Unique Units elimination thread

And I am going to pile on the Hussar and agree with all of the above. Plus, to get the flank bonus you need to expose another unit by sending them behind the lines.

Not so. IMO, the appropriate use of Hussars is (1) move one Hussar next to an enemy unit; (2) move a second Hussar next to an enemy unit; (3) attack with both Hussars to get the flanking bonus for both of them; and (4) move both Hussars to safety. Don't forget about their movement and sight bonuses. These extra bonuses do wonders for setting up the attack.
 
Battering Ram 18
Camel Archer 25
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 17
Foreign Legion 11 (-3)
Horse Archer 27
Hussar 10 (+1)
Hwach'a 5
Immortal 6
Jaguar 19
Janissary 38
Keshik 36
Legion 23
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

I'll be the lone defender of the Hussars. +50% is no small thing. And even if you ignore that bonus, they're great scouts. If you beeline to dynamite you can create a perfectly awesome fighting force with just Hussars and artillery (you need Military Science to get to Dynamite).

The Foreign legion is a bland unit that goes obsolete quickly.

Edit: Hussars will be even better post patch.
 
Not so. IMO, the appropriate use of Hussars is (1) move one Hussar next to an enemy unit; (2) move a second Hussar next to an enemy unit; (3) attack with both Hussars to get the flanking bonus for both of them; and (4) move both Hussars to safety. Don't forget about their movement and sight bonuses. These extra bonuses do wonders for setting up the attack.

Yes. However, gatling guns so dominate warfare in this era, that anyone who doesn't use them right on the front lines to establish zone of control is just asking for a loss. A wall of gatling guns/gatling guns spaced 1 unit apart creates a wall that the Hussars can't jump through. End a turn here and the Gats will chew the Hussar up. Add GW planes to the mix and the Hussar really struggles to make an impact. They oftentimes aren't durable enough to survive using their flank attack.

Again, I don't think Hussars are bad units. I just think they impact combat in their era less than every other unit on this list.
 
Two gattling guns are no match for two Hussars, particularly given the gats' range limitations. If you're using your Hussars correctly, the matchup should be 51 versus 36 (not counting other modifiers that go both ways). A Hussar should never be hit by the gat given its movement bonuses and sight bonuses.

There will always be an edge of your wall. With five movement, I can find that edge before you cover it up.
 
Battering Ram 18
Camel Archer 25
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Hwach'a 2
Immortal 6
Jaguar 19
Janissary 38
Keshik 36
Legion 23
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Dromon because it is awesome, I already said that

Hwach'a because if I built a siege unit, I wanna siege, not defend

----

I agree with the Hussars being quite powerful! 3 of these guys together make wonders!
 
Battering Ram 18
Camel Archer 25
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Hwach'a 2
Immortal 6
Jaguar 20 (+1) These units can be built until metal casting is built. And as the Aztecs you don't need to head to metal casting right away anyways since you tend to want to go tall. The bonuses in jungle make it a quick spam unit that you can use to act like a Spartan and just hold a piece of jungle forever. And their extra warrior strength makes them good units for a tall empire to bully city states for even faster tall growth.
Janissary 38
Keshik 36
Legion 20 (-3). Swordsmen in general are much too weak now. Why build a legion when you could build a ballista now in GK. A decent unit but very little reason to keep it on the list now that the Ballista is gone
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29
 
Battering Ram 18
Camel Archer 25
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Hwach'a 0 (Au Revoir)
Immortal 7
Jaguar 20
Janissary 38
Keshik 36
Legion 20 Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Hwach'a - Like the strong slow mounted units - I don't need my UU messing up my armies balance (unless they're keshiks :)). I'm not even gonna comment on the current bug.
Immortal - Shouldn't go yet. It really is up there for early rushes atm, and for a great early unit is rare in carrying some benefit for later on.

Question - I haven't played Austria cos of the stupid UA, but the hussar - is it that all flanking modifiers are changed by 50%, or is it that it adds 50% as the flanking modifier for that unit? The second one is 35% stronger (assuming just the one flanker). If it's the former, does it work as both flanker and attacker? If it's the latter, does it stack with other hussars?
 
Battering Ram 18
Camel Archer 25
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Immortal 7
Jaguar 17
Janissary 38
Keshik 36
Legion 21
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Legion: The life span of legion is very long and they can do well in any sort of war.

Jaguar: Warrior UU, I don't like it. After adding up the extra combat strength in forests and jungles, it's still weaker than spearmen.
 
Battering Ram 18
Camel Archer 26
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Immortal 4
Jaguar 17
Janissary 38
Keshik 36
Legion 21
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Camel Archer : Well rounded unit. Move and attack units always have a reason to live and destroy.

Immortal : The UA's civ make this unit pretty decent(+1 move under GA) but if i analyze this unit alone it doesn't make any difference unless you build at least 6 of them which is pretty hammer expensive.
 
Battering Ram 18
Camel Archer 26
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 18
Foreign Legion 11
Horse Archer 27
Hussar 10
Immortal 2 (-2)
Jaguar 17
Janissary 38
Keshik 37 (+1)
Legion 21
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29
Many UUs to decrement. Immortals are one. Few units to increment. Keshiks are one.
 
Battering Ram 18
Camel Archer 26
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 11
Horse Archer 27
Hussar 10
Immortal 0
Jaguar 17
Janissary 38
Keshik 37
Legion 21
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Dromon: Having the first ranged ship is huge for early warfare.

Immortal: A good unit but having an army of lancers is the mid to late game isn't very helpful.
 
Many UUs to decrement. Immortals are one. Few units to increment. Keshiks are one.

+1 and -3 for vote now :)

But it's ok the immortal was going to die anyway. No changes.
 
Battering Ram 18
Camel Archer 26
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 11
Horse Archer 27
Hussar 7
Jaguar 17
Janissary 38
Keshik 38
Legion 21
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

One is the best Unique horse in the game, the other the worst :)
 
Battering Ram 19 (+1)
Camel Archer 26
Carolean 25
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 11
Horse Archer 27
Hussar 7
Jaguar 17
Janissary 38
Keshik 38
Legion 18 (-3)
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Battering Ram literally makes the Huns. (well with a little help from the Horse archers).

Legions are good, but since pikemen are a substitute and arent too far off in the tech tree, they dont really get a fair chance.
 
Battering Ram 19
Camel Archer 26
Carolean 26 (+1) I've got a soft spot for Sweden, and these guys let you execute Sweden's Optimal strategy perfectly. March lets these guys fight wars a long way from home, staying alive longer to generate excess GGs to gift.
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 11
Horse Archer 27
Hussar 4 (-3) A good, not great UU. When I play against Austria, I never think, "Oh no! Gotta prepare for the Hussars!" Lancers and Gats handle them.
Jaguar 17
Janissary 38
Keshik 38
Legion 18
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29
 
Battering Ram 19
Camel Archer 26
Carolean 26
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 8
Horse Archer 27
Hussar 4
Jaguar 18
Janissary 38
Keshik 38
Legion 18
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29

Jaguar: These guys move like scouts (except across rivers and naked hills) and heal after kills, in addition to having combat bonuses in most rough terrain. An excellent unit.

Foreign Legion: These are good units, but come too late in the game to really help all that much.
 
Battering Ram 19
Camel Archer 26
Carolean 26
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 19
Foreign Legion 8
Horse Archer 27
Hussar 4
Jaguar 19 (+1) Its a cheap easy to spam unit. Its promotions allow it to act as a super scout. The 20 heal per kill is a powerful ability that carries over. A spearman upgrade from a ruin also works fine. Jaguars are more defensive units that you build early on to hold terrain and bully city states for more gold to buy more infrastucture/more jaguars for bullying.Janissary 38
Keshik 38
Legion 15 (-3) The Legion was meant for war. A sword isn't that great anymore post GK. And with Ballistas being spammable and powerful they make for a better weapon anyways.
Longbowman 39
Minutemen 34
Mohawk Warrior 23
Sea Beggar 35
Ship of the Line 29
 
Battering Ram 19
Camel Archer 26
Carolean 26
Chu-Ko-Nu 34
Companion Cavalry 22
Dromon 20 (+1)
Foreign Legion 8
Horse Archer 27
Hussar 4
Jaguar 19
Janissary 38
Keshik 38
Legion 15
Longbowman 39
Minutemen 34
Mohawk Warrior 20 (-3)
Sea Beggar 35
Ship of the Line 29

I really like the dromon's uniqueness. The mohawk warrior is one of the weaker units on the list. A little situational & it's a swordsman.
 
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