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Unique Unit Elimination Thread

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

  1. Teagen

    Teagen Warlord

    Joined:
    Apr 6, 2011
    Messages:
    137
    Camel Archer 40
    Carolean 39
    Chu-Ko-Nu 38 Chu's will prevail!!
    Impi 39
    Janissary 38
    Keshik 43
    Longbowman 40
    Pathfinder 38
    Sea Beggar 3 Good unit, but competition is getting too tough
    Ship of the Line 34
    Siege Tower 24
     
  2. Jamesson

    Jamesson Chieftain

    Joined:
    Aug 20, 2013
    Messages:
    29
    Camel Archer 40
    Carolean 39
    Chu-Ko-Nu 38
    Impi 39
    Janissary 38
    Keshik 43
    Longbowman 41 Longbows > Chus, but not by much IMO
    Pathfinder 38
    Sea Beggar 0 Easily the worst unit left. Bye
    Ship of the Line 34
    Siege Tower 24
     
  3. Pepo

    Pepo Prince

    Joined:
    Nov 27, 2012
    Messages:
    335
    ok 10 units left ...is hard to choose now
    Camel Archer 40
    Carolean 39-3=36 good unit but it is still melee.the janissary is better at healing .gatling guns while defeat this guys
    Chu-Ko-Nu 38
    Impi 39
    Janissary 38
    Keshik 43
    Longbowman 41
    Pathfinder 38
    Ship of the Line 34
    Siege Tower 24+1=25 for me the best early-medium unit in the game when it comes to domination victory
     
  4. cpm4001

    cpm4001 Goggleman

    Joined:
    May 27, 2013
    Messages:
    2,004
    Location:
    Not here
    Camel Archer 40
    Carolean 36 + 1 = 37 - Much better than the Janissary, because the Carolean automatically heals each turn even if doesn't kill a unit.
    Impi 39
    Janissary 38
    Keshik 43
    Longbowman 41
    Pathfinder 38
    Ship of the Line 34 - 3 = 31 - Boy, starting to run out of stuff to downvote - gonna go with the SoL here; I love them, but their Iron requirement can be a bit of an annoyance, and I think they're the weakest unit remaining.
    Siege Tower 25
     
  5. Teagen

    Teagen Warlord

    Joined:
    Apr 6, 2011
    Messages:
    137
    cpm removed the Chu
     
  6. Frossa

    Frossa Prince

    Joined:
    Apr 29, 2012
    Messages:
    410
    Gender:
    Male
    Location:
    Sweden
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 38
    Impi 39
    Janissary 35 Not a bad unit, but the Caroleans beats them. Constant healing is better both offensively and defensively, while healing if it kills a unit is almost strictly offensive.
    Keshik 43
    Longbowman 41
    Pathfinder 38
    Ship of the Line 31
    Siege Tower 25
     
  7. redwings1340

    redwings1340 Emperor

    Joined:
    Sep 24, 2011
    Messages:
    1,408
    Location:
    Maryland
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 38
    Impi 39
    Janissary 35
    Keshik 43
    Longbowman 41
    Pathfinder 39 My personal favorite of the bunch. The shoshone just shine at getting a huge early game lead that they can keep for the rest of the game, and this is a huge reason why.
    Ship of the Line 31
    Siege Tower 22 I love the siege tower, and it has great synnergy with the Assyrian UA, but it's still... ugh, all of these units are amazing. I would say early war is nerfed, but with the Assyrians it really isn't. Every unit left here is amazing, and I think this is the worst one left for some reason.

    Voting is going to be really hard from here on out. We're in the clear top tier units now. There is a very sharp divide from #11 to #10 in my opinion.
     
  8. greygamer

    greygamer Feudal Lord

    Joined:
    Nov 29, 2006
    Messages:
    1,838
    Location:
    UK
    Keshiks/Camel Archers don't become a lot worse as they can still advance shoot and withdraw even on Arborea/Amazon. Keshiks here still have the advantage because of the extra movement point potentially allowing 2 shots and a withdraw move.

    A good benchmark would be either, random map or a map suitable for that unit. If players are selecting a Civ they are most likely going to not select a map that totally nullifies that civs advantages. I would imagine if players love any of the water units they enjoy playing on water maps.

    The pathfinder is a case of a unit that will give a non-combat bonus, yes it is nice to be able to choose but if they gave that option as a UA would the pathfinder be regarded as highly?
     
  9. arand86

    arand86 Warlord

    Joined:
    Jul 22, 2013
    Messages:
    278
    This.

    Keshiks would't really be nerfed too much, even in a forest setting. You could run ontop of a forested hill, shoot and still get down, and all other units would have basically 1 move per turn. Camels would be a bit worse movement wise, but still good. You can't go wrong with mounted ranged units
     
  10. dob.KrazY

    dob.KrazY Chieftain

    Joined:
    Oct 9, 2013
    Messages:
    13
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 38 + 1 = 39 - I still think CKNs are superior to longbows because of faster promotions and more damage.
    Impi 39
    Janissary 35
    Keshik 43
    Longbowman 41 - 3 = 38 - I have had way more success with CKN than LB, shrug.
    Pathfinder 39
    Ship of the Line 31
    Siege Tower 22
     
  11. Jernfrau

    Jernfrau Chieftain

    Joined:
    Oct 14, 2013
    Messages:
    40
    Location:
    Norfolk
    I think complaining that a unit loses its power if you turn a part of the game off is silly. You can make the game easier or harder for any civ you choose by editing the map. I think this game assumes that we are judging them based on random map and with ruins and barbs turned on.
     
  12. Santa Maria

    Santa Maria Warlord

    Joined:
    Aug 31, 2011
    Messages:
    135
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 39
    Impi 39 - 3 = 36
    Janissary 35
    Keshik 43 + 1 = 44
    Longbowman 38
    Pathfinder 39
    Ship of the Line 31
    Siege Tower 22

    Keshik - it promotes very fast -> get logistics + range, and is very mobile, deadly unit

    Impi - I dont think its that great compared to pike, the special promotions make it deadly, but the weakest from the remaining I think
     
  13. jlim201

    jlim201 King

    Joined:
    Sep 14, 2013
    Messages:
    825
    Location:
    Somewhere North of the South Pole
    1.
    2.
    3.
    4.
    5. Impi
    6. Janissary
    7. Pathfinder
    8. Carolean
    9. Siege Tower
    10. Ship of the Line
    11. Sea Beggar
    12. Naresuan's Elephant
    13. Cossack
    14. Winged Hussar
    15. Jaguar
    16. B17
    17. Minuteman
    18. Horse Archer
    19. Hussar
    20. Berber Cavalry
    21. Immortal
    22. Conquistador
    23. Tercio
    24. Hwacha
    25. Battering Ram
    26. Companion Cavalry
    27. Pictish Warrior
    28. Legion
    29. Mohawk Warrior
    30- Berserker
    31. A. F. Elephant
    32. Musketeer
    33. Sipahi
    34. Nau
    35. Norwegian Ski Infantry
    36. Turtle Ship
    37. War elephant
    38. Cataphract
    39. Dromon
    40. Samurai
    41. Panzer
    42. Mandekalu Cavalry
    43. Mehal Sefari
    44. Great Galleass
    45. Comanche rider
    46. Kris swordsman
    47. Ballista
    48. Hoplite
    49, Bowmen
    50. Hakkas
    51. Pracinha
    52. Maori Warrior
    53. Slinger
    54. Atlatlist
    55. Quinquereme
    56. Landsknecht
    57. Zero
    58. War Chariot

    Best Plane- B17
    Best Siege Unit- Siege Tower
    Best Ranged Ship- Ship of the Line
    Best Melee ship- Sea Beggar
    Best Melee Mounted Unit- Naresuan's Elephant
    Best Ranged Mounted Unit-
    Best Melee Unit- Impi
    Best Archery Unit-
    Best Land Unit
    Best Naval Unit- Ship of the Line

    Best Ancient- Pathfinder
    Best Classical- Siege Tower
    Best Medieval- 4
    Best Renaissance- Janissary
    Best Industrial- Carolean
    Best Atomic- B17

    Worst Plane- Zero
    Worst Siege Unit- Ballistae
    Worst Ranged Ship- Great Galleass
    Worst Melee Ship- Quinquereme
    Worst Melee Mounted- Hakkapellita
    Worst Ranged Mounted- War Chariot
    Worst Melee Unit- Landsknecht (Maori Warrior)
    Worst Archery Unit- Atlatlist

    Worst Ancient- War Chariot
    Worst Classical- Ballistae
    Worst Medieval- Landsknecht (
    Worst Renaissance- Turtle Ship
    Worst Industrial- Hakkapellita
    Worst Atomic- Zero
     
  14. Matthew.

    Matthew. Deity

    Joined:
    Sep 14, 2011
    Messages:
    2,179
    Sorry, I didn't mean it like that at all. I try and avoid ad hominem and the comment wasn't meant that way. I only meant that I'd fully agree something like the Keshik is crazy powerful when you can run from city to city sniping units on the way. Once you start to get walls of unit spam, the Chu really starts to shine, because like I said earlier, it is essentially two units on a single tile which is very powerful in a 1UPT game.

    Once space gets cramped, which I find very common in Civ 5 (I personally think 1UPT would work way better if maps overall had more space and minimum city distance were farther--mounted units and chariot archers would actually have a use then), then a lot of the perks of the other 3 units diminish.

    Another way to word it is how much firepower you can direct on to a single tile. Since Chu's attack twice, once they are in place they double the amount of fire. Longbows can bring extra fire by adding in a 3rd range, although it depends on terrain. Keshiks/Camels can add more fire by hit and run micromanagement, but that is also dependent on space and terrain.

    I actually haven't yet determined what I think should be the winning unit on the list. All I know is that Chu has a nice set-up: Extra gold from paper makers to support them, a lot of experience in mid-game to stack promo's, and still continue to be useful in end-game when they get an additional 15% combat along with the massive stacked promo's. The difference of 18 to 20 strength is negligible. Good on offense and defense.

    If you don't clear the map with Keshiks, you are stuck with a garbage UA and a not-as-useful upgrade. They are a one-trick pony horse.

    Camels are in a similar situation, but at least they have OP bazaars and a UA that supports late-game play.

    I cannot really find any faults with England. They have two solid UU's and the extra spy is actually very effective if you consider the gap between the first spy and when you can pick up a second can be a very long time. Longbows are no artillery gun, but that doesn't matter too much. They can still rack up some promo's and are guaranteed 2-range Gatling, which keeps their "how much damage can I stack onto a single tile" strategy going, while Chu's need to level up to keep that advantage.
     
  15. jlim201

    jlim201 King

    Joined:
    Sep 14, 2013
    Messages:
    825
    Location:
    Somewhere North of the South Pole
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 39
    Impi 37- Weaken units, then attack. Not to mention that they upgrade to rifles.
    Janissary 35
    Keshik 41- The "hit and run tactic is great, but it's requires horses, and on a bad overall civ. Other units that require resources are on overall better civs.
    Longbowman 38
    Pathfinder 39
    Ship of the Line 31
    Siege Tower 22

    I don't play on Deity. When I tried it, I got conquered in the renaissance.
     
  16. Josh123914

    Josh123914 Chieftain

    Joined:
    Jun 23, 2013
    Messages:
    47
    Location:
    Ireland
    Camel Archer 40 - Sorry Arabia, I just never found a use for you :
    Carolean 38
    Chu-Ko-Nu 39
    Impi 37
    Janissary 35
    Keshik 41
    Longbowman 39 Played a marathon game on Earth map, steamrolled western Europe with 6 of them.
    Pathfinder 39
    Ship of the Line 31
    Siege Tower 22
     
  17. TreYs

    TreYs Chieftain

    Joined:
    May 24, 2013
    Messages:
    69
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 39
    Impi 37
    Janissary 36 Gonna keep this unit alive as long as possible. Works really good in tandom with ranged units, where they can finish the weakened units off and get free health.
    Keshik 41
    Longbowman 39
    Pathfinder 39
    Ship of the Line 28 I'm downvoting this only because I seldom engage in naval combat, and every other unit can benefit me in some way.
    Siege Tower 22
     
  18. Jernfrau

    Jernfrau Chieftain

    Joined:
    Oct 14, 2013
    Messages:
    40
    Location:
    Norfolk
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 39
    Impi 37
    Janissary 36
    Keshik 41
    Longbowman 39
    Pathfinder 40 - Your cities will grow fast, religions will be founded, culture will be reaped, or you will have a worthwhile army from round one
    Ship of the Line 25 - Its the last ship, and its efforts have been valiant. But this and the siege tower are the next two to go.
    Siege Tower 22
     
  19. ScantilyCladLad

    ScantilyCladLad Chieftain

    Joined:
    Sep 19, 2008
    Messages:
    59
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 40 - versatile and imo most impactful UU in the game
    Impi 37
    Janissary 36
    Keshik 41
    Longbowman 39
    Pathfinder 39
    Ship of the Line 25 - way too situational, and needs iron making it even more situational
     
  20. Jernfrau

    Jernfrau Chieftain

    Joined:
    Oct 14, 2013
    Messages:
    40
    Location:
    Norfolk
    Camel Archer 40
    Carolean 38
    Chu-Ko-Nu 40
    Impi 37
    Janissary 36
    Keshik 41
    Longbowman 39
    Pathfinder 40
    Ship of the Line 22
    Siege Tower 22

    fixed
     

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