Unique Units elimination thread

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 19
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28
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 4


landsknecht spam is incredible

turtle ship can't explore
 
African Forest Elephant 19
Atlatist 21
B17 6 It's getting low and I still don't respect it as a unit. -2
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 8
Camel Archer 24 The original and best 'horse' archer. +1
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 19
Legion 22
Longbowman 30
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28
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 4
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 8
Camel Archer 24
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 19
Legion 22
Longbowman 30 + 1 = 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28
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 4 -2 = 2

Longbow: best unit by far. +1 range carried to Gatling guns.
Turtle Shipe: strong but you can't discover new continents with them, you must wait til' navigation.
 
African Forest Elephant 19

Longbow: best unit by far. +1 range carried to Gatling guns.
Turtle Shipe: strong but you can't discover new continents with them, you must wait til' navigation.

Why? You can still send a unit out into the ocean.
 
On a discussion comparing CKNs to Longbowmen, I'd favour CKNs, because it's easier for them to get to +1 range promotions than the opposite, and longbowmen themselves usually have some problems when it comes to using the +1 range effectively.
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 8
Camel Archer 24
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 19
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28
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 22
Tercio 21
Turtle Ship 0

Ship of the Line : England's UAS + his special abilities make this ship the ultimate terrorist of seas until the modern era. Find some iron and knock some doors.

Turtle Ship : I hate his name. Turtle = slow :lol:(already said with over 300 words from earlier posts why i hate it).

Edit : 3 more dead UUs and we will accelerate the processus.
 
Charlieguns - you can't post 2 updates within 2 hours. Thats too soon.
 
Nvm
===

The thing about Turtleships that you cant compare with frigates/privateers is that they are upgradeable from triremes. Only a few at that early an age work basically as a naval Battering Ram. Cities fall left and right with them. Obviously a little less straight forward than the Battering Ram - but post GK this is an amazing unit. Only needing astronomy and cheaper units to clear the coast is amazing. And its not hard to send a scout out to explore the oceans. Just don't let it stop in shallow waters and you won't have to worry about death via barbarian
Mohawks deserve to be among the next tier of units to die though - arguably one of the most useless UUs now post GK
 
No man, you're confusing me with woodshadows. My last update was, I think, last friday....

Ah my bad - 2 of the same avatars had me confused - then sadly the battering ram of the sea is gone :(
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 6
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 19
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 28
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 22
Tercio 21

Bowmen were such an awesome UU in vanilla, but with the introduction of composite bowmen, the window of opportunity to make them is smaller and seeing as how Babylon is a science oriented civ, detouring to construction isn't really a big deal with the early academy landmark.

CKN are a beast, logistics means leveling twice as fast and getting GGs twice as fast combined with China's UA and military tradition you spam GGs like no tomorrow.
 
On a discussion comparing CKNs to Longbowmen, I'd favour CKNs, because it's easier for them to get to +1 range promotions than the opposite, and longbowmen themselves usually have some problems when it comes to using the +1 range effectively.
This is very true. The CKN can fire twice per turn, which means it can earn xp 2x faster. Both +1 range and +1 attack promos are available after getting level 3 in either of the standard bonuses (for flat or rough terrain), so a CKN can get the same +1 range that a LB has in 1/2 the time that a LB can gain the ability to attack twice each turn.
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 4 (-2)
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 19
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 29 (+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 22
Tercio 21

The Minutemen are awesome. Ignoring terrain costs like a scout (and getting +1 sight as well) is a tremendous advantage. Carrying this ability through upgrades until the end of the game is tremendous.

The Bowmen are a weak UU. They were okay in Vanilla, but with Composite Bowmen making them obsolete so fast (and available to everyone), I don't see the point much. If Bowmen could carry the promotion to make them stronger defense through upgrades, then they might be okay. Having Crossbows, Gatling Guns, and Machine Guns with this ability would be great.
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 2 (-2)
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 19
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 30 (+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 22
Tercio 21

Pretty much what Mesix said in his vote. I'll add that with G&K the minuteman, as well as other musket UUs got a whole lot better because we can now upgrade longswords to them instead of having to build/buy them if we want to use them.
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 2 (-2)
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 20
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 30 (+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 16
Ship of the Line 22
Tercio 21

Downvote Sipahi - hate lancers, hate lancer replacements, CiV time to stop the experiment, no one wants this silly unit.

Upvote Landsknecht, spam spam spam kill them all.
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 0
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 28
Keshik 25
Landsknecht 20
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 30 (+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 16
Ship of the Line 22
Tercio 21

Janissary: You're a beast
Bowmen: You're boring. Shoo!
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 0
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
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 28
Keshik 25
Landsknecht 20
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 30
Mohawk Warrior 22 (-2)
Musketeer 18
Naresuan's Elephant 20
Norwegian Ski Infantry 7 (+1
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 16
Ship of the Line 22
Tercio 21

Landsknecht - With a higher upgrade cost than a regular pikeman and the lack of a more "oomph" powered feeling for Germany somewhere - the Landsknecht has always felt like a letdown
Norwegian Ski Infantry - The hills bonus is nice and can be used in many situations. The tundra + snow? Not so much. But double movement on hills also works to your advantage. When you have finished upgrading your berserkers to NSI the amhip + denmark UA allows this to be a very versatile and mobile unit
 
African Forest Elephant 19
Atlatist 21
B17 6
Ballista 21
Battering Ram 18
Berserker 19
Bowmen 0
Camel Archer 24
Carolean 25
Cataphract 17
Chu-Ko-Nu 32
Companion Cavalry 21
Conquistador 22
Cossack 17
Dromon 18
Foreign Legion 21
Horse Archer 25
Hussar 19
Hwach'a 20
Immortal 20
Jaguar 24
Jannisary 28
Keshik 25
Landsknecht 20
Legion 22
Longbowman 31
Mandekalu Cavalry 12
Mehal Sefari 3
Minutemen 30
Mohawk Warrior 22 (-2)
Musketeer 18
Naresuan's Elephant 20
Norwegian Ski Infantry 5
Panzer 12
Pictish Warrior 20
Quinquereme 16
Samurai 20
Sea Beggar 30
Sipahi 16
Ship of the Line 22
Tercio 21


was a hard choice ... i generaly always make at least one UU (they better than the normal one anyhow)...
jaguar (i build a lot ugrade nourish them ... until middle age... so many useful things... they saved my ace so many time (on a hill attack the unit destroy it get back at full health come back )... i nearly put mohawk (forest movement ftw for the iroquois) ... and keshik (do you honestly have 1 civ remaining on your continent when you get them ... ) ship of the ligne ... samurai (ya who need iron)

nowegian ski unit (do not remember them ....)
 
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