Unique Unit Elimination Thread

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
 
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
 
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
 
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
 
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
 
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.
 
Sure you can play on map without water and then Ship of the Line becomes crap too. Or you can play Arborea/Amazon and Keshiks/Camel Archers becomes a lot worse too. You can always alter default settings to fit some units or vice versa. Blaming Pathfinder for turning off the ruins is like blaming Bismarck for turning off the barbarians.

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?
 
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?

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
 
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
 
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.
 
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
 
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
 
Ah, the old "You don't share my opinion you must not play deity" retort. It seems to be a favorite around here. I do play deity and I've won too.

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.
 
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.
 
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
 
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
 
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
 
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
 
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
 
Back
Top Bottom