Unique Units elimination thread

Ok, so how many jags with that?

As many as there's room for in your military budget, mate. I find it's good to build a lot of these early, before they get replaced with future techs. It's better to have them lying around, they're good to use for scouting (extra movement in forests), and just upgrade later into swordsmen and muskets and so on who retain the bonus.

I've had early rush wins with aztecs up to Emperor difficulty using 2 archers or at least one catapult + 4-6 jaguars (loosely upgraded to swordsmen as iron became available).
 
I don't understand, I've never seen my Dromons with an attack penalty, Duhu, are you certain about that? In fact, I found them quite good in attacking! I was playing a LAN game yesterday and got Zurich down in 3 turns with 3 dromons and a SCOUT. Seriously, it was so cool!

Can someone confirm the attack penalty for the Dromon? I'm quite sure it doesn't have one, but its great +50% versus naval units.
 
Can someone confirm the attack penalty for the Dromon? I'm quite sure it doesn't have one, but its great +50% versus naval units.

It does not have an attack penalty.

Also, as a side note, the Immortal does not have any extra bonus versus mounted. They have the same bonus as spearmen
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 8
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 9
Immortal 12
Jaguar 21
Janissary 37
Keshik 35
Landsknecht 5
Legion 24
Longbowman 39
Minutemen 31
Mohawk Warrior 23
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 6
War Elephant 16

Single player prospective only here. -3 Dromon. An early game ship...almost unnecessary. I'm to busy trying to do what I can to even get an early religion. City defense (maybe an archer) crushes the rarest of AI trireme's anyways.

+1 Longbow. More times than not I make just a few of these to defend a key area, and soon after they are promoted to double attack and taking down city defenses. Then they go back to comfortably defending the new area, usually until the later game.
 
Single player prospective only here. -3 Dromon. An early game ship...almost unnecessary. I'm to busy trying to do what I can to even get an early religion. City defense (maybe an archer) crushes the rarest of AI trireme's anyways.

Way off the track with that statement :(

Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 9
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 9
Immortal 12
Jaguar 21
Janissary 37
Keshik 35
Landsknecht 5
Legion 24
Longbowman 39
Minutemen 31
Mohawk Warrior 23
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

Dromon : You don't build them for defense, you build them for offense. You build them to make some XP for galleass and frigates later. You build them to get +1 range, heal outside or anything crazy to put on a frigate! IT'S THE ONLY NAVAL UNIT THAT CAN PERMIT THIS! A poster already said it...you only need 3-4 of them an a scout to early conquer a BUNCH of coastal cities! Isn't that wonderful? :goodjob:

Tercio : Lancer type of unit. Nuff said.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 10
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 37
Keshik 35
Landsknecht 5
Legion 24
Longbowman 39
Minutemen 31
Mohawk Warrior 23
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

I'm with Tabarnak here, Dromons RULE! I'm also a big Byzantine fan, so, yeah, I really like it. Come on, it sprays greek fire!

Yeah, about the Hwach'as... well... if I'm building a siege unit, its purpose is to siege, not to be an anti personall unit. I mean, they are powerfull, and OP with the current bug, but, come on, we've got X-bows for that
 
Way off the track with that statement :(

Dromon : You don't build them for defense, you build them for offense. You build them to make some XP for galleass and frigates later. You build them to get +1 range, heal outside or anything crazy to put on a frigate! IT'S THE ONLY NAVAL UNIT THAT CAN PERMIT THIS! A poster already said it...you only need 3-4 of them an a scout to early conquer a BUNCH of coastal cities! Isn't that wonderful? :goodjob:

No, it is not in my opinion. I play sp continents maps only (not pangaea, I don't like meeting every civ so early); just the way I play. I think the AI's are programmed to use and fight with a navy very poorly. Thus I just feel like I am using an exploit whenever I go on coastal raids. If I need that inter-continent attack, I enjoy landing that mass of troops and get the melee bloodbath on. :eek: Most games I don't build a navy at all. I could care less about dromons upgrading to whatever ship with whatever promotions.

If I play Byzantines at all, its as I said earlier, for the UA..which on immortal takes me a bunch of effort to get rolling. I usually forget the dromon is even there.

You enjoy them obviously, they don't fit my play style. Is my opinion still "way off." :rolleyes:
 
Petiscator's votes

Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 10
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 37 + 1 = 38
Keshik 35
Landsknecht 5
Legion 24
Longbowman 39
Minutemen 31
Mohawk Warrior 23
Naresuan's Elephant 11 - 3 = 8
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

Upvote: I am playing a random Civ on a continents map, and I rolled the Ottoman Empire. After cursing thoroughly at the beginning, I have a new found appreciation for the Janissary, because it's usually ready for another assault right after capturing a city. I understand that it's healing ability has been weakened for Gods and Kings, but still, it's nice.

Downvote: Naresuan, Naresuan, Naresuan...let me get this straight. I replace a mounted mobile unit with something that has anti mounted capability with the same mobility as a Pikeman? With a higher tech prereq than Civil Service? Ugh, why? I could see the appeal of Naresuan's Elephants if the Pikeman had an Iron requirement, but we all know that isn't the case.
 
(1 more move than a Pikeman)

But its still annoying higher production/less mobility
 
(1 more move than a Pikeman)

???

Does this statement imply that Gods and Kings mounted/armored units got an additional movement point compared to their vanilla counterparts?

Meaning that a Horseman is now capable of 6 Movement a turn?
 
You enjoy them obviously, they don't fit my play style. Is my opinion still "way off." :rolleyes:

You are right. I apologies to be a bit too much ''rough'' with your opinion.

The fact is that unit is unique in his genre. And it should be at least top 10 in term of usefulness(not much because on pangea it's useless). Though the Sea Beggar is already on top :confused:

The opinion is...well...personnal. Nothing to say.

I just hope that some people will save this unit and stay at least until the 11th will go out! :p
 
???

Does this statement imply that Gods and Kings mounted/armored units got an additional movement point compared to their vanilla counterparts?

Meaning that a Horseman is now capable of 6 Movement a turn?

No...

Also Camel Archer's movement has been increased.
 
???

Does this statement imply that Gods and Kings mounted/armored units got an additional movement point compared to their vanilla counterparts?

Meaning that a Horseman is now capable of 6 Movement a turn?

No, he is suggesting the Naresuan's Elephant is the equivalent of a Pikeman but with 1 more movement.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 10
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 35
Landsknecht 5
Legion 25
Longbowman 39
Minutemen 31
Mohawk Warrior 23
Naresuan's Elephant 5
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

Naresuan's Elephant: Pikes are cheaper and come earlier.
Legion: Are useful during both war and peace and are stronger then swordsmen.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 10
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 35
Landsknecht 5
Legion 25
Longbowman 39
Minutemen 32 (+1)
Mohawk Warrior 23
Naresuan's Elephant 2 (-3)
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

I haven't voted in this poll in awhile. I'll add my 2 cents today.

Minutemen because who doesn't want late game attack dogs with unrestricted movement and +1 visibility. All bonuses carry over through unit upgrades, and now with G&K all early game melee units can be upgraded to Minutemen to gain the benefits. Simply fantastic!

The Naresuan's Elephant? Yeah, not such an exciting UU. Sure I built some to try them out, but wasn't really impressed.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 7
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 35
Landsknecht 6
Legion 25
Longbowman 39
Minutemen 32
Mohawk Warrior 23
Naresuan's Elephant 2
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 16

Same reasons as before. don't like tireme, blah blah blah, landsknecht easy to produce a quick large army, blah blah blah.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 7
Foreign Legion 17
Horse Archer 25
Hussar 17
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 36 (+1)
Landsknecht 6
Legion 25
Longbowman 39
Minutemen 32
Mohawk Warrior 23
Naresuan's Elephant 2
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 3
War Elephant 13 (-3)

Keshik can kill units without taking damage.

War elephant is an expensive archer with more health. Not quite sure on the math, but Id take 3 archers over 2 war elephants.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 7
Foreign Legion 17
Horse Archer 25
Hussar 18 (+1)
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 36
Landsknecht 6
Legion 25
Longbowman 39
Minutemen 32
Mohawk Warrior 23
Naresuan's Elephant 2
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 0 (-3)
War Elephant 13

Tercio dies! The +50% versus mounted just isn't that valuable in the musket period. The minor buff to power is also offset by a small increase in hammers.

The Hussar is the most underrated of all of the above UUs. +1 Movement and +1 sight alone is really good. The +50% to flanking is amazing. Two or three hussars moving together can really mess up an opponent’s front line. The movement and sight bonuses should guarantee flanking about 85% of the time, which means that this bad boy is almost a tank in terms of power and movement.
 
Battering Ram 20
Camel Archer 24
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Dromon 8 (+1)
Foreign Legion 17
Horse Archer 25
Hussar 18
Hwach'a 6
Immortal 12
Jaguar 21
Janissary 38
Keshik 36
Landsknecht 3 (-3)
Legion 25
Longbowman 39
Minutemen 32
Mohawk Warrior 23
Naresuan's Elephant 2
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
War Elephant 13

I am playing a small island map right now and would love to have some Dromons to soften up my shore landing assaults.

Landsknechts are ok, but nothing gets passed on to upgraded units and the fact that you can spam them means you are probably not careful getting the units XP, which leads to even weaker upgrades.
 
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