Unique Units elimination thread

African Forest Elephant 10
Atlatlist 17
Ballista 18
Battering Ram 19 (+1)
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 14
Chu-Ko-Nu 35
Companion Cavalry 22
Conquistador 17
Cossack 5 (-2)
Dromon 14
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 18
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 35
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 15
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22

Battering Ram is one of my favorite units because its so different from its replacement. Also it is very powerful and punishes civs for not defending early cities. Truly the Scourge of God in the early game.

Cossack is a cavalry unit which I feel are weak as a whole. The extra damage versus wounded units is just lackluster.
 
African Forest Elephant 7 (-3)
Atlatlist 17
Ballista 18
Battering Ram 19
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 15 (+1)
Chu-Ko-Nu 35
Companion Cavalry 22
Conquistador 17
Cossack 5
Dromon 14
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 18
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 35
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 15
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22

Cataphract. Costs the same as a swordsman, is stronger, moves faster and gets terrain bonuses. Also, tech is on the way to civil service/education. Who needs swordsman?

African Forest Elephant. A LOT more expensive than the horseman it replaces, and it is slower. Horsies should not be slow...
 
African Forest Elephant 7
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 15
Chu-Ko-Nu 35
Companion Cavalry 22
Conquistador 17
Cossack 4
Dromon 14
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 35
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 15
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22

Battering Ram has no equal versus cities, I conquered two civs early with just two of these things. I don't like the Hwacha's penalty versus cities, and if the bug is utilized they're OP.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 15
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 4
Dromon 14
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 35
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 15
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22

AFE : Not enough efficient if we compare hammers/strength comparison. Early on you better need more and cheap units. He's too slow too.

CC : At least this thing travels at high speed. Decent strength too, he's an excellent ''annoy that guy with flanking attacks'' unit. Only 1 or 2 of them is often sufficient to deter any relatively important classical rushes, combined with some ranged units of course.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 15
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 4
Dromon 14
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 36 (Well some severely underrated UUs are now sadly gone, Sipahi, Turtle Ship, and B-17 [where is the gone before your time poster for this :p] all because people haven't used them correctly/in GK and really only because of those reasons) might as well shore up a favorite and great UU.
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12 (A fairly Useless UU nowadays. And to the guy who voted up the Samurai on str... the Samurai doesn't have a strength bonus)
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22
 
(Well some severely underrated UUs are now sadly gone, Sipahi, Turtle Ship, and B-17 [where is the gone before your time poster for this :p] all because people haven't used them correctly/in GK and really only because of those reasons) might as well shore up a favorite and great UU. [/COLOR]
Yeah I totally agree. Spahi's can basically pillage an entire city on one turn and can run after attacking, Turtle Ship's can destroy higher tech frigates, B17's resist the typical bomber achille's heel, the fighter, and get additional firepower against cities.

Not saying any of these are top 10 material, but there are worse units there.
 
Yeah I totally agree. Spahi's can basically pillage an entire city on one turn and can run after attacking, Turtle Ship's can destroy higher tech frigates, B17's resist the typical bomber achille's heel, the fighter, and get additional firepower against cities.

Not saying any of these are top 10 material, but there are worse units there.

Pillaging is fun and all but.. does that make the sipahi worth building over say, another janissary? or even take janissaries out of the equation, is it worth building more than maybe one of these? definitely not something you're going to build in large amounts or which is going to have significant impacts upon your wars. Also, I rarely pillage cities I plan on taking unless I'm extremely short on gold, which generally I don't put myself in the position to happen, so some might argue that a super-pillaging unit is a unit that's super at doing something they don't want to do very often.

B17 is nice, but it suffers as all late-game units suffer - too late to matter a whole lot.

Turtle ship is okay.
 
1. 5 Movement to get to opposing units that others wouldnt be able to. With mounted units you can use them to clean up the remains of wounded units which is truly their purpose. Couple it with razing of strategic resources and extra sight - yes it is worth building more than one of these. And considering they no longer have that horrendous defensive penalty they are much better than your average lancer. Try that extra mobility on multiplayer out and see how much better the Sipahi is than it sounds on paper

2. B-17 - Except it does matter a whole lot. No brandenburg gate? No problem. Having Exp buildings you still get to choose if you want 2 attacks/healing each turn. The thing is with the B-17 is since it is SOOO much better than your average bomber (basically being a stealth bomber like what 10-12 techs before a stealth bomber?) that if you get bombers you practically win.

Playing against good players in FFA multi games can often go into the late stages of a game. And humans build relative balances with some fighters/sams to deal with some bombers. With B-17s, you have higher strength, evasion, more sight, easier to get promotions, etc. It basically is gameover if you know even anything about aerial warfare.

3. Turtleships are the Battering Rams of the Sea. More than just "okay"
 
1. 5 Movement to get to opposing units that others wouldnt be able to. With mounted units you can use them to clean up the remains of wounded units which is truly their purpose. Couple it with razing of strategic resources and extra sight - yes it is worth building more than one of these. And considering they no longer have that horrendous defensive penalty they are much better than your average lancer. Try that extra mobility on multiplayer out and see how much better the Sipahi is than it sounds on paper

2. B-17 - Except it does matter a whole lot. No brandenburg gate? No problem. Having Exp buildings you still get to choose if you want 2 attacks/healing each turn. The thing is with the B-17 is since it is SOOO much better than your average bomber (basically being a stealth bomber like what 10-12 techs before a stealth bomber?) that if you get bombers you practically win.

Playing against good players in FFA multi games can often go into the late stages of a game. And humans build relative balances with some fighters/sams to deal with some bombers. With B-17s, you have higher strength, evasion, more sight, easier to get promotions, etc. It basically is gameover if you know even anything about aerial warfare.

3. Turtleships are the Battering Rams of the Sea. More than just "okay"


Let's not exaggerate here or get carried away. Lancers are still a very subpar unit compared to the alternatives available. Clean up the remains of wounded units? Try siege/range or cavalry/knights.

B-17 doesn't make a whole lot of difference because generally most people have won the game long before they come around so half your games you won't even get to build them and honestly in games where I've made it to that era I mostly mass artillery/mobile artillery and infantry/tanks, I don't bother a whole lot with bombers and do just fine, not saying bombers aren't nice, but I prefer land based siege for their ability to attack without taking damage.

Turtleships are "okay", that's it. However, anything can be argued so whatever, I've seen people make cases for every unit out there, so it doesn't surprise me there's someone who would get behind all three units which most people rightly consider subpar.
 
Pillaging is fun and all but.. does that make the sipahi worth building over say, another janissary? or even take janissaries out of the equation, is it worth building more than maybe one of these? definitely not something you're going to build in large amounts or which is going to have significant impacts upon your wars. Also, I rarely pillage cities I plan on taking unless I'm extremely short on gold, which generally I don't put myself in the position to happen, so some might argue that a super-pillaging unit is a unit that's super at doing something they don't want to do very often.
Excellent point. 99% of the time, no. I'd rather spend the production on Janissaries (easily a top 3 unit IMO). And I agree that Lancer's in general, are pretty useless. Although the movement after attacking makes for great hit & run tactics. The pillage thing, I was referencing to one rare situation in the tactic I used. I'll give the example.

I once fought Persia in a war, and a monster key city was a real pain to take with just janissary/upgrades and other conventional weapons. It wasn't on the coast, which prevented bombardment from ships, and it was situated in such a position that made getting enough units close enough without getting slaughtered was nearly impossible. After wasting a lot of resources on this city, I eventually signed for peace with Darius. The war was fought to a stalemate. Before signing for peace, however, I ran a couple Spahi's throughout his land, pillaging 90% of it, and I used another Spahi to hit & run a key position he had with bombarding my troops. I came back 10 or so turns after the peace expired, determined to conquer, and after a hard fought battle, succeeded this time. Although I'm not actually sure how much of an effect the pillaging had on him, I'm sure it did something, he was still busy repairing it and didn't seem to have as much firepower/production as he had last time. Classic, most underrated siege tactic.

With that said, you did make a nice point. Point made.

B17 is nice, but it suffers as all late-game units suffer - too late to matter a whole lot.

Turtle ship is okay.
B17, I wouldn't really classify as "late game." I'd call it more late-mid game :crazyeye:

Turtle ship is fun to use, and I know the restriction on movement sounds harsh, but AI battle tactics kind of suck, so it makes it easier for Turtle to take out a Frigate. And it's always great to beat an opponent with an inferior piece of tech.
 
Let's not exaggerate here or get carried away. Lancers are still a very subpar unit compared to the alternatives available. Clean up the remains of wounded units? Try siege/range or cavalry/knights.

B-17 doesn't make a whole lot of difference because generally most people have won the game long before they come around so half your games you won't even get to build them and honestly in games where I've made it to that era I mostly mass artillery/mobile artillery and infantry/tanks, I don't bother a whole lot with bombers and do just fine, not saying bombers aren't nice, but I prefer land based siege for their ability to attack without taking damage.

Turtleships are "okay", that's it. However, anything can be argued so whatever, I've seen people make cases for every unit out there, so it doesn't surprise me there's someone who would get behind all three units which most people rightly consider subpar.

Well that might just be the thing - you may still be used to using artillery - but bombers do a faster more effective job. A bomber can one hit an artillery... in multiplayer if you only use artillery, then yes you have lost the game. Perhaps its because the AI is so poor in fighting that bombers may not be needed vs poor AI - but without the aireal advantage in MP you will lose. Its perfectly viable to entirely ignore artillery and do the bomber rush [Also allows you to keep Great Wall effect so you can use bomers + paratroopers and mop up any units caught in between] and anyone who went artillery is screwed. Bombers don't come too late at all.

Mobility is important - maybe once again you could do the same thing with bulkier janissary upgrades but in a tactical form like MP that speed can and is key. The extra movement is huge. Lancers are cheap units - meaning they are spammable units. You don't have to care as much about them but they act as great cleaning units. Why would you want to use Cavalry/knights when you could do more with Sipahi

There are many cases in MP where I just mop up anyone who thinks artillery is enough for late game warfare. I understand in singleplayer you are allowed to make more mistakes - but still doesn't change the fact Bombers are game changers.
 
Excellent point. 99% of the time, no. I'd rather spend the production on Janissaries (easily a top 3 unit IMO). And I agree that Lancer's in general, are pretty useless. Although the movement after attacking makes for great hit & run tactics. The pillage thing, I was referencing to one rare situation in the tactic I used. I'll give the example.

I once fought Persia in a war, and a monster key city was a real pain to take with just janissary/upgrades and other conventional weapons. It wasn't on the coast, which prevented bombardment from ships, and it was situated in such a position that made getting enough units close enough without getting slaughtered was nearly impossible. After wasting a lot of resources on this city, I eventually signed for peace with Darius. The war was fought to a stalemate. Before signing for peace, however, I ran a couple Spahi's throughout his land, pillaging 90% of it, and I used another Spahi to hit & run a key position he had with bombarding my troops. I came back 10 or so turns after the peace expired, determined to conquer, and after a hard fought battle, succeeded this time. Although I'm not actually sure how much of an effect the pillaging had on him, I'm sure it did something, he was still busy repairing it and didn't seem to have as much firepower/production as he had last time. Classic, most underrated siege tactic.

With that said, you did make a nice point. Point made.

B17, I wouldn't really classify as "late game." I'd call it more late-mid game :crazyeye:

Turtle ship is fun to use, and I know the restriction on movement sounds harsh, but AI battle tactics kind of suck, so it makes it easier for Turtle to take out a Frigate. And it's always great to beat an opponent with an inferior piece of tech.


Yeah I've always wondered about what sort of effect pillaging has as well, I'm always hoping I'll pillage a bunch of lux or strat resources and I'll see on the combat odds screen a 'happiness penalty' or 'strategic resources' penalty on the AI unit, but I've only noticed the strategic resources penalty a few times and that was on Emperor or below, I guess higher levels it's harder to accomplish which also makes me think pillaging the land probably isn't having a huge effect on all but the most weak AI's at Immortal or above either.. still a decent money-maker though, I just find by the time lancers are around I have so much money already, the time I need money is early game and that's when I might do some pillaging just to pay for my bloated military costs.
 
Well that might just be the thing - you may still be used to using artillery - but bombers do a faster more effective job. A bomber can one hit an artillery... in multiplayer if you only use artillery, then yes you have lost the game. Perhaps its because the AI is so poor in fighting that bombers may not be needed vs poor AI - but without the aireal advantage in MP you will lose. Its perfectly viable to entirely ignore artillery and do the bomber rush [Also allows you to keep Great Wall effect so you can use bomers + paratroopers and mop up any units caught in between] and anyone who went artillery is screwed. Bombers don't come too late at all.

Mobility is important - maybe once again you could do the same thing with bulkier janissary upgrades but in a tactical form like MP that speed can and is key. The extra movement is huge. Lancers are cheap units - meaning they are spammable units. You don't have to care as much about them but they act as great cleaning units. Why would you want to use Cavalry/knights when you could do more with Sipahi

There are many cases in MP where I just mop up anyone who thinks artillery is enough for late game warfare. I understand in singleplayer you are allowed to make more mistakes - but still doesn't change the fact Bombers are game changers.

I don't play multiplayer, but again how many multiplayer games last until the era bombers are around? On single player at least most people are adept enough to finish the game by late renaissance or industrial. I find artillery to be game changers for myself, once they come around even the toughest resisting enemy falls very quickly. Are bombers that much better than mobile artillery? I don't know. Bombers take damage every attack they perform, making them essentially a melee unit, mobile sams/anti-aircraft and enemy fighters all counter bombers (to some extent?), I would think you would be pretty limited with bombers with an enemy who builds these counter units effectively. I could be wrong but this is why I don't bother much with bombers in single player unless I have a tech lead, the AI spams counter units and I don't want to risk losing an expensive bomber unit, where a mobile artillery is far easier to hold onto and doesn't take damage when attacking. Of course, this is just my impressions based on one-player games, so whether it is at all applicable to multiplayer I really do not know.

Turtle ships, my real problem with them is that caravels in general come around right when you want to map the world, find the remaining natural wonders, figure out a full picture of what the world looks like, find any remaining civs on other islands/continents etc, sure you can embark scouts to do this, but they are nowhere near as effective as a caravel and is it worth losing the caravel to gain a turtle ship? a unit which is one tech away from being supplanted by frigates a much better unit.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 13
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 4
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 25
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 35
Ship of the Line 25
Tercio 18
War Elephant 22

I've hitherto been voting for the unit i find most powerful (landsknecht), today I'll vote for my favourite unit, a unit I don't try to argue is the best or most powerful, but for me at least is always the most fun. Generally I don't bother building many if any triremes or building many coastal cities.. since i don't do this early in the game I end up with a mostly land-based military and though ill hard-build some frigates later it's hard to gain momentum with them since my army is already succeeding without much navy so I am not inspired to build much of a navy. The dromon provides a great excuse to go navy-heavy early and gain complete control of the seas, get them upgraded heavily and upgrade them to galleases and frigates and with +1 range you can easily knock out every coastal city.. very fun and I love the look of them.

Cataphracts get the downvote again, simply because I think they need to be improved, which I would love to see happen as I love playing as the Byzantines but this unit really needs a makeover.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 13
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 4
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 22 (-3) Compared to other units here it is not as good as any of the ones above 20 (except the Mohawk Warrior). They may be spammable - but any decent player can counter them easily if a player only focuses on landsknechts. And if you still rely on a range/mobile army like one should there is very little need to have them. A few accompanying pikes are nice but the few hammers shaved off just aren't worth it. Multiplayer is the ultimate test for any unit - and it just doesn't hold up to others - comparatively its garbage
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 35
Ship of the Line 26 (+1) The extra movement with the extra power make for a nice combination for England. A very powerful unit since it takes a long time for frigates to reach battleships. Domination of the seas is very easy with it. I am interested to hear what people think is the best Naval UU. It would probably come down to Ship of the Line and the Sea Beggar.
Tercio 18
War Elephant 22
 
Landsknecht 22 (-3) Compared to other units here it is not as good as any of the ones above 20 (except the Mohawk Warrior). They may be spammable - but any decent player can counter them easily if a player only focuses on landsknechts. And if you still rely on a range/mobile army like one should there is very little need to have them. A few accompanying pikes are nice but the few hammers shaved off just aren't worth it. Multiplayer is the ultimate test for any unit - and it just doesn't hold up to others - comparatively its garbage
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 35
Ship of the Line 26 (+1) The extra movement with the extra power make for a nice combination for England. A very powerful unit since it takes a long time for frigates to reach battleships. Domination of the seas is very easy with it. I am interested to hear what people think is the best Naval UU. It would probably come down to Ship of the Line and the Sea Beggar.
Tercio 18
War Elephant 22


Question: how exactly do you counter a never-ending stream of landsknechts? From what I've read in other threads they seem to be regarded as one of the most feared units in multiplayer, any unit "can be countered" of course, but easily? between players of equal skill? In single player they are easily one of the most OP'd units, right up there with keshiks and camel archers, a tedious unit for sure, but a strong/difficult to counter spammable disposable unit is highly valuable, don't even bother with upgrades, heal them and throw them at the enemy, filling every tile easily, they are just that easy to rebuild, who can match the production of 2:1 to be able to deal with them? you'd need to have some pretty amazing tactics to be killing at a 2:1 rate to deal with the 2:1 production advantage Germany gets on them. Methinks our recent disagreements are colouring your choice of landsknecht here for your downvote, but that's alright ;)

I think ship of the line is a beautiful unit, it feels so special when I manage to capture one with a privateer/sea beggar, like I've gained some great prize ship for my fleet, but it's not as era-dominant as the dromon imo, granted having dominance of the seas is probably not as important as later on, but it is a nice feeling to have the only ranged naval unit in the game which nothing can match. Also, depending on the map having early control of the coastline can be extremely useful, again I speak for single player, which some might regard as not relevant which I find odd considering this game is played by a large proportion (dare I say majority?) of people on single player. I have a bias for early units and early civ advantages, as many others have noticed getting an advantage early can set the tone for the entire game which even the best later era unit is hardpressed to alter once the damage has been done. Dromons allow you to get your later-frigate fleet out and full of promotions and lets you derail any opposing civs own naval aspirations by gaining and maintaining dominance. Having control of the coast early means you barely need an army if you stay coastal, as england I find myself building a mix of coastal and inland cities and having to field a decent sized army to deal with invasions. Assuming everything is equal and an english player is facing a byzantine player, by the time ship of the line come around the byzantine player could theoretically blockade the english coastal cities, pegging off the one-at-a-time sotl's that are purchased/produced and gaining even more promos. I love both units but I'll always choose the earlier one and esp. one which is so incredibly dominant early on over it's competition, while the sotl doesn't quite have that same level of dominance for its own era.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 26
Cataphract 12
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 4
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 22
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 35
Ship of the Line 26
Tercio 18
War Elephant 22
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 27 (+1) These dudes fit in perfectly with the Swedish UA. Make allies early, then once you get these nasty guns, go knock out the "axis of evil." Plus, like the CKN double shot, march means the promotions come faster.
Cataphract 12
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 1(-3) Bonus vs. wounded units mean they can jump behind enemy lines and knock out retreating units, but nothing says they're coming back alive.
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 22
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 35
Ship of the Line 26
Tercio 18
War Elephant 22
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 27
Cataphract 12
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Cossack 1
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 22
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 21
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 32
Ship of the Line 27

Tercio 18
War Elephant 22

Ship of the Line. Powerful ship, with less production. Awesome. I know I'm being a rebel by taking away from Sea Beggar, but the thing is feels cheap and borderline OP, ESPECIALLY when you upgrade to Destroyers. Takes a lot of the fun out of it.
 
African Forest Elephant 4
Atlatlist 17
Ballista 18
Battering Ram 20
Berserker 17
Camel Archer 21
Carolean 27
Cataphract 12
Chu-Ko-Nu 35
Companion Cavalry 23
Conquistador 17
Dromon 15
Foreign Legion 22
Horse Archer 25
Hussar 19
Hwach'a 15
Immortal 18
Jaguar 24
Janissary 31
Keshik 30
Landsknecht 22
Legion 22
Longbowman 36
Minutemen 32
Mohawk Warrior 22
Musketeer 15
Naresuan's Elephant 17
Pictish Warrior 14
Samurai 12
Sea Beggar 32
Ship of the Line 27
Tercio 18
War Elephant 22

No more Cossack. This unit miss something...33% against wounded units doesn't feel right enough.

Mohawk Warrior : I mean...if you reeeeaaaalllllyyy want a huge army of swordmen, well you can. Once you get IW don't build only 3-4 of them. Build more!!! And have fun against humans or AIs. They can easily kill CBs when in large number.
 
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