Unique Unit Elimination Thread

Camel Archer 38
Carolean 10
Chu-Ko-Nu 43
Impi 36
Janissary 17 Have to downvote something. Lets eliminate the melee units before we get in to the upper tier ranged debate.
Keshik 43
Longbowman 42
Pathfinder 9 The peacemonger's paradise
 
Camel Archer 38
Carolean 7 - Its just a promotion
Chu-Ko-Nu 43
Impi 36
Janissary 17
Keshik 43
Longbowman 42
Pathfinder 10 - Honestly, this is the greatest unit there is. You guys are making a mistake every time you downvote it.
 
Camel Archer 38
Carolean 7
Chu-Ko-Nu 43
Impi 36
Janissary 18 A really awesome and unique melee unit, at least a lot better than the impi
Keshik 43
Longbowman 39
Pathfinder 10

I have played a couple of english games, and I have to say that the longbowman is too overrated. When you are warring, there will always be many forests and hills, so you can usually use the extra range in like 50% of attacks. The reason why they are still here is probably because they upgrade to 2 range gatlings. But the problem is that when you get gatlings, you should be warring with your SotL or using 3-range artillery. So that's why the longbow is inferior to all other units.
 
Camel Archer 35
Carolean 8
Chu-Ko-Nu 43
Impi 36
Janissary 18
Keshik 43
Longbowman 39
Pathfinder 10

Really like the Carolean. I am actually surprised that keshiks and camel archers are doing so well. Don't get me wrong they are incredibly powerful-but they both upgrade horribly meaning that they are only useful in a certain window until they become obsolete.
 
Camel Archer 35
Carolean 8
Chu-Ko-Nu 43
Impi 36
Janissary 18
Keshik 43
Longbowman 39
Pathfinder 10

Really like the Carolean. I am actually surprised that keshiks and camel archers are doing so well. Don't get me wrong they are incredibly powerful-but they both upgrade horribly meaning that they are only useful in a certain window until they become obsolete.

In that window you can get a lot done, especially if your playing games longer than standard speed
 
Camel Archer 35
Carolean 8
Chu-Ko-Nu 43
Impi 36
Janissary 15 - I like these muskets, but not sure if better than Carolean
Keshik 43
Longbowman 39
Pathfinder 11 - this unit is too good to exit so soon
 
Camel Archer 35
Carolean 5-Who's going first this guy or the pathfinder? It's a race!
Chu-Ko-Nu 43
Impi 36
Janissary 15
Keshik 43
Longbowman 40-Belongs in the 40s with the other top 4
Pathfinder 11
 
Camel Archer 35
Carolean 5 + 1 = 6
Chu-Ko-Nu 43
Impi 36
Janissary 15 - 3 = 12
Keshik 43
Longbowman 40
Pathfinder 11
 
Camel Archer 35
Carolean 7
Chu-Ko-Nu 43
Impi 36
Janissary 15 - 3 = 12
Keshik 43
Longbowman 40
Pathfinder 8

Carolean up to 7, I think it is better than pathfinder, this will at least make it last another downvote.

Pathfinder down to 8.
 
Camel Archer 35
Carolean 7
Chu-Ko-Nu 44 Upvoted for many reasons that the Longbowman is useful. Simply put, if you place a few of these in a hilly area. Then nothing beyond a Mongol hoard can stop them.
Impi 36
Janissary 12
Keshik 43
Longbowman 40
Pathfinder 5 Sorry, but a UU that relies on luck of finding ruins isn't my thing, plus I've already downvoted the Carolean :/
 
Chu-Ko-Nu Upvoted for many reasons that the Longbowman is useful. Simply put, if you place a few of these in a hilly area. Then nothing beyond a Mongol hoard can stop them.

And yet you didn't vote for the Keshik which is the Mongol Horde :confused:
 
Camel Archer 35
Carolean 4 Currently the worst of what's left. As previously stated, its unique ability is just a promotion that any unit can get.
Chu-Ko-Nu 44
Impi 37 A unit that will utterly dominate the medieval world. Getting ahead in tech would help Zulu warmongering a lot.
Janissary 12
Keshik 43
Longbowman 40
Pathfinder 5
 
Camel Archer 35
Carolean 4
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 43
Longbowman 40
Pathfinder 2


I play without Ruins...so...

Chu's!
 
Camel Archer 36- Strength is better than speed.
Carolean 4
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 40- The extra speed is good, but the rest of the army cant keep up. I usually need to put my keshiks on alert until everyone else has caught up.
Longbowman 40
Pathfinder 2
 
Camel Archer 36
Carolean 1 A melee unit is still here? Really?
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 40
Longbowman 41 Range 3!!
Pathfinder 2
 
FINISH HIM!

Camel Archer 36
Carolean 0: I never use rifles, go straight to plastics and get dem infantry + labs. Besides, the only thing melee units are useful for are meatshields, and finishers.
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 40
Longbowman 42: This thing is like artillery in the medieval era. No indirect fire, but more mobile. Also, 2-range Gatlings are boss as a 1-range ranged unit isn't useful for offense.
Pathfinder 2
 
Camel Archer 37 Well, it was nice to see the Janissary last this far. I'm sure it's gonna get eliminated soon, so I'll just shoot for this one to survive. Sure the Keshik is faster, but you can't be wrong with a stonger ranged mounted unit. Besides, it comes on a civ with some already powerful bonuses.
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 40
Longbowman 42
Pathfinder 0 And this one's out. It seems like a great unit, but ranged units are where it goes to a strong domination game.
 
I feel this thread is going to come down to those who like to turtle while picking off the occasional city (Longbow & Chu-Ko-Nu) and those that like rapid military campaigns (Camel Archer & Keshik)

Impi A unit that will utterly dominate the medieval world.
Except for the mounted ranged UU which are on this list?

Camel Archer Strength is better than speed.
Keshik The extra speed is good, but the rest of the army cant keep up. I usually need to put my keshiks on alert until everyone else has caught up.
Speed means you can bring your strength to bear more easily. I have taken to fielding a couple of horsemen with my Keshiks, they also have +1 movement and can capture most cities excluding Capitals. But yes not having a melee unit that can keep up will be the only limiting factor. However you can just park a ranged unit or two to keep the walls down and move on with the rest of your force.
 
Hmm, how are we defining the Impi here, and how much do you want to put the Ikanda/Zulu UA in this conversation? If we're defining the Impi with 3 Buffalo chest promotions with an exp bonus from the Zulu UA, these things can stand toe to toe with any of these other units if you have enough of them. If we're defining it as an Impi as an Impi a city state would give you, then it's good, but probably worse than some of the units that have been eliminated.

I generally sort these on some sort of hybrid system that takes the Ikanda in to account, but recognizes that the Ikanda isn't always in the Impi. After the Janissary is gone, it's going to be a hard decision when to eliminate the Impi because of the differences between an Ikanda Impi and a regular Impi.
 
Camel Archer 36- Strength is better than speed.
Carolean 4
Chu-Ko-Nu 45
Impi 37
Janissary 12
Keshik 40- The extra speed is good, but the rest of the army cant keep up. I usually need to put my keshiks on alert until everyone else has caught up.
Longbowman 40
Pathfinder 2

So then you can just wreck havoc, weaken enemy cities, pick off enemy units or just masturbate while the rest of your army catches up
 
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