Unique Units elimination thread

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 4
Horse Archer 25
Hussar 18
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 24
Landsknecht 17
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


Hakkapeliitta - is this thing a joke? didn't we already learn from the sipahi that a lancer replacement was a very bad idea and a wasted opportunity for a cool unique building or improvement.

Landsknecht - there is not a doubt in my mind that this is the single most game-changing unit in this game and completely dominating, regardless of whether you've had a bad ancient/classical start or whether you're already a powerhouse, get ready to dominate the medieval and early renaissance with the assembly-line of pikes which is landsknechts. It's only a shame that they upgrade into lancers now. Though for some they might prefer a mobile defensive force, but it really leaves you having to build from scratch in a lot of ways if you want to continue offensively in the later game. Still my fave unit though and always makes AI Bismarck very challenging to have as a neighbour.
 
just noticed the mehal safari at 3.. no love for the mehal I see, I wonder where the aversion comes from, if you're playing a small tall defensive game with ethiopia with a fair amount of defensive terrain around what better unit to help protect your wonder-packed cities? not so good on the offensive but ethiopia isn't designed for offence.
 
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 25
Keshik 24
Landsknecht 17
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

Cossack : Not a powerful UU. I use horse units for defense and i'm rarely under defensive at this stage of the game.

Hussar : My best horse unit! +1 sight and flanking bonus make this unit very appealing combined with artillery. Good offensive UU in this case.
 
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 26
Keshik 24
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 25
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 8
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 6

Ski Infantry: Boy, that snow bonus sure comes in handy *sarcasm*
Janissary: Seriously, almost unkillable and allows for very swift offensive advancement. 25% on the attack and when it is victorious in that attack, heals up to 50 points. Brutal. I love units that heal after destroying their enemies!
 
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 26
Keshik 24
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 25
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 7

Turtles are far better than NSI
 
African Forest Elephant 21
Atlatist 21
B17 9
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 20
Jannisary 26
Keshik 24
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 26
Musketeer 20
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 7

The B-17 comes way too late for it to be useful to me.
The mohawks are great, resourceless swordsman with a bonus in forest? Yes please!
 
African Forest Elephant 21
Atlatist 21
B17 9
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 21
Jannisary 26
Keshik 24
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 26
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 7

Jaguar: Probably the best warrior replacement. Selfheal after kills is a great ability. Jungle movement is very situational, but IF you have jungle, it's great.

Musketeer: One of those rather 'meh' units. Yes, it's a bit stronger, but I rarely get gunpowder early - and wouldn't really change my mind just to get those.
 
African Forest Elephant 21
Atlatist 21
B17 9
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 21
Jannisary 26
Keshik 24
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27 (+1)
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 16
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 5 (-2)

Minutemen are just great. They continue to get better throughout the game with each upgrade. Once they become Mechanized Infantry (with unrestricted movement, and promoted the March and Blitz)...watch out!

The Turtle Ship is just the turtle of UU. Astronomy=Explore and Navigation=Naval Conquest. Being unable to explore until Navigation makes it difficult to scout out your overseas colonies by the time Privateers and Frigates start rolling off the line.
 
African Forest Elephant 21
Atlatist 21
B17 9
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 21
Jannisary 26
Keshik 25
Landsknecht 17
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 14
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 20
Ship of the Line 21
Tercio 21
Turtle Ship 5

Keshik is too good: keep outside the range of the city and bombard it to zero.
Panzer:I hardly ever need this one.
 
African Forest Elephant 21
Atlatist 21
B17 9
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 4
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 21
Jannisary 26
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 14
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5

I don't like civs with units I never build and I would never ever ever build a Sipahi, not when I could instead continue to produce janissaries.

Landscknechts, the swish swish sound as you tediously move troops as they inch forward on the front line taking the place of the landsknecht that died last turn. The only truly disposable unit which I make no effort to hold onto, don't bother promoting and instead insta-heal, and generally spam to cover every tile possible, with a few siege to help take the city after I've covered every space around the city. Some might not find this very fun, but there is no question about how powerful it is. Two landsknechts are better than any one unit that any other civ can produce, especially as two landsknechts comes at a production/gold/faith cost far below most of the other units to begin with. If I've been dominated on Deity or Immortal by another civ and want a feeling of payback I'll pick Germany for my next game and steamroll everyone around me fearlessly, as only Germany can do.
 
African Forest Elephant 21
Atlatist 21
B17 10
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 2
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 21
Jannisary 26
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 14
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5

I always try to play as long as possible so B-17s are the best Deterrent to other Civs in nuking me or atleast make them sign a peace treaty as fast as possible. Having Siege promotion plus all the + xp bldgs will make this a beast when it is upgraded to Stealth Bomber or remain as is when parked in a carrier.

Hakkapeliita - just dont have much use of this Unit when i tried it on my playthrough. maybe it just doesnt suit my style but i just feel burdened with all those wasted hammers when im building one. Also its really hard to spell at first so yeah add that too.
 
African Forest Elephant 21
Atlatist 21
B17 10
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 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 2
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 22
Jannisary 26
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5


Panzer : A tank is basically just something to capture a non coastal city after I bombed it to death with boats and planes or to capture a barb camp annoying a forgotten artic CS for some reputation, no need of a UU for this job.

Jaguar : I just love those guys for some good reasons and some more subjectives reasons.
 
African Forest Elephant 21
Atlatist 21
B17 10
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 10
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 30
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 2
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 22
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5

Janissary: Used to bath in awesome sauce before G&K, and it is still quite good now.
Bowmen: So uninteresting...
 
African Forest Elephant 21
Atlatist 21
B17 10
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 10
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 30
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Hakkapeliitta 0
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5

Jaguar : +1 at keeping their special abilities until the end. You can make super(insert unit name here) if you keep them alive from the beginning.

Hakkapeliitta : Meh a lancer is still a lancer. Not enough boost to make this unit worth a build. If only the gg would give 15% to any UUs around i would make a ton of pikemen just before!
 
African Forest Elephant 21
Atlatist 21
B17 10
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 26
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 5

CKN's - 2 attacks or 1 attack and retreat per turn from the start is awesome.

Bowmen - Just not around long enough to really be useful.
 
African Forest Elephant 21
Atlatist 21
B17 10
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 24 (-2) Anothyer case of people not being used to a formerly great UU having changed in GK to a mediocre and compared to many of these other UUs not worthy of staying here
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 6 (+1) It being so low is a case of people not used to GK fully yet and its changes
 
African Forest Elephant 21
Atlatist 21
B17 8
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 24
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 7

I'm surprised the B17 haven't been gone yet. It would be great it replaced great war bombers much like how france's UU replaced great war infantry, but now they don't take up such an important position as they've used to. I'd still be making them after I discover the tech, but there's often some other techs to fill since great war bombers can be used to great effect for a while. Which means they're effectively just overkill once you do get them. No long playing as useful a role as before. I call this somewhat a lackluster unit now when it was amazing in vanilla.

Turtle ship is insane. 36 strength? My goodness at the time of discovery most cities will barely have 40 defense unless it's a capitol/deity. Unless you're playing at pangeae, you can often find a use for this. Whether it be as an effective bait for archers to do miniscule damage at, or do awesome damage against cities, it's a good UU.
 
African Forest Elephant 19
Atlatist 21
B17 8
Ballista 21
Battering Ram 17
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 24
Musketeer 18
Naresuan's Elephant 22
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 8

The only time I have the elephant is if it's gifted to me. Its bonuses just didn't impress me enough to take the time to build them.

Turtle Ships are great. To everyone that keeps complaining about exploration with Astronomy you should try this idea. Get your scouts and obsolete land units in the water and at the edge of the coastal tiles just before finishing Astronomy. Then go explore with them. Unless you have some triremes in your borders and the cash to upgrade them it's going to take a few turns to build a caravel, get the triremes back (if they didn't get cut-off by border expansions) and have the cash to upgrade them all. By the time you get the caravel(s) out exploring those land units that were poised to go will have probably found the other continent, CS's etc, depending on how many you have ready to go.
 
African Forest Elephant 19
Atlatist 21
B17 8
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 27
Mohawk Warrior 24
Musketeer 18
Naresuan's Elephant 20
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 8

Once, playing as the Celts and going for a Diplo victory, I was gifted about 10 Naresuans Elephants, due to my odd tech path and militaristic ally. They were completely useless. Haven't had much experience with them in situations where they might be useful, but that kinda made me instantly dislike the unit.

Battering Rams can be quite awesome for early rushes. Sometimes too awesome, and unsustainable over-expansion results as you're trying to make the most of your super-early advantage, but that isn't a fault of the unit, so much as how I use it.
 
African Forest Elephant 19
Atlatist 21
B17 8
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 8
Camel Archer 23
Carolean 25
Cataphract 17
Chu-Ko-Nu 31
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 23
Jannisary 27
Keshik 25
Landsknecht 18
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28 (+1)
Mohawk Warrior 24
Musketeer 18
Naresuan's Elephant 20
Norwegian Ski Infantry 6
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 18
Ship of the Line 21
Tercio 21
Turtle Ship 6 (-2)

Minutemen are great and continue to get better as they upgrade for the rest of the game.

It is about time for the Turtle Ship to sink. I don't much need an attack ship which is limited to shallow coastal waters at this stage in the game. I need Caravels to explore the ocean and find more AI civs. One more tech and the Privateer/Frigate combo will provide more than enough power for naval warfare to attack any enemies I have discovered with my Astronomy exploration boost (which the Turtle Ship lacks).
 
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