Unique Units elimination thread

Honestly I think the simplest fix for the Berserker now that Iron and direct units have been nerfed - would be to make it so that the Berserkers extra movement point is kept upon upgrade.
 
Carl5872's votes

Ballista 12 - 3 = 9
Battering Ram 20
Berserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 10 + 1 = 11
Jaguar 22
Janissary 36
Keshik 34
Landsknecht 15
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 13
Sea Beggar 34
Ship of the Line 29
Tercio 15
War Elephant 16

Upvote: I like having my Iron less meat shields heal twice as fast...it also means I can preserve my Iron for my catapults/trebuchets. Yes, I realize that Gods and Kings doesn't require Iron for catapults anymore but still...doubling the heal rate WITHOUT the Fountain of Youth is pretty nice. Combine that with the +1 movement of a Persian Golden Age? YES PLEASE.

My only regret is that the Spearman based Immortal has such a short life in production, due to the rush of getting to Civil Service.

Downvote:This one is a bit more difficult because I don't really dislike any of the remaining units....

HOWEVER, I am less fond of UU that do not pass their advantages upon Upgrade. There are still a few of them still around, but the Ballista was the first one alphabetically. Sorry.
 
]Ballista 9
Battering Ram 20 (-3) i just never war that earlyBerserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 36
Keshik 34
Landsknecht 15
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 13 (+1) that half faith can be really useful plus all of the other advantages.Sea Beggar 34
Ship of the Line 29
Tercio 15
War Elephant 16
 
]
Battering Ram 20 (-3) i just never war that early

You might be overthinking this... Rams are a reason *to* war early... and if you're not warring early, why would you pick Huns? :confused:
 
Ballista 9
Battering Ram 21 (+1)
Berserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 36
Keshik 34
Landsknecht 15
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 13
Sea Beggar 34
Ship of the Line 29
Tercio 12 ( -3)
War Elephant 16

A good UU is decided by how powerful it is during its era. The battering ram is a game changer.

On the contrary, I see nothing game changing about the Tercio. It is simply a slightly better musketman without any real useful advantage to it.
 
You don't have experience using the unit you are voting against?

I have experience with the Huns its just they all involve me taking over 5 cities and being at -15:mad: and facing warriors and slaughtering my foes. and i play for the industrial age so those experiences are boring/un-fun
 
Ballista 9
Battering Ram 18
Berserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 15
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 34
Ship of the Line 29
Tercio 12
War Elephant 16

I'll give it to the Janissary for previously mentioned reasons, and take PW for not being very impressive.
 
Ballista 9
Battering Ram 18
Berserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 16 (+1) These guys need some love. Imo they come at the perfect time for wars, right when your opponents havent gotten to those pesky medieval units.
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 34
Ship of the Line 29
Tercio 9 (-3) Musketmen generally are awkward units, and this one simply doesnt do enough to compensate for its higher cost.
War Elephant 16
 
Ballista 9
Battering Ram 19 (+1)
Berserker 2 (-3)
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 11
Dromon 10
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 16
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 34
Ship of the Line 29
Tercio 9
War Elephant 16

Battering rams 'cause they just roll over cities in the early game. Particularly nice when you finished your second one and you read that your neighbor just built a wonder.

Berserkers are buffed to raid only, which I almost never do. FINISH HIM....
 
Ballista 9
Battering Ram 18
Berserker 5
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8 (-3) When I vote on these units, I'm trying to reflect their utility when used correctly (i.e., in their best-suited role in their best era). Having said that, Conquistadors were extremely disappointing. You lose the unit and all its upgrades when you settle, and building them costs more than settlers. Extra sight is nice for exploring, but doesn't do too much since these guys rarely survive until artillery. This unit was a nice idea but poorly executed, IMO.
Dromon 11 (+1) Going on that same logic, Dromons kick major ass. I've found these guys are best when spammed early and often. Roll up on someone with 7 dromons in the early game and you will positively wreck his day. Plus, these guys don't go obsolete for a loooong time, and they upgrade very, very well. This is the third best ship, after the Sea Beggar and Ship of the Line, and ones thatsurvive from the early period might just be the best. Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 16
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 34
Ship of the Line 29
Tercio 9
War Elephant 16
 
Ballista 9
Battering Ram 19
Berserker 2

Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 16
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 34
Ship of the Line 29
Tercio 9
War Elephant 16
 
Ballista 9
Battering Ram 19
Camel Archer 21
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 16
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 35 (+1)
Ship of the Line 29
Tercio 9
War Elephant 16

-3 to the Berserker. I like it, but with G&K I found that I'm going for Gunpowder really early, and it's just not around enough. Bye-bye!

+1 to the Sea Beggar. I've voted for the Beggar every time I've voted, and I think I've beat to death why. Instant navy, can heal anywhere.
 
Might be irrelevant especially since I'm not taking part to the voting but the value of a unit surely depends of the lvl the game is played so it would be nice to see the lvl of games the votes are based on included in the arguments.
One example of this could be Battering Ram - if not an 'I win' then 'I conquer' button at least at lower lvls while on higher levels walls makes it rather trivial.

G
 
Ballista 9
Battering Ram 19
Camel Archer 22 (+1) Moving on up. Need to move this one up - and its heading up. Part of the draw of the Camel Archer is that it is sturdier than a Keshik making it more useful in MP. Plus its on an all around stronger civ than Mongolia.
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 22
Janissary 37
Keshik 34
Landsknecht 13 (-3) This needs to stay down. You would think they would have gotten better in GK with the pikeman strength increase - but the nature of combat is different. If someone only wants to spam units he loses. And being tactically smart you don't need too many melee units. And because of that you want a more balanced army - the amount of production you shave off to build your army doesn't give it any extra advantage in the field of battle.
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16
 
Ballista 6
Battering Ram 19
Camel Archer 22
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 23
Janissary 37
Keshik 34
Landsknecht 13
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 21
Naresuan's Elephant 11
Pictish Warrior 11
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16

Ballista: This is a good unit itself, but it comes at a time when I would rather use comp bows, which are faster to fire and better for fighting units. City defense is not usually that high early.

Jaguar: No need for scouts, heals on kill and the ability upgrades with it... great.
 
Ballista 6
Battering Ram 19
Camel Archer 22
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 12
Immortal 11
Jaguar 23
Janissary 37
Keshik 34
Landsknecht 13
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 22
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16

Pictish Warrior : I don't like this unit. His bonuses would fit way better under a cheaper unit or a decent upgradable path.

Mohawk Warrior : Whatever if you get iron or not, you should build some warriors ready to be upgraded! Add CBs and beat that ass over there.
 
Ballista 6
Battering Ram 19
Camel Archer 22
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 11
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 9
Immortal 11
Jaguar 23
Janissary 37
Keshik 35
Landsknecht 13
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 22
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16

Hwach'a - I generally like siege units that, well, siege.
Keshik - The unit that launched a thousand Mongol players...
 
Ballista 6
Battering Ram 19
Camel Archer 22
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 8
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 9
Immortal 12
Jaguar 23
Janissary 37
Keshik 35
Landsknecht 13
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 22
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16

I'll push the tireme back down again for being a tireme, and I'll bump immortal, primarily for the mount bonus.
 
Ballista 6
Battering Ram 20 (+1)
Camel Archer 22
Carolean 28
Chu-Ko-Nu 33
Companion Cavalry 25
Conquistador 8
Dromon 8
Foreign Legion 20
Horse Archer 24
Hussar 17
Hwach'a 9
Immortal 12
Jaguar 23
Janissary 37
Keshik 35
Landsknecht 10 (-3)
Legion 23
Longbowman 38
Minutemen 31
Mohawk Warrior 22
Naresuan's Elephant 11
Pictish Warrior 8
Sea Beggar 35
Ship of the Line 29
Tercio 9
War Elephant 16

How dare someone vote down the battering ram?!?!? Let's catapult his emissary out of the city immediately! I think the reason the last guy downvoted them is the reason I'll upvote them. They conqurered 5 cities in the classical era leaving him at -17 unhappiness. YOU CONQUERED 5 CITIES THAT EARLY!!! Youre gold and science must be dwarfing all other civs. Wait what other civs? You just killed or hobbled probably 3 or 4 of them. Those are CAPITALS you now own. Land that by default is better than most of the rest of the world. You also have free space to expand since those you crushed won't be using it. You also have a few great generals to culture bomb with should you desire. Use the army to take lunch money from city states until you no longer need workers. If you don't like war thats one thing, but this UU excels at what its supposed to do both for war and for it's civ.

I think the landsknecht is too hard to spell so Im voting it down. Seroiusly though the idea is good to be able to spam a unit no weaker than the standard pikemen at half the cost. The only problem is that Germany's UA enables them to build a large army of cheap rabble from barbarians. By the time I have the ability to build Landsknechts, (and I may be playing them wrong) I am pretty close to the cap on army size to the point where it starts dinging me production. So If I'm going to add any units at all, I want them to be quality or siege.
 
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