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Unique Unit Elimination Thread

Discussion in 'Civ5 - General Discussions' started by BasedGod, Sep 11, 2013.

  1. Matthew.

    Matthew. Deity

    Joined:
    Sep 14, 2011
    Messages:
    2,179
    Yep, I think that is the main difference in opinion between a lot of these top units. I don't mind holding ground, so camels/chu's work better for me. But players who would rather take the free pot-shots from the sidelines, the value of keshiks/longbows is clear. I figure if I'm getting my guys one-shot killed and need the +1 range to even function, something is going terribly wrong anyway.
     
  2. BasedGod

    BasedGod Chieftain

    Joined:
    Sep 7, 2013
    Messages:
    21
    Location:
    The Bay area (actually Canada)
    ITT: People who have never played as Atilla
     
  3. thegingerninja

    thegingerninja Warlord

    Joined:
    Sep 18, 2012
    Messages:
    258
    Location:
    I'm like, totally not a hobo...
    I am sad to see the Ram go: on my first marathon game as attila one ruin and 2 civs and 3 city states had suddenly lost their capitals before I got bored of wiping the board and quit:)
     
  4. Chippeth

    Chippeth Chieftain

    Joined:
    Aug 24, 2011
    Messages:
    21
    Location:
    Liverpool
    B17 18
    Berber Cavalry 17
    Camel Archer 34
    Carolean 35
    Chu-Ko-Nu 35
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 9
    Immortal 7
    Impi 34
    Jaguar 22 Too good synergy with the Aztecs, plus if you spam them you end up with a super melee line all game.
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 34
    Tercio 7 I almost never come across enough mounted units to make this useful enough, although I admit that may be because I'm a King player
    Winged Hussar 24

    Also, very long time lurker, been trailing this thread since it started. Keep it up guys.
     
  5. jlim201

    jlim201 King

    Joined:
    Sep 14, 2013
    Messages:
    825
    Location:
    Somewhere North of the South Pole
    B17 18
    Berber Cavalry 17
    Camel Archer 35- The camel archers extra strength beats the keshiks movement. sure, keshik gets logistics faster, but camel archers are better when you produce them which is when you need it, not 3 promos later.
    Carolean 35
    Chu-Ko-Nu 35
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 9
    Immortal 7
    Impi 34
    Jaguar 18- Spamming warriors hurts your early game way too much.
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 34
    Tercio 10
    Winged Hussar 24
     
  6. arand86

    arand86 Warlord

    Joined:
    Jul 22, 2013
    Messages:
    278
    I'm also pretty surprised so many people downed the Ram. I think if the horse archer was docked from the huns and replaced with a nice, fitting UB, people would still play huns. But if the Ram was replaced by a nice fitting UB, there'd be little to no advantage to the huns. Horse archers are fast, but they can't dodge shots. Also, a big reason to why the rams were downvoted was purely because Siege towers were better... Doesn't even make sense.




    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 35
    Chu-Ko-Nu 35
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 9
    Immortal 7
    Impi 34
    Jaguar 18
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35 Have to upvote these again. Free cities.
    Tercio 7 Just never found these useful.
    Winged Hussar 24
     
  7. fuzzatron717

    fuzzatron717 Holy Warrior

    Joined:
    Mar 30, 2012
    Messages:
    1,024
    Location:
    Canada, eh
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 35+1=36
    Chu-Ko-Nu 35
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 9-3=6
    Immortal 7
    Impi 34
    Jaguar 18
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 7
    Winged Hussar 24
     
  8. VicRatlhead5199

    VicRatlhead5199 King

    Joined:
    Jun 12, 2013
    Messages:
    966
    Location:
    Michigan
    Just get military tradition and build a barracks before pumping out horse archers. That way you can start them with accuracy 2 and get to logistics fast. Once you have logistics they work just like CA/Keshiks. They're pretty good through most of the medieval era too. I took out medieval era Siam on immortal with 5 logistics enabled horse archers and a horseman once. He even had a few stampys. Took a lot of shooting and retreating to kill those things. I think Rammy was playing cultural though because the idiot AI was still trying to build wonders even while I was whittling down his capital.

    I understand why the horse archer isn't gone but the ram getting eliminated before immortals, minutemen or winged hussars just confuses me. The ram is what enables Attila to clear a continent in under 100 turns on standard speed. Those units I mentioned are great and all but none of them have the game changing impact the ram does.
     
  9. Sake

    Sake Warlord

    Joined:
    Oct 6, 2012
    Messages:
    145
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 36
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 3
    Immortal 7
    Impi 34
    Jaguar 18
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 7
    Winged Hussar 24

    CKN: I've explained this already, certainly top 5 unit.

    Hwacha: Siege unit that can't siege? Ehhh... Okay, it's pretty good when turtling, but it also leaves Korea without real siege weapon for entire era. Trend of Korea seems to be to take out some important parts of their UU's (caravel that can't explore, siege unit that isn't good against cities) and then just give extra strength. What if i wanted to eliminate my neighbor in medieval?
     
  10. Walter E Kurtz

    Walter E Kurtz Warlord

    Joined:
    Mar 12, 2012
    Messages:
    146
    Location:
    The Netherlands
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37 Twice the attacking power of an already dominant unit in the era
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Hwacha 0 bye bye
    Immortal 7
    Impi 34
    Jaguar 18
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 22
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 7
    Winged Hussar 24
     
  11. vibe96

    vibe96 Warlord

    Joined:
    Feb 8, 2012
    Messages:
    264
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37 Twice the attacking power of an already dominant unit in the era
    Conquistador 7
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 4
    Impi 34
    Jaguar 19
    Janissary 31
    Keshik 35
    Longbowman 36
    Minutemen 22
    Naresuan's Elephant 23
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 4
    Winged Hussar 24

    I thint you missed chiphet's vote
     
  12. Jamesson

    Jamesson Chieftain

    Joined:
    Aug 20, 2013
    Messages:
    29
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 4
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 4
    Impi 34
    Jaguar 19
    Janissary 31
    Keshik 35
    Longbowman 37
    Minutemen 22
    Naresuan's Elephant 23
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 4
    Winged Hussar 24

    Conquistador: Settling is meh unless it's terra

    I think longbows are almost guaranteed top 3, and have a solid shot at #1. 3 range that early is too good.
     
  13. Walter R

    Walter R Great Engineer

    Joined:
    Mar 8, 2013
    Messages:
    713
    Location:
    England
    Deliberate pun?:)
     
  14. Pepo

    Pepo Prince

    Joined:
    Nov 27, 2012
    Messages:
    335
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 4
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 4 -3=1 not a excellent UU and have a horrible upgrade path
    Impi 34
    Jaguar 19
    Janissary 31+1=32 vampire musketman that makes war really easy with the ottomans.the best musketman replacement
    Keshik 35
    Longbowman 37
    Minutemen 22
    Naresuan's Elephant 23
    Pathfinder 33
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 4
    Winged hussar 24
     
  15. DeathwatchBob

    DeathwatchBob Chieftain

    Joined:
    Oct 2, 2013
    Messages:
    61
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 4
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 4
    Impi 34
    Jaguar 19
    Janissary 31
    Keshik 35
    Longbowman 37
    Minutemen 22
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 1
    Winged Hussar 24

    I'd rather use Gatling Guns than Tercio.

    The Pathfinder is great for warmongering and peacemongering. Guaranteed early culture from ruin + upgrade to comp bow. Once the ruins are spent they will have no trouble pummeling whoever was unfortunate enough to spawn near you.
     
  16. Teagen

    Teagen Warlord

    Joined:
    Apr 6, 2011
    Messages:
    137
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 4
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 3
    Impi 34
    Jaguar 19
    Janissary 33
    Keshik 35
    Longbowman 37
    Minutemen 19
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio 1
    Winged Hussar 24

    I always base most of my warring around the time Musketmen come out so my favorite Civs are the ones with UU's of those type.

    Minutemen just don't carry the punch you need in confrontational battles, they're more like glorified scouts. If I'm going to use a UU Musketman then I want that to be strong infantry!

    Jannisarys are much better with their healing promotion, plus it sticks with them when you upgrade to riflemen. Though if I had the choice of any of them I'd honestly choose musketeers since they just rampage through anything.
     
  17. Ellye

    Ellye Warlord

    Joined:
    May 13, 2008
    Messages:
    243
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 4
    Cossack 27
    Horse Archer 16
    Hussar 10
    Immortal 3
    Impi 34
    Jaguar 19
    Janissary 33
    Keshik 35
    Longbowman 38
    Minutemen 20
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Tercio -2
    Winged Hussar 24

    Longbowman and Cho-Ko-Nu are the two strongest UU, for me. I think they deserve to be 1st and 2nd.
     
  18. VicRatlhead5199

    VicRatlhead5199 King

    Joined:
    Jun 12, 2013
    Messages:
    966
    Location:
    Michigan
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 1 In combat it's really just a knight. I like a UU that gives me a tactical or str advantage. This one does neither.
    Cossack 27
    Horse Archer 17-I described why I liked these a few posts back. With logistics they become early CA/Keshiks. It's pretty easy to get it too since they start with that free accuracy promotion. Get military tradition and build a barracks before pumping them out. Their usefulness can even outlast the Ram.
    Hussar 10
    Immortal 3
    Impi 34
    Jaguar 19
    Janissary 33
    Keshik 35
    Longbowman 38
    Minutemen 20
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Winged Hussar 24
     
  19. Crafty Bison

    Crafty Bison King

    Joined:
    Jun 26, 2012
    Messages:
    756
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Conquistador 0 The only bonus that is in any way useful in real games is the extra sight. That's not a good thing.
    Cossack 27
    Horse Archer 17
    Hussar 10
    Immortal 3
    Impi 34
    Jaguar 20 Ancient era Janissaries with woodsman as well? Yes please. Edit: to people saying they don't want to build too many too soon, they don't obsolete at ironworking, you can wait till metal casting to spam them, which is mid way through the medieval, usually after education for me.
    Janissary 33
    Keshik 35
    Longbowman 38
    Minutemen 20
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Winged Hussar 24
     
  20. General McUgly

    General McUgly Chieftain

    Joined:
    Oct 8, 2013
    Messages:
    47
    B17 18
    Berber Cavalry 17
    Camel Archer 35
    Carolean 36
    Chu-Ko-Nu 37
    Cossack 27
    Horse Archer 17
    Hussar 10
    Immortal 3
    Impi 34
    Jaguar 20
    Janissary 34 One of my favorite units, they're healing ability makes them top of the line, and a favorite during my games as the Ottomans.
    Keshik 33 They always seemed pretty useless to me...:think:
    Longbowman 38
    Minutemen 20
    Naresuan's Elephant 23
    Pathfinder 34
    Sea Beggar 26
    Ship of the Line 36
    Siege Tower 35
    Winged Hussar 24
     

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