Which unit do you think is the most unless?

The unit i don't build are chariots (i even didn't remember they exist till i started to read this topic) although they're very nice when you get one from a barb hut. Chariots were very much useful in civI, they were the base for a fast early age conquest.
Other units i don't use much are warriors (although their importance in imposing marcial law at early stage games in emperor/deity level), archer (because the legion became soon available).
Destroyers are much more usefull then cruisers. They're good for hunt and destroy weak naval units, to explore and even to make shore bombardement if the AI are still in stone age. Cruisers became "obsolete" with the AEGIS cruiser (the same speed, more powerfull and AA defense).
Although carriers are the only unit that can carry air units, i think they're useless because the civII maps are to small to contain a large sea that makes us in need to build a carrier for force projection (that's their fundamental role in nowadays).
Cruise missiles are good to use if i catch a bunch of enemy units in a single square or if i detect a batleship naval force towards my shore.
Partisans are good, because you get a lot of them when someone captures your city, and at chieftain you can even take some riflemen defended cities (i used this strategy in WWII scenario playing as neutrals when german conquers Amsterdam).
Fighter units are the most useful because you can supress barb invasions, weak naval units, and most of ground units in open squares.
Marines, although their unique special ability, are not very usefull, their really in lack of attack strength.

The best units are spy (help on moving other unist over zones of control, 3 moves, see 2 and of course spy abbilities), howitzer (city->railway->attack->railway->city strategy is the best don't lose your units, because their protected), stealth figther (to kill the partisans that will destroy the railway system), AEGIS cruiser (the standard naval power, good power/cost), all defending units (to protect my cities from the AI).
All other units are useful in certain game stages, levels or strategies.
 
Destroyers and cruisers are only useful when the AI is well behind, and you haven't got Battleships.
Battleships and AEGIS Cruisers are best used in combination for Surface Action Groups.
I disagree vehemently on your analysis of carriers. They are essential for taking the air war to the enemy, and this is the best way of winning.
Most maps are big enough to cater for carrier operations. There is nothing better than filling 15 of them up with Stealth fighters and bombers (predominantly the former, roughly a 2:1 mix) and "bomben auf engeland";)
For the best success, wars should be started, and won in the same turn.
This requires first of all intelligence (spies looking in cities), the massive application of airpower, and where appropriate, battleship naval gun support, and then a swift move of armor of mech inf to seize every now vacant city.
The only swift and sure way to move airpower to the necessary positions that quickly is through the use of carriers.

Cruise missiles are a waste of time and resources. A Stealth Fighter can hit and kill more often, and causes no unhappiness.

Howitzers are only useful if you let the enemy survive the air campaign.
Otherwise, they simply waste space that could be allotted to the occupation force of armor.
The use of units depends upon your strategy, and what works for your playing style. I prefer to muster my forces and wait, and then, upon my signal, unleash hell, smiting the fools of the face of the earth with the full fury of God's own thunder. One turn wars are the best.
 
The warriors are very useful, because

1) They are cheap (10V) troops to use for martial law.

2) Leo's updates them the the 30V musketeers, so you can build a crapload of warriors before gunpowder and then get a bunch of good musketeers, instead of having to build them.
 
Originally posted by Cunobelin Of Hippo
Oh, and Howitzers :D What a piece of crap. What was Sid smokin' when he threw that one in there :rolleyes: [/B]

dude do you ever attack units together, mechs give all the defense and howitzers provide the punch.
 
Originally posted by Ace
But you all underrate the warrior unit. besides being the only unit avail in the begining, its a cheap

Hey dudes i always get broonze working in the begining dont yall then you build phalanx first. And all yall have listed the galleon with its no attack but if no attacks bad atleast the computer wont let them attack heavily fortified cities but it will let the tirimes. The tirimes are the worst only and island would need them and they take to long to get to.
 
I would like to say that my 3 useless units are:
1. Warrior - These things are so weeak, and they only have one movement point!:lol:
2. Chariots - Two MP, but still terrible attack rate. In CIV1, I used to love these like mad!:love:
3. Nukes - Keep a small stash of these around and keep those computers at bay! 'A nuke in your city keeps the computer civs at bay'. I know it doesn't rhyme but it's good, huh? Anyway, they make too much pollution. Too much.:nuke:

But I would like to stick up for Cruise Missiles, which can be used in conjuntion with Tanks, Howitzers and Spies to make the perfect raiding party: An AI civ's nightmare! They are perfect, if you think about it for destroying that hard, veteran Mech. Inf which is so troublesom. The AI never uses them properly against me though so they are not a problem.

Bye!!!
 
The only thing the cruise missile is useful for is to take out the central tile of a horde of barbs before they've had the chance to spread out. I've killed over 50 units with one hit like this, but if you are in a position to manoeuvre a missile to attack the stack then you migth as well just use a stealth fighter. Either way, all those partisans and artillery units are toast! :D
 
What gave you the idea that Warriors are useful? Use Phlanx instead!

My top 10 useless units:
Warriors (Pathetic stats (1,1,1) settlers have better win/loss ratio. The only unit that can lose against a single barb unit)
Trireme (can't leave shore w/o lighthouse. Pathetic stats (1,1,3))
Explorer (why bother?)
Chariot (Exactly the same stats as Horsemen. Why?)
Cruise Missile (good fun in huge salvos though)
Fanatics (inferior partisans)
Catapult (wait till you've researched Metallurgy and it's party time!)
Carrier (use subs laden with nukes, it's easier that way.)
Fighter (only good for suicide runs on barbs, after which it runs out of fuel)
Bomber (I see no point when a stealth fighter can kill up to 13 units without a scratch, after which it'll run out of fuel)
 
Like I said, the warriors are way better than Phalanxes because they take half as many shields and therefore are way cheaper for martial law. The warriors take ten shields, and the Phalanx takes twenty. enough said. The only place to use phalanxes is on your frontiers.

And, again, with Leo's the warriors will become musketeers.

And the chariot doesn't have the same stats as the horseman. They are 1.2.2 and 1.3.2, respectively. Really early in the game, that 1-point change can make all the difference.

And why do you keep crashing your planes?
 
i have found phalanx's fortified in cities very hard in ancient times to break down and horsemen r not up to the job. the most cost effective units to bet this, could be the catapult costs 40 and has 6 attack or the elephant cost 40 atack 4 and movement 2. legions are disappointing because they cost 40, same attack as the elephane, but only one attack. chariots are not that bad 3 attack for cost 30 and 2 movement, good price i would say. :goodjob:
 
In early war, there is a definite advantage to the defender, with chariots being quite operationally weak, despite their 3 attack.
Elephants, and then crusaders are also operationally weak due to their bad defence.
Legions are a good unit, IMO, as they have a good sturdy attack and defence, and are somewhat survivable.
 
Originally posted by Darius
And why do you keep crashing your planes?

I cras my planes, Darius, because that way I maximize kills. You waste firepower sending a plane back to the airbase that it could be using to kill barbs! Hey, if you lose a unit, you get the sheilds back, right? So you can build more to replace them! This is why I don't build bombers!:) :D :)
 
Originally posted by unknown_spirit


Hey, if you lose a unit, you get the sheilds back, right?

In a word, NO!

You don't get the sheilds you use to build a unit back. Once it goes down, that production is lost. The only thing you will get back is any shield support required by that unit.
 
Originally posted by TimTheEnchanter


In a word, NO!

You don't get the sheilds you use to build a unit back. Once it goes down, that production is lost. The only thing you will get back is any shield support required by that unit.

That's what I meant, Tim.:p
 
Originally posted by Simon Darkshade
Once you have flight, and therefore fighters, Stealth is only a couple of turns away. Four or five at the most. I wait for something more powerful and maneuverable.

Ok, what version of the game has this advantage? By the numbers, I can see Flight with 41 techs, but Stealth comes late after 71 at a minimum.:confused:
 
I don't build...

Cruise Missles... they hardly ever win for me and they're not reuseable even if they do. The AI seems to love them and pummels my battleships with them.

Destroyers... I never bother fighting naval wars with the AI. They're too good at guessing where I am. And unless I outnumber him at the absolute least 3 to 1, I don't stand a chance.

Partisans... I love getting them (NON units), but I never build them.

Diplomats... Actually, I just don't like to build them. The Spy is 900,000 times better as you get to choose what they will do and are reuseable.

Ironclads... Too many are required to accomplish much of anything.

Units I see here being trashed that I like.

Fanatic... 4/4 for 20 shields. Need I say more? Oh wait, there is more... since they're free support under Fundamentalism, you can overwhealm your attackers with these guys. 2 for the cost of a rifleman and they have the same defense value.

Carriers... Air war is helpful :)

Paratroopers... Bomb across a narrow sea and take the city without needing a transport. Mass them in captured cities. Very nice units.
 
Originally posted by dunk
I don't build...

Cruise Missles... they hardly ever win for me and they're not reuseable even if they do. The AI seems to love them and pummels my battleships with them.

Destroyers... I never bother fighting naval wars with the AI. They're too good at guessing where I am. And unless I outnumber him at the absolute least 3 to 1, I don't stand a chance.

Partisans... I love getting them (NON units), but I never build them.

Diplomats... Actually, I just don't like to build them. The Spy is 900,000 times better as you get to choose what they will do and are reuseable.

Ironclads... Too many are required to accomplish much of anything.

Units I see here being trashed that I like.

Fanatic... 4/4 for 20 shields. Need I say more? Oh wait, there is more... since they're free support under Fundamentalism, you can overwhealm your attackers with these guys. 2 for the cost of a rifleman and they have the same defense value.

Carriers... Air war is helpful :)

Paratroopers... Bomb across a narrow sea and take the city without needing a transport. Mass them in captured cities. Very nice units.

Firstly, I also adore paras. Especially because u can capture several cities with one, as you can drop them into an unoccupied enemy city, then drop them into another, and so on.
Also, what have u got against Destroyers? Other than air units (& I think cruiser/AEGIS cruiser but i'm not sure) they are the only sub-hunters. Also, they are good for escort trips with carriers, transports or other attack craft. Not my fave ship, but not the worst, by any means. (yes, I am referring to trireme, caravel, ironclad)
 
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