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Thread: Top 10 unique units?

  1. #1

    Top 10 unique units?

    I'm curious to hear what they are for you. I've yet to play with enough civs to form an opinion but so far Comp Cavalry, China's unit, and Mandekalu Cavalry are in my top 3 in no specific order.

  2. #2
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    I am a big fan of Persian immortals. Their extra healing makes it easier to push. Spam them early and take over the world in BC!

    Roman legion are good too. Build roads to the cities you just conquered!

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    Ottoman's unit. Plow through their units and don't worry about healing!

  4. #4
    Landsknecht for sure Spam them in all your cities and delete them instantly, rake in the gold!

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    Longbows with logistics promotion.
    Janissary - insta-heal is godly especially when they morph into rifles/infantry later.
    Camels - Medieval Drive-by!, has no counter whatsoever but obsolete extremely fast.

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    I still like the mohawk warrior with forest/jungle buffs. Even when upgraded to longswordsmen etc... they keep that ability.

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    No specific order:

    -Longbows
    -Janissary
    -Jaguar
    -Roman legion
    -Companion cavallry
    -Cho-Ko-Nu

    I really like classic era UUs. Thats typically the era where I want to make some "border improvements".

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    Naresuan's Elephant.

    I mean come on, a Knight that needs no horse and has 4 extra strength and bonus vs Mounted?

    OK fine, it has 1 less movement, but its not that bad

  9. #9
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    In no order-

    Chu-ko
    Mandekalu
    Minutemen(for upgrading.)
    Foreign Legions
    India's elephant
    Hoplite
    Longbowman
    Mohawk(for upgrading)
    Ballistae
    Landsnecht.

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    Just giving two... Chu-Ko-Nu and Longbowman ftw!!!!!

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    Companion Cavalry are insane. Upgrade on an overpowered unit? Come on.

    I like the Chu-ko-nus, though

  12. #12
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    Eh, top ten sounds like too much, they might as well be all of the special civ units, how about 3?
    Immortals- Just spam as many as you can when you can make them, but keep your economy in check. Double rate heal is amazing, and you can take down cities very easily and in most cases, you'll beat the enemy even if they outnumber you 6:1
    Cho Ku No- Attack twice ability is godlike, if you're in open field, you can take down 2 units in one turn.
    Roman Legion- I felt like I could've conquered two other civs with just two of them, they are still good once you hit the medieval age. Building roads is nice too.
    I still have yet to try out some of the other civs, I'll probably go Ottoman and Greece next.

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    How is America

    How are the unique units for America.

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    Quote Originally Posted by Kevik View Post
    How are the unique units for America.
    The Minuteman is very, very weak. The only upside to them is that sometimes you'll be at a slight tactical advantage and not get caught in rough terrain. All in all a bad unique unit, since it adds no combat strength to a Renaissance Era unit that's weaker than it's Longswordsman predecessor. Compare it to France's Musketeer, and you'll know what I'm talking about.

    The B17, however, can be quite good. It kicks ass when taking out cities, but it comes so late, that it rarely makes a difference, if you ask me. And comparing it to other Industrial Era unique units, like Germany's Panzer or (again) France's Foreign Legion, it's utility is less than impressive.

    Combine these two unique units with a Civ Trait that's only useful for scouting in the early game, and you're left with a pretty weak civilization. I'd certainly say America are in the bottom 3.

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    I've found the Champion Cavalry amazing for its time.

    The Mandekalu is average, though, because cities aren't the problem for me. People have said they are very easy to capture. The ranged attacks and pikemen are what kill me.

    The camel archer is also great. (I must love mounted units)

    Can anyone tell me the best defensive UU?

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    For a quite early defensive UU, I would have to say the English Longbowman. The 3 hex attack without promotion helps considerably for defensive purposes.

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    Minutemen is underrated. Yes, its not as good as a Longswordsman. But its cheaper and require fewer resources. It ignores terrain. Treat it like the unit it was made for, a super scout. +1lineofsight, no terrain penalties. Plus both of these get added on to superior units. Build them, then upgrade them! they make supersoldiers later. Its supes awesome.

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    Quote Originally Posted by Onandoga View Post
    Minutemen is underrated. Yes, its not as good as a Longswordsman. But its cheaper and require fewer resources. It ignores terrain. Treat it like the unit it was made for, a super scout. +1lineofsight, no terrain penalties. Plus both of these get added on to superior units. Build them, then upgrade them! they make supersoldiers later. Its supes awesome.
    yeah, they're the UU in waiting for riflemen.


    Funny part is that they may have purposely balanced the americans this way due to the crazy crap they handed them in CivRev.

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    It is the same with Janissaries, not that good on their own but when they get their rifles they become gods on the battlefield

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    America

    It sound as though America sucks, shame I had such fun with them in CIV4 and 2.

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    America doesnt suck, its just most people dont like the UU. +1line of sight on land units is AMAZING. you can see an oponents country just by standing on the border, find natural wonders easier, and combined with honor barb farming is super easy since your map is revealed uberfast.

  22. #22
    So far, the Cho-Ko-Nu (Chinese replacement for CrossbowMen) is my fave. The AI is a sucker for walking into the line of fire and with 2 shots, these guys just shred them.

    The Samurai is also awesome, but part of that is just because of Japan's advantage of always fighting as though they were at full strength.

  23. #23
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    Chu-ko-nue can recieve logistics. Combined with doublexp from honor, and already having attacks, COMBINED with the honor perk of +15% attack near friendly units, +45% combat bonus from extra GG's,

    makes china the strongest medieval powerhouse. All because of the chu ko nue.

  24. #24
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    the Cho ku no needs to be nerfed. The range combat presents a problem already for agressors. This is just non sense if you ask me. 2 shots. Come on give them something reasonable like 1 or 2 extra damage. Stupid creators.

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    Quote Originally Posted by GhOsTSidRev View Post
    the Cho ku no needs to be nerfed. The range combat presents a problem already for agressors. This is just non sense if you ask me. 2 shots. Come on give them something reasonable like 1 or 2 extra damage. Stupid creators.
    The Chu-ko-nu have the double attack because they could reload the crossbows about twice as fast as their european counterparts. The Chu-ko-nu crossbows were far superior, and they should leave them alone.

    edit: the Chu-ko-nu are definitely my most fav unit, not just uu. Along with the fact that China's my fav civ, I'm loving this game! (except for the horrific AI)
    Last edited by Black Gate of Mordor; 10-22-2010 at 09:29 AM.

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    Samurai, Mandaleku (or whatever it's called), and the Landserkchrent (God dammit I suck at spelling)

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    Quote Originally Posted by Onandoga View Post
    Chu-ko-nue can recieve logistics. Combined with doublexp from honor, and already having attacks, COMBINED with the honor perk of +15% attack near friendly units, +45% combat bonus from extra GG's,

    makes china the strongest medieval powerhouse. All because of the chu ko nue.
    I've since looked into it and logistics doesn't make sense unless you get a +1 movement upgrade or hit Mech infantry.

    By both logistics and their special, each attack takes 1 move point away. So if you take a step and then attack, you're done. If you stay put, you can only attack twice. (2 move)

    Haven't gotten a cho ku no up to mech infantry yet, but I have a feeling that they're actually nerfed from triple attacks. Realistically, the dev should have just given them logistics, rather than a separate special. Kinda like the Englsih Longbows only get the +1 range (standard promotion) not a special range upgrade. (which would actually make them sick. 4 tile attack? lol)

  28. #28
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    Yea, Cho's gain squat from logistics as they dont have the movement points to attach more than once anyway. Can be done on island heavy maps by promoting a scout first and whoring all ruins to get upgrade ...
    Otherwise you are much better off with range upgrade .. two STR10 attacks from 3-tiles out.

  29. #29
    Quote Originally Posted by Black Gate of Mordor View Post
    The Chu-ko-nu have the double attack because they could reload the crossbows about twice as fast as their european counterparts. The Chu-ko-nu crossbows were far superior, and they should leave them alone.

    edit: the Chu-ko-nu are definitely my most fav unit, not just uu. Along with the fact that China's my fav civ, I'm loving this game! (except for the horrific AI)
    Chu-ko-nu crossbow were actually not superior to European crossbows. Yes, they could be reloaded faster, but they shot significantly smaller arrows at significantly shorter distances.

    European crossbows had far greater range and could penetrate heavy armor and therefore were far more practical on the battlefield, especially against heavily armored calvary.

    Chu-ko-nus on the other hand could only be used on light or unarmored targets and, apart from a few instances, were largely niche. Their bolts were so weak with highly limited range they were very unpractical on the battlefield, unless you were being charged by a mass of farmers.

  30. #30
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    Quote Originally Posted by jagdtigerciv View Post
    Chu-ko-nu crossbow were actually not superior to European crossbows. Yes, they could be reloaded faster, but they shot significantly smaller arrows at significantly shorter distances.

    European crossbows had far greater range and could penetrate heavy armor and therefore were far more practical on the battlefield, especially against heavily armored calvary.

    Chu-ko-nus on the other hand could only be used on light or unarmored targets and, apart from a few instances, were largely niche. Their bolts were so weak with highly limited range they were very unpractical on the battlefield, unless you were being charged by a mass of farmers.
    Your a little late on this one, but im going to correct you on your points as you are most likely unfamiliar with the chu ko nu.

    The chu ko nu your thinking of was probably one of the originals designed by Zhuge Liang. After all, chinas been usin the 4 shot since at least 2nd century, if not earlier.

    -Chu Ko Nu had a 10 bolt clip before reloading, and reload time was faster for the chukonu by a long shot. Im to lazy to look up exact numbers, but from the shots iv seen of standard euro xbows, the chu could get off about 6-7 shots in the time it would take to reload a xbow, if not more.
    - The mass of bolt were bound to hit somewhere, most notably the joints, and despite what your guessing, they actually had some penetration power considering the majority of models (around the time euro was usin them) had steel tips. And if you knew your eastern military history, then you'd know they were very prevalent in war fare. I believe they were finally dismissed from the army in 1892. or at least somewhere around then.
    -The part that made the chuko nu deadly was that in the tip of every bolt was a deadly poison, so pretty much every shot was a kill shot.

    Now youv been educated.
    Last edited by Onandoga; 05-23-2011 at 03:38 PM. Reason: Zhuge Liang

  31. #31
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    for the topic im gonna say
    1. jannissary- flat out dedly and when upgreaded to rifles they are unmatched to anything
    2. chu ko nu - double attack = 18 str from ranged is very dedly on a medieval unit
    3. landsheckt - most dedly rush in the game right now due to the changes to liberty (free GS)

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    Quote Originally Posted by GhOsTSidRev View Post
    the Cho ku no needs to be nerfed. The range combat presents a problem already for agressors. This is just non sense if you ask me. 2 shots. Come on give them something reasonable like 1 or 2 extra damage. Stupid creators.
    Oh yeah ? How about England with their fancy Longbowmen, firing 3 hexes away ?
    I mean come on. Its like having artillery on medieval times.

    Still I would not go as far as you did and call anybody stupid, stupid.

  33. #33
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    Quote Originally Posted by the man of doom View Post
    3. landsheckt - most dedly rush in the game right now due to the changes to liberty (free GS)
    And great library (preferably, we know what happens when someone beats ya to it ). I wish i knew what clever guy figured this super turn 40 rush on mp.

  34. #34
    Quote Originally Posted by sectoid View Post
    Oh yeah ? How about England with their fancy Longbowmen, firing 3 hexes away ?
    I mean come on. Its like having artillery on medieval times.

    Still I would not go as far as you did and call anybody stupid, stupid.

    no point in comparing these two. while the longbow is probably better then the chonoku, the other English UU (ship of the line) is kinda crap compared to the always - useful papermaker.

    not to mention china's ability, which basically means +15% combat strength to all units all game. that imo needs a slight nerf.

  35. #35
    Quote Originally Posted by Onandoga View Post
    America doesnt suck, its just most people dont like the UU. +1line of sight on land units is AMAZING. you can see an oponents country just by standing on the border...
    This and the Minutemen is why 90% of the time I play with the American Civ. That extra site for artillery and the bonus to movement when you upgrade the Minutemen make for a deadly combination. Once you get the extra range promotion it makes wars a lot of fun.

    The Minutemen UU is fairly weak at first, but once you start to upgrade it its amaizing.

  36. #36
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    Quote Originally Posted by layelaye View Post
    no point in comparing these two. while the longbow is probably better then the chonoku, the other English UU (ship of the line) is kinda crap compared to the always - useful papermaker.

    not to mention china's ability, which basically means +15% combat strength to all units all game. that imo needs a slight nerf.
    SoTL are actually really good. Bombardments and naval thingies stand no chance against em.

  37. #37
    still considering i hardly find it worthwhile to settle next to the sea, SoTL lose all relevance most of the time. imo no point in settling next to a sea unless theres a lux, and theres only whales and pearls some of the time...

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    "Chu-ko", "Chu-Ko-Nu", "Cho Ku No", "Chu-ko-nue", "Chonoku" have all been used in this stream alone. It's bloody Cho Ko Nu already!! It's three freaking syllables. Is it really that hard?

    My Berserkers will wipe out your ChoNiKuNiKioNues any day of the weak... er... I mean week.

  39. #39
    Khaaaaaan!

  40. #40
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    Quote Originally Posted by Joketa View Post
    "Chu-ko", "Chu-Ko-Nu", "Cho Ku No", "Chu-ko-nue", "Chonoku" have all been used in this stream alone. It's bloody Cho Ko Nu already!! It's three freaking syllables. Is it really that hard?
    Have you noticed that CiV-manual and the game has two different synonyms for the particular unit... U mad ?

    [EDIT] Let's all agree on one name and call it the "Chuck Norris"

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