Unique Units elimination thread

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)
Chu is at 24 because Skibbi added another one to it from Mesix for some reason, and I downvoted Camel (5 - 4). I also upvoted Janissary (7 + 1). Kesh is also at 23 bc the +1 vote earlier shouldn't have counted.

Camel Archer 1
Chu-Ko-Nu 24
Janissary 8
Keshik 23
Longbowman 32
 
Camel Archer 1
Chu-Ko-Nu 24
Janissary 8
Keshik 24
Longbowman 28


sad to see camel archer fallen so low.. and longbow so high! *shakes head*


keshiks, nearly invincible city-taker/mobile attack force, generating a million great generals (khans) to build lots of citadels, plus getting massive amounts of promotions to ensure they become decent cavalry units on upgrade (even if they don't get to keep half those promos).

longbow is a nice unit but it should not be rated so highly, the chokonu is at least twice as good, considering the chokonu gets promotions much quicker which lets it get to +1 range within a short duration of time - meaning, it becomes a longbow that can fire twice (and gets the benefit of chinese gg's). if longbows could fire over terrain i'd rate them higher but as it stands they are pretty limited and in gods and kings they really struggle to take out cities like they used to - meaning you still have to bring siege up and be exposed to city fire.
 
Camel Archer 1
Chu-Ko-Nu 25
Janissary 8
Keshik 24
Longbowman 24

Now I'll analyse the ranged units:

Chu-Ko-Nu: as somebody else said, it gets twice the experience, since it attacks twice. It is an aweome ranged unit; doing rushes with them is amazing and it is easy to get all the promos you want.

Longbowman: it is also awesome, but there is one problem with them for me: line of sight. A lot of times, my Longbow can't shoot because of the damned fog of war. There were times, though, that even when the opponent was not outside of the sight of my other units, my Longbow couldn't shoot them! That might be a bug, but the sight is a problem for me. I guess it would be awesome for America to discover that "CSs X gives Longbowmen".
 
Chu is at 24 because Skibbi added another one to it from Mesix for some reason, and I downvoted Camel (5 - 4). I also upvoted Janissary (7 + 1). Kesh is also at 23 bc the +1 vote earlier shouldn't have counted.

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

Actually, you upvoted it to 4 as Tabarnak correctly counted. Here is how it worked out that way:

The Janissary was at 13 in post #824
It was voted down 13 - 4 = 9 in post #827
It was voted down 9 - 4 = 5 in post #829
It was voted up 5 + 1 = 6 in post #830
It was voted up 6 + 1 = 7 (incorrect tally) in post #834
It was voted down 7 - 4 = 3 (corrected) in post #835
You then voted it up 3 + 1 = 4 in post #839

So the correct tally at this point is:

Camel Archer 1
Chu-Ko-Nu 25
Janissary 4
Keshik 24
Longbowman 24
 
I think we should call it a day after there is only 1 of each type left... comparing apples to oranges isn't productive.

Best Mounted Unit: Keshik/Camel Archer
Best Melee Unit: Janissary
Best Ranged Unit: CKN/Longbow.
Best Ship: Ship of the Line
 
So the correct tally at this point is:

Camel Archer 0 (-4)
Chu-Ko-Nu 25
Janissary 4
Keshik 24
Longbowman 25 (+1)
It's about time for the CA to leave the field. Up vote for LB is to put it equal to the Chu before heading into the final debate.
 
Chu-Ko-Nu 25
Keshik 24
Longbowman 26 (+1)


Janissary 0 (-4)

From a purely tactical standpoint, minus all the upgrades and experience, the longbowman's range will give it much more survivability and damage potential than the CKN, which may have to reposition constantly in the face of enemy movements.

As for the Janissary, time for it to leave and let the real tough guys duke it out.
 
Did you ignore Wabango's post?

I didn't bother to check but the Janissary was going for a 4th place, Wabango or not.

Chu-Ko-Nu 26
Keshik 20
Longbowman 26

I played a mp game yesterday and i spawned near Slyrp who played China. I was playing Siam. The idea behind that game was to reach Chivalry soon enough to make a decent defensive/offensive line against these CKNs.

Well, despite having similar tech rate, i was 8 turns away(quick speed) from Chivalry when he appeared with 6-7 CKNs near my frontier. I can tell that i got whiped pretty rapidly, having only CBs, horsemen and swords to defend.

If i were the Mongols the same thing would have happened. Machinery can be picked before Chivalry because you have to make a detour by Civil Service and other techs to reach Chivalry, making CKNs even more stronger(add paper makers to finance that rush!)
 
Chu-Ko-Nu 27
Keshik 20
Longbowman 22

I'd rather attack twice then from further away
 
Machinery can be picked before Chivalry because you have to make a detour by Civil Service and other techs to reach Chivalry, making CKNs even more stronger(add paper makers to finance that rush!)

The tech path is a very good point. I also struggle to rush Chivalry, owing to the multiple detours needed, as Tabarnak said. However, when playing as China, you can rush to CKN very quickly, go out for a little light conquering, and swing back to pick up the more cultural/educational techs while your army has some fun :lol:

Chu-Ko-Nu 28 (+1)

Keshik 20
Longbowman 18 (-4) All things considered, LOS and no Indirect Fire can often limit the effectiveness of the longbowman. Longbows are fantastic, but CKNs get more shots in, and more shots mean more kills.
 
Actually, you upvoted it to 4 as Tabarnak correctly counted. Here is how it worked out that way:

The Janissary was at 13 in post #824
It was voted down 13 - 4 = 9 in post #827
It was voted down 9 - 4 = 5 in post #829
It was voted up 5 + 1 = 6 in post #830
It was voted up 6 + 1 = 7 (incorrect tally) in post #834
It was voted down 7 - 4 = 3 (corrected) in post #835
You then voted it up 3 + 1 = 4 in post #839

So the correct tally at this point is:

Camel Archer 1
Chu-Ko-Nu 25
Janissary 4
Keshik 24
Longbowman 24
Bold vote does not count. No reasons.

JANISSARY STILL LIVES GUYZ.

Chu-Ko-Nu 28
Keshik 20
Janissary 4
Longbowman 18
 
Bold vote does not count. No reasons.

JANISSARY STILL LIVES GUYZ.

Chu-Ko-Nu 28
Keshik 20
Janissary 4
Longbowman 18

Wow, this went crazy! Well, I tried double checking as well, Wabango's vote was counted when it shouldn't, so Duhu is correct. Although, Taba is correct, its being eliminated 4th anyways.

Chu-Ko-Nu 28
Keshik 20
Janissary 0
Longbowman 18

-4 Janissary. for the reason it's a "Dumb Janissary"
Really though, its a great unit, but not as strong as the other remaining ranged units.

+1 Chu - While I really enjoy the longbow (and have up voted it before). If I directly compare them, it is just so much easier to gain upgrades starting with 2 attacks instead of the range. Even though the longbows are safer with the +1 range.
 
Chu-Ko-Nu 24 (-4) Its a good unit - great in fact. I have used it well into the later eras with dominance. I prefer mobility though and having the extra range to snipe damage from far away is my style anyways
Keshik 21 (+1) The camel Archer is gone so voting up the next best thing. I think its the 2nd best unit in game after the Camel Archer and while not as strong an overall civ the 5 movement, extra exp, more great gens/khans is just good stuff
Longbowman 18
 
Chu-Ko-Nu 16 It's lesser combat range and strength makes it vulnerable to melee attacks.
Keshik 22
Longbowman 18 It has adequate combat strength and great range.

I used the damage calculator by vexing and civ V values to determine the damage done.
Longbow to Cho-ko-Nu 4 damage (4.3 rounded)
Cho-ko-Nu to Longbow 3 damage (2.8 rounded)

Now, the Cho-Ko-Nu can do 6 damage because it can fire twice. But the longbowman can get a shot in before the cho-ko-nu is close enough. In addition when the cho-ko-nu advances 1 tile forward to double attack, it can move back and attack. 8 damage vs 6 damage or more precisely 8.6 damage vs 5.6.

Decide for yourself, which is better now?
 
^
I'm all confused by that. But I'd give Cho-ko-nu -4 for
In addition when the cho-ko-nu advances 1 tile forward to double attack.
Moving forward loses a shot unless defending on own road.
 
Chu-Ko-Nu 20
Keshik 22
Longbowman 15
 
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