Unique Units elimination thread

Plus I feel like the +health for pillaging will even more so favor the minutemen. Yes, the situational pillage heal will be the same for both, but the minuteman will more easily pillage tiles on rough terrian/across rivers undeniably.
A good point. Although that's not in affect yet, is it?
 
Nope. Very observant Duhu.. (EDIT: I feel I have to acknowledge that was sarcasm)

Who are you to say that can not influence my vote? I have seen many times in these thread people take into account the upcoming patch.
 
Camel Archer 13
Chu-Ko-Nu 21 2 shots, that's impresssive but weak. A longbowman or something could easily take this down before it gets close!
Janissary 13 Although I'm Greek, I must admit, this is pretty good on attack. Its +25% attack bonus gives it 20 :c5strength: or 30 :c5trength: (G+K). That makes it extremely hard to defend against unless you have alot of cannons.
Keshik 30
Longbowman 32
Minutemen 5
 
Also, I have only downvoted Minutemen once. If I recall it was in it's late 30's at one point. It's not as if I hate the unit or anything, whereas Janissary has been getting the triple-gang bang from specific posters over and over again, in consecutive votes. What's most amusing however is that 4/6 of the last upvotes for the Minutemen also downvoted Janissary. :lol:
A valid point. Maybe those of use who like gunpowder UUs (the Janissary and the Minutemen), should agree to down vote the other remaining units (either crossbows or horse archers).
 
Camel Archer 9
Chu-Ko-Nu 21
Janissary 13
Keshik 30
Longbowman 32
Minutemen 6

Minutemen: I'm voting this up because it is going to be a beast when the patch allows pillaging to heal units. He's going to be able to sneak into so many tight spots, take out an improvement, and be able to defend himself the next turn because of it. This UU is going to be amazingly fun.

Camel Archer: Good unit, just nothing that jumps out from the rest of the contenders. Every unit left has some cool, semi-unique ability that makes them more fun or exploitable when used.
 
We get it. You don't know how to use Minutemen properly. You don't have to explain again how you still haven't figured it out.

^This.

Janissary's assets are easy to utilize, stick with what works for you.

Camel Archer 9
Chu-Ko-Nu 21
Janissary 9 (-4)
Keshik 30
Longbowman 32
Minutemen 7 (+1)

reasons discussed earlier.
 
Time for Cho-Ku-Nu, Keshik and Camel archer to leave! The Longbow is the only one who can stand up to gunpowder!
 
Camel Archer 9
Chu-Ko-Nu 21
Janissary 5
Keshik 31
Longbowman 32
Minutemen 7
 
Camel Archer 9
Chu-Ko-Nu 21
Janissary 9
Keshik 32
Longbowman 32
Minutemen 3

Keshik: it's excellent in performing hit and run. Combining with 'fast study', it can do everything pretty well.

Minutemen: Time for it to leave here. Melee units aren't as great as those super ranged units.
 
Camel Archer 9
Chu-Ko-Nu 21
Janissary 9
Keshik 32
Longbowman 32
Minutemen 3

Keshik: it's excellent in performing hit and run. Combining with 'fast study', it can do everything pretty well.

Minutemen: Time for it to leave here. Melee units aren't as great as those super ranged units.

So...taking into account the votes you missed (not just mine), the actual total is:

Camel Archer 9
Chu-Ko-Nu 21
Jannisary 6
Keshik 32
Longbowman 32
Minuteman-1
 
Camel Archer 9
Chu-Ko-Nu 22 (+1)
Janissary 6
Keshik 28 (-4)
Longbowman 32

We are down to the top 5.

I'll take the Chinese CKN for the win. Two shots is epic. That is 2x the experience every turn. Great for defense and better for offense. Doesn't take long to also get +1 range before upgrading to Gatling Guns.

The Keshik is a unit with a short lived dominance. They are great on scenarios which end in the late Medieval to early Renaissance eras, but once the enemy has Artillery, they are just cannon fodder on the battle field. They upgrade into a melee unit, so they have three wasted range promotions when they upgrade. Yes, I realize that the Camel Archer has the same deficiency, the Keshik is just more overrated at the moment and so I am giving it a much deserved -4 to bring it down to size.
 
Already did it today but it's top 5 now!
Camel Archer 9
Chu-Ko-Nu 23
Janissary 6 Melee units need to stay. They are vital for attacking cities and holding gained ground.
Keshik 20 As Mesix stated, it upgrades to a melee unit so it wastes it promotions and artillery or even longbows can reduce its capability!
Longbowman 32
 
Camel Archer 9
Chu-Ko-Nu 24
Janissary 2
Keshik 20
Longbowman 32
Sorry Janissary, though I love you, you are the worst remaining, because when it really comes down to battling, i usually finish units with ranged attacks, thus nullifying the Janissaries abilities.
The CKN is my favorite unit. Its better than the longbow because it can reach range faster than a longbow can reach logistics.
 
Sad to see gunpowder units go! But, now the best one remaining is the longbow. And it's time for the Keshik to go.
 
Camel Archer 5 (-4)
Chu-Ko-Nu 25 (+1)
Janissary 2
Keshik 20
Longbowman 32

Upvote: Chu Ko Nu is one of the best units in the game, if not best. It's ONLY unit in the game that may attack twice without any promotions. Double attack does not only mean more damage, it means double xp. Chu ko nu can easily get range promotion before upgrading them into gatling guns. Longbowman's extra range is nice, but with double attack, Chu Ko Nu gets range promotion before longbow can get logistics. When Chu Ko Nu has low health it can still attack once and then flee (if one movement is enough to flee).

Downvote: Camel archer and keshik are great units, they can move in, hit and then run and nobody can even catch them. But they are ranged replacement for melee unit. That means they lose almost all promotions when upgrade. They can dominate in medieval and renaissance eras, but in Industrial era they are too weak and as cavalries they don't get any range promotions. Between keshik and camel, keshik is faster and gets promotions faster, so i downvote camel. Sorry camel, you are great unit, but you have to go next :(
 
Can't believe Keshik lasted so long!
 
Skibbi you keep downvoting by 8...lol

Camel Archer 1
Chu-Ko-Nu 24
Janissary 8
Keshik 23
Longbowman 32

I'll downvote Camel for being the weakest there (inferior to Kesh imo), and upvote Janissary for the attack/heal.
 
Camel Archer 5
Chu-Ko-Nu 25
Janissary 4
Keshik 24
Longbowman 32

Where do u see Camel Archer 1?(thanks for pointing janissary :D)
 
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