What's your least used unit in game?

Thematically, I don't like the idea of ranged attacks in FFH. The implied distance of one square would be far greater then anything that medieval siege weapons could muster.
 
But how do those warriors sitting inside the city walls hurt that catapult? Unless they come out but that's just plain dumb.

I doubt we'll be seeing tactical combat anytime soon.
 
I tend to think that FfH is on a much smaller scale than normal Civ IV.

Dwarven siege weapons would be better than anything humans had in the middle ages.
 
While they would be better than what we were building back in the day, there are still basic limits to how far a trebuchet or catapult design can fling things. You can always throw magic in as an excuse, but then you would need to start throwing in magic tech requirements which rather defeats the purpose of catapults.
And a mountain is still a mountain, smaller scale or not. Best they could do back in the day was a few hundred feet. Hardly the equivalent of a mountain's footprint.
Now cannons, especially of the dwarven variety, might be able to excuse some sort of range. Would at least make them more viable as the plethora of late game options rather shows them up.
 
I do not build ships that do not cros the ocean. The better ships are not so far away so why bother.

Also the siege workshop is to costly. Usually I go for mages even if I have both techs.
 
Yes I rarely use siege equipment because it is such a hassle. I like Orbis' MOD where you can carry battering rams with melee units.
 
I tend to think that FfH is on a much smaller scale than normal Civ IV.

Dwarven siege weapons would be better than anything humans had in the middle ages.

Quite possibly so.

Consider tho, Alexander torsion engines hada lethal range of 400 yrds, the same lethal range as UK 9pdrs in the Napoeonic age.

Lethality and dispersion is briefly exlained here for those with inquiring minds.

http://www.au.af.mil/au/awc/awcgate/gabrmetz/gabr0022.htm
 
But how do those warriors sitting inside the city walls hurt that catapult? Unless they come out but that's just plain dumb.

I doubt we'll be seeing tactical combat anytime soon.

Actually attacking from the city was a relatively common tactic in ancient times. If you achieved surprise and kept the momentum going, you could seriously damage the siege works and siege engines, which was always a huge setback for the attacker. It also demonstrated confidence to the enemy and gave your men something else to do than sit in city on half rations waiting for a rock to fall on their heads, so there was the psychological aspect too. You have to understand that the attacker usually had to surround pretty much the entire city, so he was relatively thinly spread, but the people coming out could concentrate their forces on the place of their choosing.

Of course, sometimes they met surprisingly heavy resistance, got first pinned down and eventually overwhelmed as reinforcements started to trickle in, and maybe even lost the gate they attacked from. Still, it was often worth a try.
 
settler... I don't think I've actually built one in FFH2... don't laugh, I use advanced start or barbarian world
 
War elephant.

First you need to capture an elephant, then you get a lousy unit.

I love me that War Elephant. I use a pair of them to soften up a neighboring AI while I continue to trade with them and then I invade if I feel like it.

...or I just smash up their defenses and then take the cities from the Barbarians a few turns later and I don't even have to declare war! :) My favorite is doing that to someone that I continue to keep as an ally for the rest of the game.

It's like having Larry and Moe without needing to invest the hammers.
 
I think siege weapons are much more useful on defense than on offense. A lot of times I have to rely on them to hold back a Hippus rush. I cannot imagine what I would have to live with without 80% withdrawing catapults.
 
Archers are utter crap,but I usually build some longbowmen if someone sells the tech to me.
Catapults are usefull till you get your hands on mages, at that moment I only use them to defend cities, as stated by Brucedecatz, they are quite efficient in this role.
 
Immortal / Beserker - I should have won the game by this point in the tech tree.
In lower tiers, horse archer - always seem to go to Chariot due to use of metal / upgrade path from Horsemen
 
For me...

Recon beyond Hunters (And hunters are VERY nice scouts... they can take on most barb units thier size... pity that they lack march, however)

After that... not much! I am using some archers as they are cheaper than champions (MUCH cheaper), so they are nice defensive units, and are able to hold thier own against horses.

But @ people saying they don't build mounted... I understand that you wouldn't in most games (I don't... my main army is mages, and thus horses don't get to raid much), but without spearmen / anti-mounted units (except Elephants, of course), they are killer raiders.

I had a game where (as well as having most of my army cut up by a well-times March of the trees), the Hippus decided to grab Horselord, Warcry Horse Archers, for 6 movement, and proceeded to pillage every improvement, and destroy any unprotected worker (and a couple of protected ones >.<)

Hippus mounted units are obcenely powerful!! Try it, one day... they are crazy raiding machines!
 
I don't see enough hate for Crusaders and Paramanders.

For researching fanaticism, an expensive tech that offers nothing else to most civs, you get a unit that costs as much as a champion and lacks the melee bonus and is weaker if you have iron. But but they get a medic 1 (which is useless because a confessor or stonewarden's medic 2 drowns it out) and disease immunity (because those priests can't cure an entire stack's disease, right? oh wait)

Crusaders have an additional major strike against them - they require you to be running Order. Ugh.
 
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