What's your least used unit in game?

Does anyone use Diseased Corpses by the way? It just came to my mind and then reminded me of this thread. I never use them. They seem counter-productive. You disease your opponent with them, leaving them weakened... and then you attack and they pass diseased onto your main army. I could see it being useful if you have a Priest with Cure Disease, aside from. =/ Maybe if you were running a disease immune army (Golems, Summons, Immune to Disease promotion, etc) it'd be useful, but it seems too situational to me and I've never found myself using them.

Am I missing something? I just wonder, maybe I'm looking at them the wrong way. AV is probably my most used Religion for the civic and priests, so if I am missing something useful about them, it'd be nice to know, heh :lol:
 
I use the diseased corpses when I play AV Sheim, I cure the diseases on purpose and then use the diseased corpses like I would champions for other civs, as the Shiem don't have that level of melee unit they can build. They can get good plannar gate ones, but I findit best not to rely on that alone.
 
I almost never use hunters or rangers, they are weak.

I always use them for bear farming and their excellent recon (with a hawk, of course). Certainly nothing to spam (like the AI seems to) but they have their niche. That there's no promotion directly associated against them also helps occasionally.
 
Yet whenever anyone suggests a boost to archmages, many people complain that they are too powerful as is...

I was merely saying what I never used. Archmages have their place but I personaly never use them except as the Grigori or if I'm playing multiplayer with a friend.
 
Hunting is a rather expensive tech too. For that early in the game especially.

Hunting is the least expensive tech that gives you a tier 2 unit actually.


I have still never built a Marksman.
 
Yes but hunting is not too expensive but broze working gives superior units and the ability to chop forests. Hunting is only good for Svartalfar for units and Ljosalfar to get the tech. And I hate Ljosalfar, 'nuff said. Maybe if I played higher difficulty or with settings the AI could actually get reasonable casters (they are way too dumb for that), I'd need assassins. But I find them completely worthless. But as for my least used unit. Barnaxus and the rest of his golem palls. I never build it. I want sheut stones (and nightmares possibly) before I build my heroes. And I usua...always die early as the Luchuirp. My poor dwarves don't have a chance next to Tasunke (in my favorite scenario).
 
I usually play as either Kuriotates or Calabim,so I usually don't use Phalanxs,Priests or Marksmen.Kuriotates with Eurabatres,Subdue Beast Beastmaster and Super Warrior,now Paladin is what I use for Invading.With Calabim,Its Super Warrior,turned Paladin;Super Vampire Lord;Losha;Valin turned Vampire;and Subdue Beast Beastmaster.Any beasts Subdued join the invading party either way.
 
I dont really use catapults. I cant stand them they are slow and its a pain to heal them up. (maybe for dwarves, but too boring to play with khazad)
I prefer mages, priests, ogres instead of them.
Not to mention you need to build the siege workshop just to make them.
 
I never use catapults. Honestly, I cannot even complain about them because I have never, ever used one in a war.

I never use the archery line, unless I am an elf or Amurite player. Marksmen definately need to get rid of the Mithral requirement. I am tempted to suggest that knights should not need it either, as I never build them. I like to go down one battle tech line, and having to go down melee just to get the best unit in another tech is frustrating.

I also seldom use Rangers, and now that I think about it, Scouts. Besides the starting Scout I am given, I almost never make more. Warriors are usually too important in the early game. Of course, if I make capturing animals a priority, this changes.
 
Don't use archers. I maintain a fly by night army and having such a specialized unit as the archer does not fly for me (I take the garrison promotion if I ever build them). Granted I use them when playing the elves just cos.

Also I have only just begun to try out chariots.
 
seeing as many people are complaining about catapults being too slow, I guess it would be nice to let them get mobility promotions.
 
Archery line. I usually rely on well-buffed melee units to defend me, up until I get gunpowder.

Ditto

Archmages and the recon units beyond hunters, I just never really seem to find a use for them since brute force is so effective or another unit can do the same job but quicker and cheaper. Channelling 2 units are powerful enough to most of my dirty work and save me a ton of tech and time going up to Strength of Will.

Ditto. I don't think I've ever built an archmage since the nerf several versions ago.

Archers and Hunters. A buffed up axeman with the highest metal possible is a cheep base unit with enough power to defend if in a pinch.

Ditto

Almost Never (for a generic civ):

Archery units, mounted units, Avatars, Archmages, any summoning-based unit, gunpower based units, dragons,

Rarely:

Recon units (usually a few hunters to carry hawks), Most of the heroes (except Chalid), marksmen-based units (assassains, shadows, etc), National Units (Phalanx, Paladins, Eiodrens, etc.),

Bread and Butter:

very large numbers of melee units, catapults (early game), air mages/Chalid/dwarf druids/any DD spell casting-attack unit), body mages (for regeneration, haste), priests (for melee buffs)



My typical strategy for warfare is win by overwhelming an opponent with a superior scale of economy along with DD busting spells. I'd much rather have 60 strength 6 axmen with 0 xp, than have 10 strength 14 national units at level 6+. As long as I can keep cranking out a couple green melee units out every turn to replace casualities and occupy any new cities, as well as keeping DD spellcasters safe, I can usually win any war campaign.
 
Archers-I use longbowmen
Marksmen
 
[to_xp]Gekko;7418265 said:
seeing as many people are complaining about catapults being too slow, I guess it would be nice to let them get mobility promotions.

Found a copy of FFH 1.00 and catapults can get the mobility promotion in it. So there has to be a good reason why it was removed.
 
I use settlers the least. I am playing a game as Calabim and I only have 3 cities :) but I don't need more. My capital builds vampires in 4 turns, all other units in 1 turn. I took on an army of 3, 10 unit stacks of mounted hippus with 4 vampires(and my skeleton army made in 2 turns :)) I have no need(nor no way of expanding. Most of my games are somewhat like this. I just don't expand much...
 
Catapults are strong enough as it is, and they come at an early stage in the game. The lack of mobility is their one weakness. Honestly, I don't think people want mobile, commando stacks of catapults rampaging through their lands on turn 150.
 
Honestly, I don't think people want mobile, commando stacks of catapults rampaging through their lands on turn 150.

just allow a mobility 1 promo for siege units at engineering (or machinery or something), problem solved :p
 
I remember back when the Doviello Catapults were stronger than their axemen, and could kill too. I always found the idea of the Doviello signing up for Engineering School a bit funny :)
 
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