Cavalry 7 - Not really all that useful - the role of Horsemen is pretty limited early-game, as they're countered by the most common unit type present, and these really don't do anything you couldn't do with regular Horsemen, which is already not much.
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 21
Immortal 12
Impi 30
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 7
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 21
Immortal 12
Impi 31
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24

Going with Berber this time. The unit itself isn't necessarily bad (nearly all left on the list are decent), but its place in the tech tree can be awkward. Morocco is a defensive Civ and will end up getting 50/70 strength Infantry soon enough to replace it. I suppose it is kind of neat that the bonuses allow it to stand toe-to-toe against GWI, but that is largely for flavor. It is just as easy to fortify your own GWI down inside Kasbah.

Impi: Crazy promo's and don't upgrade into lancers. The best spear/pike UU replacement available.
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 4 I found these to be a pretty powerful unit back in vanilla but mounted units in general have gotten weaker since then. Still, I'm happy to see they outlasted the other horseman UUs
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 21
Immortal 12
Impi 32-If the real impi were this badass I feel kind of sorry for the British troops that had to face them. I purposefully avoid war with Shaka at least until I get rifling if I can since the AI doesn't actually have to be smart to use them.
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 35
Carolean 34
Chu-Ko-Nu 33
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 19
Hussar 13
Hwacha 18
Immortal 13
Impi 32
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24

I wouldn't normally downvote the same thing twice in a row, but last time I downvoted the hwacha I was informed that my lament of the subsequent lack of siege units for the era was unfounded due to the fact that crossbows can take cities just fine. I might recommend the poster up their difficulty level.
The immortal is a good unit; They're great as spears and killer as 'stronger than swords' pikes, some with march. The meatshield role is absolutely optimised by these units, especially with the Persian UU which gets them into place quicker. The fact that they don't promote from the late renaissance is insignificant as they've already played their role, and you really shouldn't need UU's that late, or something has gone very wrong. Lastly post patch I've found the early game a little more aggressive, and the early units very useful indeed.
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 35
Carolean 34 + 1 = 35 - Why I love Sweden! Well, the totally amazing Caroleans are enhanced by the totally amazing theme music, of course...
Chu-Ko-Nu 33
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 19 - 3 = 16 - I'm sure this vote will get a lot of grief, but I personally find the Horse Archer overrated. Prefer the Keshik or Camel Archer
Hussar 13
Hwacha 18
Immortal 13
Impi 32
Jaguar 24
Janissary 30
Keshik 34
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 35-3=32
Carolean 35
Chu-Ko-Nu 33
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 16
Hussar 13
Hwacha 18
Immortal 13
Impi 32
Jaguar 24
Janissary 30
Keshik 34+1= 35
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24

I just want Keshik to win
 
B17 23
Battering Ram 13
Berber Cavalry 16
Camel Archer 32
Carolean 35
Chu-Ko-Nu 33
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 16
Hussar 13
Hwacha 15 While it's a really good defensive unit, I find the other UUs better in some way, not to mention this thing lies on an awkward position in the tech tree.
Immortal 13
Impi 32
Jaguar 24
Janissary 31 Its bonus is just too good. Mass over 10 of these and you'll never need to build melee reinforcements again.
Keshik 35
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 10- When your original warrior turns into this, it can be horrible because you no longer have anything to defend peaceful units until you build another one which is usually used for scouting.
Berber Cavalry 16
Camel Archer 33- These things are awesome.
Carolean 35
Chu-Ko-Nu 33
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 13
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 10[/COLOR]
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34 - When is 2x Damage and 2x Experience a bad thing? Never.
Companion Cavalry 4
Conquistador 12
Cossack 26
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10 - There's no synergy between Persia's UA (moving quickly) and the immortal's benefit (not moving and healing). Plus I rarely see many enemy mounted units unless I'm against a civ with a mounted UU.
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 10
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 1 - Setting this ready for elimination. Just horseman with more combat strength and movement, nothing special
Conquistador 12
Cossack 27 - Still a powerhouse
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 32
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
Battering Ram 10
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 0
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 35
Siege Tower 34
Tercio 18
Winged Hussar 24

Kill CC, just a horseman. Maybe build one to take cities, but early war sucks.

Longbows are still good
 
I don't know some of the units and I don't have BNW so perhaps I'm not entitled to vote? If my vote is valid:

B17 23
Battering Ram 7 too much a one-trick pony
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Companion Cavalry 0
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 36 these are unmatched on water maps
Siege Tower 34
Tercio 18
Winged Hussar 24
 
B17 23
+1 Battering Ram 8 - ...has nobody ever used these things? They are, bar none, the most drastically effective unique unit in the game. They lose the general purpose properties of a Spearman, but gain, you know, the ability to single-handedly take multiple capitals. There is literally no other Civilization that can boast the ability to completely eliminate another Civ by turn 10. The Huns can do that easily if you happen upon the very common instance of a Ruin upgrading your warrior. That early on, they will take away half a city's health in one attack, and even well into the Classical era, they will still shear away enormous chunks off a city's defenses while only taking marginal amounts of damage. When supported by Horse Archers (which are basically Ancient-era Camel Archers), the factor of getting trashed by melee units is nonexistent, and it is hardly a difficult matter to get the Rams in there to just completely pulverize a city. This is a strategy you can start working out after researching only about 5 early techs, and remains effective until basically the early Renaissance, by which point you'll have easily conquered most of the world. I've succeeded handily with this strategy on Immortal on a Standard Pangaea map, and had completely conquered all but two civilizations. The only reason that even occured was due to a Fractal-like map and hitting a roadblock on Portugal's super defensive terrain (and even then that same military of Rams and Horse Archers, cut in half by Portugal's Frigates, still managed to annihilate both them and Byzantium). Nearly every other UU in the game is, at best, solid but incapable of going it alone and requiring significant backup. Four Rams is enough to destroy any city in one turn up until they get Armories. The only unit that can even maybe do something similar is the Siege Tower, which outright comes an era later.
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 32
Jaguar 24
Janissary 31
Keshik 35
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 34
Sea Beggar 27
Ship of the Line 36 these are unmatched on water maps
Siege Tower 34
-3 Tercio 15 - Mounted units are just too rarely used for this to be worthwhile, especially since Pikemen are still running around and capable of holding themselves over into the Renaissance (and can upgrade into Lancers anyway). I definitely think this unit should be genericized into a Pike & Shot unit that's the standard Renaissance Pikeman upgrade (so that the Lancer can be a Knight instead), and Spain given a UB or UI (I rather like a Seaport replacement with drastically lower Production cost and double the bonuses when built overseas, meant for getting colonies in the New World up and running fast) in their place. I am very much in support of each civ only getting one UU and a Building or Improvement in the second slot.
Winged Hussar 24
 
B17 23
Battering Ram 8
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 32
Jaguar 24
Janissary 31
Keshik 32 They are great and all, but upgrading and losing all promotions costs major points
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 35 Awesome early game boost
Sea Beggar 27
Ship of the Line 36
Siege Tower 34
Tercio 15
 
B17 23
Battering Ram 8
Berber Cavalry 16
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 33
Jaguar 24
Janissary 31
Keshik 32
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 35
Sea Beggar 24
Ship of the Line 36
Siege Tower 34
Tercio 15
Winged Hussar 24

Voted Impi last time, but I realized I had only tested the one game with them, so I played a Zulu game yesterday to get a more accurate view. These guys really do deserve to be up voted. Melee units have a stigma around them, but if anyone has doubts, should give this unit a chance. The +3 movement alone makes a huge difference on the battlefield, and with proper bee-line techs you can just stand around within enemy city range without fear; they are practically immune to ranged damage.

Love the Dutch, but Sea Beggar is limited in use. You still need heavy frigate support and unless it is a cooked ocean map, naval plays a minor role in the course of the entire game.
 
B17 23
Battering Ram 8
Berber Cavalry 16+1=really good cav in my opinion.the desert plus home bonus make this unit effective even against great war infantery
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 33
Jaguar 24-3=21 comes too early to be an effectiv UU.the double movement is nice,but how many warriors do you usually produce?
Janissary 31
Keshik 32
Longbowman 33
Minutemen 21
Naresuan's Elephant 24
Pathfinder 35
Sea Beggar 24
Ship of the Line 36
Siege Tower 34
Tercio 15
Winged Hussar 24
 
B17 23
Battering Ram 8
Berber Cavalry 17
Camel Archer 33
Carolean 35
Chu-Ko-Nu 34
Conquistador 12
Cossack 27
Horse Archer 16
Hussar 13
Hwacha 15
Immortal 10
Impi 33
Jaguar 21
Janissary 31
Keshik 32
Longbowman 34
Minutemen 21
Naresuan's Elephant 24
Pathfinder 35
Sea Beggar 24
Ship of the Line 36
Siege Tower 34
Tercio 12
Winged Hussar 24

The extra range on Longbowman is great on its own era, and becomes even better in later eras. Having Gatling Guns with extra range can really be a battle changer.

The Tercio, while not bad, is way too specific for my tastes. There don't usually are a lot of mounted units for it to fight against, and the bonus is lost upon promotion (not that it would be much relevant, as it mounted units would only get rarer and rarer).
 
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