• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Unique Unit Elimination Thread

The only unit that could possibly be slightly useful two eras after its time is likely the siege tower, with its city bonuses to other units still intact. But yeah, you'd be doing well to have a medieval unit crack mid-renaissance.
 
Camel Archer 38 I don't think I've upvoted this guy yet. He's pretty good.
Carolean 38
Chu-Ko-Nu 42
Cossack 7 There are 2 units in here that are clearly worse than everything else currently still alive. This is one of them. No offense to the Cossack, but in the end you're still a melee horse.
Impi 37
Janissary 36
Keshik 40
Longbowman 41
Naresuan's Elephant 15
Pathfinder 40
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39 -3 I can't see why this is rated so highly, it is a weaker CB that fires twice, so once a CB gets the same promotion it is inferior and leat's face it your CB will get that upgrade at some point.
Cossack 7
Impi 37
Janissary 36
Keshik 41 +1 They are better than longbows, movement negates blocking terrain
Longbowman 41
Naresuan's Elephant 15
Pathfinder 40
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39
Cossack 4 Not special enough to keep going.
Impi 37
Janissary 36
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 41 - ing love the ability to choose
Sea Beggar 27
Ship of the Line 34
Siege Tower 34
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39 -3 I can't see why this is rated so highly, it is a weaker CB that fires twice, so once a CB gets the same promotion it is inferior and leat's face it your CB will get that upgrade at some point.
Cossack 1
Impi 37
Janissary 36
Keshik 41 +1 They are better than longbows, movement negates blocking terrain
Longbowman 41
Naresuan's Elephant 15
Pathfinder 40
Sea Beggar 27
Ship of the Line 35
Siege Tower 34

SOTL: Sorry, I can't have these superb units lingering down in the low 30s!
Cossack: Quite like these but...
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39
Cossack 1
Impi 37
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 40
Sea Beggar 27
Ship of the Line 35
Siege Tower 31

Janissaries are truly beasty and by far the best melee-attacking unit in-game. Siege towers are after all classical era units and come really early and are not really better than rams which were killed a long time ago.
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39
Cossack 1
Impi 37
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 40
Sea Beggar 24 - Cossack will die soon anyway, so i'm gonna downvote this (yes, i prefer stampy over this). So, Sea Beggar is nice unit and all, but i think SoTL is best ship. Naval melee units are far more limited and map dependent than naval range units. You see, SoTL can fire units on shore, while sea beggar is limited to cities and naval units. Even though getting logistics on Beggar is rather easy, 5 movement isn't enough to move 2 tiles, attack twice, and retreat 2 tiles (you can open exploration to make that possible, though). Problem also is sometimes huge defense strength of cities, and since naval melee units take damage on attack, even though supply will help with that, damage usually is far more than just 15 hp.
Ship of the Line 36 - Best ship, powerful frigate that can attack anything that is 2 tiles from coast or less. Combined with English UA, they can be super fast powerhouses, once you get logistics you can sail circles around those sea beggars. 35 ranged strength for renaissance unit is huge, it's more powerful than gatling guns. Even though it only has extra strength, that extra strength lasts for a long time, battleships don't come until late modern are.
Siege Tower 31
 
Chu-Ko-Nu 39 -3 I can't see why this is rated so highly, it is a weaker CB that fires twice, so once a CB gets the same promotion it is inferior and leat's face it your CB will get that upgrade at some point.

Don't forget, Chinese get an extra 15% combat bonus from GG's essentially making them 16 combat strength. They are rated high because two attacks immediately snowballs into a lot of promotions.

I'm guessing you play marathon since you are so confident your regular crossbows will get that many promo's before Gatling? Although I think I'd still want to use Chu's and just get +1 range and march before regular crossbows get double attack :D
 
Don't forget, Chinese get an extra 15% combat bonus from GG's essentially making them 16 combat strength. They are rated high because two attacks immediately snowballs into a lot of promotions.

I'm guessing you play marathon since you are so confident your regular crossbows will get that many promo's before Gatling? Although I think I'd still want to use Chu's and just get +1 range and march before regular crossbows get double attack :D

I am playing a standard pace game atm, been at war most of the game with 2 neighbours (they DoW on me) and got my CB to logisitics before Gatlings. At Gatlings I got the increased range promotion as well :D, no need for cannons :lol: I am not dominating on the science front but within 1% of the leader as well.

I am partial to Epic pace games to really let my units have their moment of glory though. However when trying out strategies I find standard pace gives a better assesment.

The GG bonus I did overlook though, well as long as we can include the Khan with the Keshik ...fair point
 
Camel Archer 38
Carolean 38
Chu-Ko-Nu 39
Cossack 0 Ill do the honours
Impi 37
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 41 Best unit due to being able to snowball what ever game you require all other units are unable to compete with this unit
Sea Beggar 24
Ship of the Line 36
Siege Tower 31
 
Camel Archer 39
Carolean 38
Chu-Ko-Nu 39
Impi 37
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 41
Sea Beggar 24
Ship of the Line 34
Siege Tower 31

Making a Melee unit like the Camel Archer to ranged is simply genius.
From to that are left I think Ship of the Line is just not that awesome.

btw... what are the rules exatly? Some people voted down with -3 (as stated in starter post - but the starter didn't) but also many people voted down with -2 (like me :P)
:confused:
 
Camel Archer 39
Carolean 38
Chu-Ko-Nu 39
Impi 37
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 38
Sea Beggar 24
Ship of the Line 33
Siege Tower 32

down votes changed to 3 as the thread progressed, so fixed SoTL score

voted down pathfinder. Yeah, it is great, but it becomes pretty average if you turn off ruins (a lot of people do play without ruins as it can create imbalance). Also it scales with map size, so it doesn't give that much potential on small maps.
voted up siege tower as it is so strong for a long time
 
Camel Archer 39
Carolean 38
Chu-Ko-Nu 39
Impi 38 : Best meatshield in the game
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 38
Sea Beggar 24
Ship of the Line 33
Siege Tower 29 : Good unit, but doesn't deserve to be so high
 
Camel Archer 39
Carolean 38
Chu-Ko-Nu 39
Impi 39 - this unit may be a little OP, they can slaughter virtually everything, they can survive city bombard punishment, they upgrade to RIFLES, what more to say.. one of my first Deity Dom victories in BNW goes to Impis
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 38
Sea Beggar 24
Ship of the Line 33
Siege Tower 26 - very good unit but really one-dimensional, they are good at capturing cities very early and that is all, I kinda hate capturing cities early in BNW anyway
 
Camel Archer 39
Carolean 39 - Extremely useful in every situation and comes at a time when you want to start conquering.
Chu-Ko-Nu 39
Impi 39
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 38
Sea Beggar 24
Ship of the Line 33
Siege Tower 24 - Decent unit, but taking cities that early in BNW is crappy.
 
Camel Archer 39
Carolean 39
Chu-Ko-Nu 40
Impi 39
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15
Pathfinder 38
Sea Beggar 24
Ship of the Line 30
Siege Tower 24

Frigates are strong enough, and I usually only build like 3 or 4 at most. Ship of the line is a good unit...but still kinda over kill.

Chu's are better then longbowmen cause you get Exp at double rate usually with Chu's and you can get the +1 range with them quicker thus negating the advantage longbowmen had on them.
 
Camel Archer 39
Carolean 39
Chu-Ko-Nu 40
Impi 39
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 15-3=12
Pathfinder 38
Sea Beggar 24
Ship of the Line 30
Siege Tower 24+1=25

The siege tower is simply awesome .it is effective even in middle ages thanks to the sapper promotion.has assyria,you get a really big bonus in sieges until cannons appear

I love the elephant,but it is the worst unit left
 
Camel Archer 39
Carolean 39
Chu-Ko-Nu 40
Impi 39
Janissary 37
Keshik 41
Longbowman 41
Naresuan's Elephant 9 I hate to vote down such a dominant unit. A group of them will wipe out anything they can catch, I'm looking at you CKNs and Longbows, but they're still a melee mounted unit which means their usefulness is kind of limited
Pathfinder 38
Sea Beggar 24
Ship of the Line 30
Siege Tower 25 Too early to capture and keep cities but works great with the UA. Capture, raze and repeat. The stupid AI will continue to place cities near you just so you can continue to steal their technology. Outstanding on higher difficulties where the AI has the early tech lead.
 
Camel Archer 39
Carolean 39
Chu-Ko-Nu 40
Impi 39
Janissary 37
Keshik 41
Longbowman 38
Naresuan's Elephant 9
Pathfinder 38
Sea Beggar 24
Ship of the Line 33
Siege Tower 26

Chus' can earn level 4 promotion as little as 12 turns after they are trained compared to the longbows that can take 24 turns.

Once the Chus' upgrade they have the same CS and RS as any variant of the Gatling gun as well as the ability to move after attacking so with strategic placing of roads you get a shot off and move 3 hexs away from the enemy, compared to the longbow variant that have to stay within 2 hexs from the enemy to get a shot off. As a result they can be succumbed to attacks form other range units and are more likely to get hit by a melee unit. That is also assuming we ignore the terrain, which is a subject to the map script(unlike constructing roads) and can cost the Longbow variant to move up costing it's 2 range to drop to one range, and at that point it's even with a regular Gatling Gun and is more vulnerable to multiple attacks and flaking bonuses.

So saying the longbows can avoid hits better than Chu's in theory is okay, but in practice the amount of variables that occur during the game can throw off the consistency of the Longbows. And I rather have the unit that is much more consistent or at least have indirect fire.
 
Siege tower should be 26 and naresuans 9
 
Back
Top Bottom