Unique Units elimination thread

^this.

Also you are arguing against Mr. "its a dumb tireme."
Had you read my earlier votes, you'd know that earlier I gave valid reasons that were never contradicted as to why I don't like the Dromon/tireme. :crazyeye:

Also, looking back, I see Skibbi is about solely responsible for the Keshik low score. Since it is now obvious he doesn't have a clue about their usage and tactics, should those even count? I suppose it doesn't matter, this isn't "official" or anything.
lol, you can say that about most units that get downvoted, especially at this point.
 
(forget it, I thought the Carolean was wrong but it is ok =)

Camel Archer 19
Carolean 1
Chu-Ko-Nu 40
Janissary 25
Keshik 26
Longbowman 41
Minutemen 22

+1 for the Camel Archer: some might disagree, but I find it better than the Keshik. I preffer it, it is strong and still fast. It is also ranged, so it rocks.

-4 fo the Minutemen: movement cost bonus? Nice! The problem with this unit is not that is is bad or one of the worse units in the game, it is awesome. The thing here is that I preffer Janissaries for the heal-upon-kill bonus (+25% bonus on attack, don't forget this) rather than the no-movement-cost bonus. I also find it the worse unit of the list. I won't downvote Keshiks or Camel Archers (right now), the x-bowmans replacement are way too good and the Carolean comes right of the bat with the best promo ever. I think that no movement penalties is not as good as the other bonuses here.
 
All these units are great. There are no losers. The #1 Value of this thread is learning how others use units, which might not have ever occured to you. For example, someone might be using Keshiks "wrong": exhausting all their movement points and leaving them vulnerable. Or perhaps forgoing Dromon rushes early.

These threads are great for learning new strategies as people defend units. The final score is entirely irrelevant :lol:
 
fast. It is also ranged, so it rocks.

-4 fo the Minutemen: movement cost bonus? Nice! The problem with this unit is not that is is bad or one of the worse units in the game, it is awesome. The thing here is that I preffer Janissaries for the heal-upon-kill bonus (+25% bonus on attack, don't forget this) rather than the no-movement-cost bonus. I also find it the worse unit of the list. I won't downvote Keshiks or Camel Archers (right now), the x-bowmans replacement are way too good and the Carolean comes right of the bat with the best promo ever. I think that no movement penalties is not as good as the other bonuses here.

One of the reasons I will take minutemen over Janissaries is because of the way the movement works. My armies (immortal-diety) tend to be range-unit heavy. For most of the action I find my melee units are mostly there for an occasional experience mop up, ZOC, and for city capturing. They wind up not doing the heavy lifting because giving my siege units the experience is more valuable. I think many other players may find themselves making similar decisions.

The minuteman's mobility allows it to scout for my range units, and navigate rivers/hills to keep the rush moving, I will take that over an attack and heal bonus I don't find myself needing anyways.

Initiative > All.

Oh, and:

Camel Archer 19
Carolean 1
Chu-Ko-Nu 36 (-4) longbowman personal preference, both are great.
Janissary 25
Keshik 26
Longbowman 41
Minutemen 23 (+1) reason stated above.
 
Also, looking back, I see that the votes of only one user is largely responsible for the Keshik low score.

lol, you can say that about most units that get downvoted, especially at this point.

And this is why I don't like downvoting or upvoting on the same unit more than once. There's a better than average chance that my opinions based on Unique Units in vanilla Civ 5 are no longer valid in Gods and Kings Civ 5.
 
All these units are great. There are no losers. The #1 Value of this thread is learning how others use units, which might not have ever occured to you. These threads are great for learning new strategies as people defend units. The final score is entirely irrelevant :lol:

Entirely agree. Votes don't count much...commentaries are. People can learn from commentaries. Not from votes. They need to have minimum of decency though.
 
Entirely agree. Votes don't count much...commentaries are. People can learn from commentaries. Not from votes. They need to have minimum of decency though.

Same. New to V having picked it up over the summer. These threads have been incredibly informative.

If the voting aspect keeps people coming back and sharing their views, let them have votes!
 
Entirely agree. Votes don't count much...commentaries are. People can learn from commentaries. Not from votes.


I agree with these statements. Votes/preferences without cogent reasoning are meaningless.

I daresay that multiple votes for the same choices are also meaningless if the reasoning hasn't changed inbetween the votes, which is usually the case.

I can't express how annoying it is to see "ditto/the same stuff I said before" as reasoning for multiple votes.
 
Camel Archer 19
Carolean 1
Chu-Ko-Nu 36
Janissary 25
Keshik 27
Longbowman 37
Minutemen 23

The Keshik is great for reasons already stated

I like the longbowmen, but the +1 range isn't as good as the other bonuses here.
 
Camel Archer 19
Carolean -3 They may be able to heal every turn but they are weaker than riflemen and vulnerable to ranged attacks.
Chu-Ko-Nu 36
Janissary 25
Keshik 27
Longbowman 38 Extra range is a total killer! A large concentration can keep any attacks away.
Minutemen 23
 
Camel Archer 15 (-4)
Chu-Ko-Nu 36
Janissary 26 (+1)
Keshik 27
Longbowman 38
Minutemen 23

Alas, my beloved Sea Beggar fell by the wayside in the 3 weeks since I last posted (real life got in the way). It's just as well, with the new patch nerfing Prize Ships. Oh well.

I'm upvoting Janissaries. Maybe I'm putting too much stock into the 50 HP for killing an enemy, but I can't turn down that attack bonus. If I'm playing as Suleiman, I'm going to be on the offensive anyways, so that bonus is a lifesaver.

Downvoting the Camel Archer, mostly because I think it's the least impressive unit left. I love the mobility, but I still can't ignore that upgrade path.
 
Camel Archer 15
Chu-Ko-Nu 32 (-4)
Janissary 26
Keshik 27
Longbowman 39 (+1)
Minutemen 23

All good units this is just my preference.
 
Camel Archer 15
Chu-Ko-Nu 32
Janissary 27
Keshik 27
Longbowman 35
Minutemen 23

Janissary for the bonus to attack and the heal, Longbowman for being too OP
 
Camel Archer 15
Chu-Ko-Nu 33
Janissary 27
Keshik 27
Longbowman 36
Minutemen 15

Longbowman: extra range not only keeps longbowmen but also makes it a aggressive unit. The bonus particularly shines when it is attacking city: send one naval unit to spot that city (if it's not near sea, then send a few land units, or a spy, whatever you like) and station your longbowmen 3 hexes away from the city and fire at it. Just watch how fast the heath bar drops. And the range promotion can be carried on? Awesome!

Minuteman: Just doesn't provide a game changing bonus that the rest UU have.
 
Camel Archer 15
Chu-Ko-Nu 33
Janissary 23 (-4)
Keshik 27
Longbowman 36
Minutemen 16 (+1)

Minutemen for having the most game changing unique ability, even if most don't understand how to take advantage of it. Give me a scout with the strength of an infantry unit any day!

Janissary for being the 2nd best Musketmen replacement. Not as good as the Crossbowmen replacement, and miles behind the Minutemen. Give me an Army of Minutemen and I will crush your army of Janissaries.
 
Carolean -3 They may be able to heal every turn but they are weaker than riflemen and vulnerable to ranged attacks.

What the? Caroleans are riflemen with march. They are not weaker in any way. If you are going to vote at least know what you are voting on.
 
Had you read my earlier votes, you'd know that earlier I gave valid reasons that were never contradicted as to why I don't like the Dromon/tireme

Personally, I just figured you were beyond reasoning with. Two of your posts re the Dromon:

I'll push the tireme back down again for being a tireme, and I'll bump immortal, primarily for the mount bonus.

-It loses combat bonus when upgraded.
-It takes an attack penalty

I usually don't build naval units until the frigate, unless I'm on an island map (my least favorite). The AI is even worse at naval battles so you need even fewer units than usual to protect your coasts. If I want to take a city or defend a city that early, bowmen are cheaper, quicker to produce, and all-around more reliable and useful.

Ok, you don't like ships, I can understand that. But you thought it 'took an attack penalty' when it does not. And you voted for the Immortal because it has the same base perk as a spearman.
 
One of the reasons I will take minutemen over Janissaries is because of the way the movement works. My armies (immortal-diety) tend to be range-unit heavy. For most of the action I find my melee units are mostly there for an occasional experience mop up, ZOC, and for city capturing. They wind up not doing the heavy lifting because giving my siege units the experience is more valuable. I think many other players may find themselves making similar decisions.

The minuteman's mobility allows it to scout for my range units, and navigate rivers/hills to keep the rush moving, I will take that over an attack and heal bonus I don't find myself needing anyways.

Totally agree.

Camel Archer 15
Chu-Ko-Nu 33
Janissary 19 (-4)
Keshik 27
Longbowman 36
Minutemen 17 (+1)
 
Can I play? Movement points are so huge in this game. After movement, then range. For me this makes the best units in the game the Keshik, Minuteman, and Longbowman.

Minuteman gets my vote because you can now upgrade into them and have plenty to dominate the battlefield. The American sight bonus is just icing on the cake. The upcoming nerf to Janissary makes this even easier.

The Chu-Ko-Nu is a great unit, but of those remaining, it's the only unit that looses it's uniqueness if it has to move before firing.

Camel Archer 15
Chu-Ko-Nu 29 (-4)
Janissary 19
Keshik 27
Longbowman 36
Minutemen 18 (+1)
 
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