Unique Units elimination thread

African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 3
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 2
Minutemen 25 (+1)
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

Minutemen have no terrain penalties and carry that scout like promotion through upgrades for the rest of the game. Melee units who move quickly through enemy territory? Yes please!

Turtle ship comes at a time when I am generally done turtling. I can generally dominate my continent just fine with land troops. By the time I reach Astronomy, I want to sail the high seas to meet more people.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite 1
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Janissary 23
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

Someone asked which of these should go first. The answer is evident. Hoplite is serviceable but neither interesting nor capable of doing anything much the spearman doesn't - you aren't going to Hoplite Rush the way you'll Immortal Rush.

Playing Ethiopia now. The Mehel Safari bonus is bad, but think of it instead like this: It is to the Rifleman what the Landsknecht is to the Pikeman. It also happens to get a bonus - a trivial one, but when you're getting the unit at a discount it's not very fair to count the unimportance of its bonus against it.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Hoplite -1
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 24
Keshik 27
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

I don't like the ottoman's UA but the Jannisary is awesome

the hoplite is good for nothing but barb hunting.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 16
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 28
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

Janissaries are what turn the Ottomans from being good to great.

Keshiks are, to me, are just a boring, one trick pony.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 20
Battering Ram 17
Berserker 19
Bowmen 14
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 22
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

Bowman is a great unit but it simply doesn't last long enough to be really useful

Chu-Ko-Nu are perfect. Being the replacement for Xbow, they last quite a long time and start with one of the most useful upgrades in the game.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 14
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 28
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 10

Ballista : Ressourceless unit. Big + for Romans. Only 1 or 2 of them can blast 20 or less :c5strength: cities without much problem. Can defend well against units too.

Pictish Warrior : It's a spearman instead of a warrior. Big - for Celts. The faith generation is too low to make it worthwhile. This civ can already get easy faith from adjacent forests.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 14
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 29
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 8

Turtle Ship: It's like the vanilla Ironclad: SUCKY!
Sea Beggar: I usually don't use navies - but when I do, my seabeggars pwn. :mischief:

Btw, I am missing the greatest UU of them all: The mongolian Khan. GG on steroids with insane heal power.
 
Btw, I am missing the greatest UU of them all: The mongolian Khan. GG on steroids with insane heal power.

I already explained why it isn't in the list.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 17
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 14
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 8

Bowman - Obsolete too fast.
Sea Beggar - 3 free promotions, nuff said.
 
Turtle Ship: It's like the vanilla Ironclad: SUCKY!

If the Ironclad in vanilla had come out at Astronomy and had no resource requirement, that wouldn't be sucky. Nor is the Turtle Ship.

Edit on the Mehel Safari. It's not mentioned in the Civilopedia, but it also appears to come with Drill 1 - in my last game I produced one rather than upgrade it (and without having Alhambra), and it came with that promotion. In itself it's a mediocre promotion (albeit better than the Samurai's Shock I), but Rifleman + Drill 1 + situational bonus that can exceed 25% on occasion (i.e. an extra +8-10 combat strength around the capital) starts to look like a very respectable UU indeed when combined with a 11% hammer discount. I often don't start building armies until fairly late, so I can make use of the promotion on occasion.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 10
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 19
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 8

Dromon: crazy good for early wars and don't become outdated for a long time.

Mandekalu Cavalry: I usually hit my cities with siege weapons and not units.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 25
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 8

Immortals: Healing every turn is crazy useful. With enough drill promotions, you can station a few of them on hills near an enemy city, rotate them when health falls too low, and then just watch the promotions roll in.

Hakkapeliitta: It gets a bonus from having another unit nearby, and that other unit's one purpose is to give bonuses to everything? Sounds pretty useless to me.
 
African Forest Elephant 21
Atlatist 21
B17 15
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 25
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26 (+1)
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6 (-2)

Minutemen because their scout like ability to ignore terrain penalties never gets old...especially as they upgrade!

Will the turtle ship sink already? An Astronomy UU that doesn't get the benefit of Astronomy (namely traveling over the ocean)...no thanks!
 
African Forest Elephant 21
Atlatist 21
B17 13
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 29
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 8
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 26
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6

Just as with CKNs, double shot is always going to be great. Not unbeatable, of course, but you can work your way through an enemy like a hot knife through butter once you hit a critical mass.

B17s are fairly decent, but that's always seemed to me to be more down to being bombers than being a UU. Head start on the promotions is good, but I don't think it'd often be absolutely crucial, given the point of the game it is at, and the fact that I usually find myself with enough bombing firepower at that stage anyway.
 
African Forest Elephant 21
Atlatist 21
B17 13
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 22
Carolean 25
Cataphract 17
Chu-Ko-Nu 30
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 6
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 26
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6

CKN's are great, perhaps the best UU around.

Hakks are pretty lame. A unit that only gets bonus' from a unit that is STACKED with it and who's job is to provide bonus' to everyone else. Pass.
 
African Forest Elephant 21
Atlatist 21
B17 11
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 30
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 6
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 26
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 24
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6

Got to get Camels up on par with Keshiks and CKN.
Of all the times I've played against America, I don't think I had ever seen a B17 being used. If such a civ usually does not last long enough before their powerful UU comes into play, what good is it?
 
Of all the times I've played against America, I don't think I had ever seen a B17 being used. If such a civ usually does not last long enough before their powerful UU comes into play, what good is it?

I purposely take out America before they get to gunpowder because I really don't want to deal with minutemen and B17's. First time I played against them, they were friendly and I was going for a science vic, then just got hammered by MM. I fought back enough to sue for peace, but then they got flight and I was faced with GWI upgraded from MM and B17's. Completely decimated my forces and overran my cities.

I also do the same for MP as human players are far more effective with them than the AI.
 
I purposely take out America before they get to gunpowder because I really don't want to deal with minutemen and B17's. First time I played against them, they were friendly and I was going for a science vic, then just got hammered by MM. I fought back enough to sue for peace, but then they got flight and I was faced with GWI upgraded from MM and B17's. Completely decimated my forces and overran my cities.

I also do the same for MP as human players are far more effective with them than the AI.

That sounds like a great game to play against America. I would've loved to play that and learned how I could defeat them (or not lose to them).
 
That sounds like a great game to play against America. I would've loved to play that and learned how I could defeat them (or not lose to them).

In point of fact, I lost that game. Even with my arty (back in vanilla) I wasn't able to stop their advance, so now my strategy for surviving their MM or B17 rush is to eliminate them before they get that far, lol!
 
African Forest Elephant 21
Atlatist 21
B17 11
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 12
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 30
Companion Cavalry 21
Conquistador 22
Cossack 19
Dromon 18
Foreign Legion 21
Hakkapeliitta 6
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 24
Landsknecht 16
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 25
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 10
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6

I really like not needing iron early on with Mohawks,so you can take over lands that have more iron for longsword upgrades.

Keshiks just aren't my cup of tea.
 
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