UUs are useless!

erix

Warlord
Joined
Feb 24, 2002
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265
Location
Turkiye
I tried all the unique units but I could not find (maybe except panzer) a really usefull unit.
IMHO UUs should have much more affect than normal units.
Am I missing something? :crazyeye:
 
if UU are too strong they would unbalance the game. they just
give a small advantage over regular units for awhile. I think the
Mounted warrior is the only really strong UU.
 
Depending upon the Civ, a UU can be quite powerful. For example, China has the Rider that can kick in their Golden Age as soon is it is used. As the Rider comes in place of Knights, it is a perfect time for a GA.
Again, it depends upon the civ. Early UUs (such as the Impi or Jag Warrior) can be good for ancient aged wars, but they do outlive their usefulness. Late UUs (such as the Panzer or F-15), seem to come along too late to do much good.
 
Originally posted by D. Boon's Ghost
Depending upon the Civ, a UU can be quite powerful. For example, China has the Rider that can kick in their Golden Age as soon is it is used. As the Rider comes in place of Knights, it is a perfect time for a GA.
Again, it depends upon the civ. Early UUs (such as the Impi or Jag Warrior) can be good for ancient aged wars, but they do outlive their usefulness. Late UUs (such as the Panzer or F-15), seem to come along too late to do much good.

F15s are useless, but the Panzer is NOT. First off, I always trigger my GA with a wonder if i have a late-game UU, so the argument that theyre useless because they trigger the GA too late is just weak. Get a leader, rush the right wonder, bam -- GA.

Now, the Panzers rock. That extra point of movement makes the difference between capturing 2 cities and capturing 6 cities in one turn -- absolutely crucial to crippling the enemy FAST.
 
Japanese samurai is an AWESOME UU, IMO. Attack and move of a knight, defense of a musketman. Get them out before anyone has gunpowder, and watch the AI's crumble and cower!

Also had great success with the Persian Immortals, Chinese Riders, Iroquois Mounted Warrior, and (of course) Roman Legions. Used the Aztecs' Jaguars once to claim a lot of turf early on, and while I've never played the Zulus, I have great respect for the Impi. And, I'm dreading the arrival of German Panzers in my current game - to prepare I'm building fortresses ever 2 squares along my border with Germany, stocking them with infantry, artillery, and old cavalry...

Can't see much use in the f-15 or the Man-o-war, think the Americans and English got ripped off in civ3.
 
Originally posted by cephyn

Now, the Panzers rock. That extra point of movement makes the difference between capturing 2 cities and capturing 6 cities in one turn -- absolutely crucial to crippling the enemy FAST.

Good points!
I will have to look back into the Panzers. I never really gave them a chance.
Thanks.
 
Originally posted by Park Ranger
And, I'm dreading the arrival of German Panzers in my current game - to prepare I'm building fortresses ever 2 squares along my border with Germany, stocking them with infantry, artillery, and old cavalry...

Didn't the French try that? :D
 
Originally posted by Chunk


Didn't the French try that? :D

Hmm, yes.... :eek:

Let's call it a realism test for civ3. :D

Oh, and this time, the line will be between (occupied) Berlin and Munich. ;)
 
Call Russia into a military alliance just to make sure Germany doesn't have too many tanks to throw at you... for realism of course. ;)

Your description of Samurai sounds historically accurate, although I have never experienced it in Civ3.

It's odd how, even though Civ is often inaccurate at the tactical level (prop fighters shooting down stealth bombers, etc.), at the strategic level (like your Maginot line, I hope!) it seems to be much more realistic.
 
The problem with the Maginot line was not that I did not work. Tanks never have done well against full artillery bombardment due to light armoring on top of the tank. The problem with the Maginot line was that the Germans went through Belgium to get to France instead of crossing the Franco-German border. If France would have extended the line along its border with Belgium we might have had a differnt outcome to WWII, but it is hard to say due to the German revolution in warfare at the time.
I have played many games in civ II and III where I use a Maginot line and every time it has held. It fails when you enemy can get around it without having to go through it.
 
Originally posted by cephyn

...
Now, the Panzers rock. That extra point of movement makes the difference between capturing 2 cities and capturing 6 cities in one turn -- absolutely crucial to crippling the enemy FAST.

How the heck can one unit capture 6 cites in one turn with only 3 MP and you use one up each attack ... even if your using RR movement, after capturing the first city, to get to the next one "for free"? I would expect to be able only to capture 3 cities, not 6??? I'm presuming there is a defender in each city of course, as with no unit its just ocuppying the city, not "capturing" it.

I do agree that the Panzer is a good UU. But I like to look not just at the UU unit but the civ specific abilities as well, though, when I am deciding whom to play.
 
I like the Persian's Immortals. You can build them early and once you get an army of 10 or so, while others have only Spearmen, you should have no problem. You can even start the war with as few as 6 as long as you have other units (Spearmen) to occupy conquered cities. One attack group of 3 Immortals (used properly) will defeat almost any ancient age defense the AI will make.

Andy S
 
It seems like I should give UUs another chance. After a round with all civs, I'll post my comments on UUs again.
(Another excuse for playing civ3.) :D
 
my favourite uu is the modified man-o-war escort carrier with f-15 fighters onboard. it is guaranteed to bring all enemy galleys down to only 1 hit point! :eek: ph3@r!
 
Originally posted by royfurr


How the heck can one unit capture 6 cites in one turn with only 3 MP and you use one up each attack

Hint: build more than 1 of your UU. Like all units, they're more effective in concert than singly.

- rev
 
Immortals and Mounted Warriors are both very useful units and can help you dominate early... Immortals in particular. I feel confidant attacking a city with three spearmen defending if I have four Immortals, and I wouldn't be surprised not to use them all. I've also often seen them defend, on open ground, against achers without a problem, sometimes two or three in a row. I know archers aren't exactly the kin of unit that inspires unprecedented fear, but still.

Mounted Warriors can do some damage very early and help get your opponents reeling long enough to get a land/tech/resource lead.

Although a defensive unit, Hoplites aren't bad. They are good right up to musketmen and a real deterrent to me when I'm thinking of attacking the Greeks.

Egypt, America and England have the worse UUs, IMHO (but I don't go for a lot of naval activity, otherwise Man-o-War might mean more to me.
 
I love the Samurai best. Like a knight, with +1 to defense and no horses needed.

In my current warlord game, I'm beating Russian spearmen and horsemen with relative ease with these units. I've lost a few, sure, but Russia has lost more cities and units than I have.
 
Panzers are great. Riders are pretty cool too.

I'm not a big fan of the early-game Unique Units because in the early stage of the game wars are too bothersome. I get bogged down in them and the UU doesn't help a lot. The Impi and Hoplite are decent defenders but I learned the hard way they don't do much as attackers.

now.... the Legionaries. From the way the AI uses them, they seem awesome! But I've not played as Rome yet so I haven't checked them out firsthand.


UU's are certainly not "useless" though. They add variety and sometimes give a slight advantage to you..
 
Jaguar warriors aren't effective for long, but they're really nice for exploring early in the game... With a move of 2, you get some of the benefits of an Expansionist civ without wasting an ability slot.
 
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