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Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:18
  Old Post 26-11-2004 09:46
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So I was wondering, what special units are the best and the most useful. We have ancient units like hoplites and javalin throwers, and then we more modern units like panzers and F-15s. So which ones do you think are the best?

Personally, I'd have to say the Ottoman Sipahi's and the German Panzers. While the civs themselves may not use the units well, I think they could be pretty good with human players, but that's just me...

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:18
  Old Post 26-11-2004 09:50 Visit Trip's homepage!
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Best UUs are the Celtic Gallic Swordsman (3/2/2) and the Chinese Rider (4/3/3).

Both have excellent maneuverability, excellent firepower and good defense for their age. I love units with movement because they're so easy to crush enemies, plus they have a good shot at retreating from battles to fight another day. Riders are especially wicked... 3 moves is very dangerous.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 26-11-2004 10:00
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I used to play China so much for the Riders. Sipahi come a bit late for me to really like and of course Panzers are really late and I have never built an F-15 that I can recall.

I don't care for GS as they are too early and trigger a GA before I want it. So do JT and Hops.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
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  Old Post 26-11-2004 11:45 Visit Modo44's homepage!
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Best UUs are those you can use with greatest effect. That means they differ from player to player.

Personally, I recently fell in love with the Berserkers (Viking UU). Those guys can take out an entire civ in a blink, and they move extremely fast - using ships. The AI just can't cope.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:18
  Old Post 26-11-2004 13:31
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quote:
Originally posted by Trip
I love units with movement because they're so easy to crush enemies, plus they have a good shot at retreating from battles to fight another day.


Yes, Trip loves his Horsies

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:18
  Old Post 26-11-2004 18:45
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Don't forget the Mounted Warrior. 10 shields cheaper than the GS with only the loss of one defense point.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:18
  Old Post 26-11-2004 21:08
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Most imbalanced UUs against the AI are Mounted Warriors and Immortals.

Mounted Warriors are like Swordsmen that retreat. The lower toughness is unimportant; if you set things up right, you should rarely if ever get counter-attacked (and even then, MWs retreat!). 10 extra Shields for a Gallic Swordsmen with one extra Defense is not a good deal, IMO. The only thing that makes these two UUs comparable im power is that it's easier to upgrade from Warriors than from Chariots.

Immortals do upgrade from Warriors, and therefore are utterly ridiculous. In the Ancient era the AI does not defend its cities with more than 2-3 units, so a stack of 5-6 Immortals is sufficient for punching through any target (usually you just need 2-3). Consider that Medieval Infantry are very useful in the Medieval era, and that Immortals cost 10 fewer Shields and are avaiable as soon as you hook up Iron.

Between these two I would say that Immortals wins out as the best UU. The reason is that Immortals are useful at almost any diffulty level (not sure about Sid), while it's possible on Demigod and Deity for the Ancient era to rush by so fast that Mounted Warriors become less-than-stellar (although they're still pretty good versus Pikemen). This criteria is why I do not include UUs like Riders on my top list, because on Demigod and Deity it takes a favorable start for them to shine; while Immortals will help you come back from behind, you have to be doing pretty well already to field a decent force of Riders.

Last edited by Dominae on 26-11-2004 at 21:41

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
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  Old Post 26-11-2004 22:56
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SirPleb's Sid game was with the Iroquois and he was able to put them extremely good use despite being up against pikeman (and he may have been missing both iron and horses himself, though I can't remember well. Will be back later with more info.)

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 26-11-2004 23:41
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MW are my fav for sid. I do not like them for levels of emperor or less as I will be forced to not use them to avoid the early GA.

I think all the ancient UU's suffer this probelm. You dare not use them when they are top dog, unless you want to combat barbs.

This is why they are so good at the highest levles. They can fight those barbs and of course no GA. If you get in a pinch you can use them and take the hit fo rthe early GA. This I would not want at most levels, but I am happy to suffer at sid. Well maybe happy is too strong.

Also the Iroq get the better OCN. I like the French at emperor or less as they can build a number of wonders and not trigger a GA, get the OCN boost and the UU does not even have to be used.

You can just wait for Hoovers to trigger your GA.

But Riders were so much fun.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
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  Old Post 26-11-2004 23:47
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Between this and your recent post at General, I implore you to start a Sid Training SG!

Dominae is offline Dominae
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Jan 2002
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  Old Post 27-11-2004 00:09
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I would rather have Immortals than Mounted Warriors on Sid. That said, I would rather use the Iroquois than the Persians. I suspect that vmxa1 and SirPleb's choice of Iroquois over Persia is more a matter of civ traits than UUs.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
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  Old Post 27-11-2004 00:45
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Perhaps, but if you're facing pikemen and have Feudalism anyway, Immortals don't have that much of an impact in and of themselves. MWs can be very complementary to MDIs.

BTW, I was unable to obtain specific info on SirPleb's game so far. In any case, he put the MWs to extremely good use

Dominae is offline Dominae
Emperor

Jan 2002
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  Old Post 27-11-2004 00:57
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True, mixed army composition can be quite potent (more against humans than the AI, but whatever). However, which is better: 5 Immortals, or 3 Medieval Infantry and 1 Mounted Warrior?

On Sid, I'll go with the former. Strategic resource concerns are not usually an issue on Sid because starting locations are often, uh, "just right", but it should be noted that the former army only requires Iron, while the latter requires Horses too.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
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  Old Post 27-11-2004 01:18
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quote:
Originally posted by Dominae
True, mixed army composition can be quite potent (more against humans than the AI, but whatever). However, which is better: 5 Immortals, or 3 Medieval Infantry and 1 Mounted Warrior?


Perhaps the Immortals are better here, but I think we both know it doesn't quite work that way For cities producing 1,2,5,6 and 10 (we'll do without numbers above 10 for now) the ratio holds up, but there will be many core cities at this point producing 7/8/9 spt, which drops the ratio to 6:5, 5:4 and 5:4 respectively, and many smaller cities producing 4 which means 5:4 as well, though 3 is in the favour of Immortals 7:5. It would be easier to MM extra turns away for both 3 and 4 however, nulling both, generallt speaking. Also, 5 Immortals maybe better the 3 MDIs and 1 MW (MixMaster, whatcha got to say?), if you enlarge the numbers a bit to an even 900 shields and up the number of MWs (which you should, IMO), are 30 Immortals better than 15 MDIs and 10 MWs? or even 20 MWs and 8 MDIs (sacrificing 20 shields). Not to mention that the MWS will get to the front at double speed.

quote:
On Sid, I'll go with the former. Strategic resource concerns are not usually an issue on Sid because starting locations are often, uh, "just right", but it should be noted that the former army only requires Iron, while the latter requires Horses too.


Ah yes, but if you're in a game without iron (which I think would be far more likely than one with out horses on any playable Sid map) you can use MWs to get it. Admittedly a horseless start would probably screw the Iroquois vs. the Persians, especially with the upgrades path.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 27-11-2004 01:23
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True the civ traits are the key point. My lack of interest in the immortals is that they are a one move unit and have no retreat.

I also want to be using knights and cavs and do not want a unit that will have no real offensive value down the road. IOW the UU is a great offensive unit itself, but none of its upgrades are and they will be one mover.

Plus as a purely anitidotal point, they seem to not fare well for me in combat. If things go well, I want a barbs bashing unit that can cover ground and not fight the AI at all in the ancient era. I have had to do it a few times, most notably with Javs in about the only game I used the Mayans at sid. Can you say early GA, but it was ok as it is was the only way I could have stopped the Koreans.

The low def value of Immortals and no retreat is why they get clobbered too often. If they attack, great, if they defend, not so great.

So in not so short, I just never cared for Persia.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
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  Old Post 27-11-2004 01:42 Visit Modo44's homepage!
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vmxa, what about the Ottomans then, with their (supposedly) terrifying Sipahi?

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:18
  Old Post 27-11-2004 01:52
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quote:
Originally posted by punkbass2000
Perhaps the Immortals are better here, but I think we both know it doesn't quite work that way For cities producing 1,2,5,6 and 10 (we'll do without numbers above 10 for now) the ratio holds up, but there will be many core cities at this point producing 7/8/9 spt, which drops the ratio to 6:5, 5:4 and 5:4 respectively, and many smaller cities producing 4 which means 5:4 as well, though 3 is in the favour of Immortals 7:5. It would be easier to MM extra turns away for both 3 and 4 however, nulling both, generallt speaking.


Playing Sid I'm assuming maximal (within human capacity!) micromanagement. The concerns you raise disappear when you waste less than 2% of the uncorrupted Shields at your disposal.

quote:

Also, 5 Immortals maybe better the 3 MDIs and 1 MW (MixMaster, whatcha got to say?), if you enlarge the numbers a bit to an even 900 shields and up the number of MWs (which you should, IMO), are 30 Immortals better than 15 MDIs and 10 MWs? or even 20 MWs and 8 MDIs (sacrificing 20 shields).


For straight combat, yes, I still prefer the Immortals.

quote:

Not to mention that the MWS will get to the front at double speed.


And where will the Medieval Infantry be? You need to focus the bulk of your forces, else you'll get slaughtered.

Mounted Warriors do have one thing going for them that has not been mentioned yet: blocking tricks. A 2-move unit is much better at making the AI dance around (critical on Sid) than slowmovers. But this has nothing to do with mixed-unit forces.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 27-11-2004 02:20
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quote:
Originally posted by Modo44
vmxa, what about the Ottomans then, with their (supposedly) terrifying Sipahi?



First thing is that you are going to want to have commerce for the OCN and Alpha. You do not have to have alpha, but you sure would like it. Remember you are not going to be poping huts and probably will not have many contacts for some time.

Second their traits are not real helpful at that level. Industrial is ok, but you have BW and Mason. Too common, if you do make a contact. Masonry is nice to start a prebuild, but I don't have many opportunities to do it in the ancient age. I can't commit 30 or more turns to that. I will have to go with something much shorter, much closer to getting the tech for any wonder (I guess we are talking about the GL).

As to the UU, it is very nice, but is a bit late. I want something to deal with uprisings or a middles war. You will likely see them much sooner than you want. Now if you have an island to yourself, you may not have that problem. Chances are you will have to have a large enough island to be concerned. Contients, you may be ok, depends.

If the AI clears it for you, you have the problem of them being too large already. If they don't you may be ok as you probably have gone to war and have many units to deal with barbs.

So that is why I like a fast moving ancient UU for sid. Pangea, I have not figured out yet. I have only tried a few times, but I get clobberred. Of course barbs are no problem on a pangea. The AI wipes them out fast.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 27-11-2004 02:25
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quote:
Originally posted by punkbass2000
Between this and your recent post at General, I implore you to start a Sid Training SG!


Once you finish your current one, you can take on that task. It is a fairly long commitment. I have been trying to contribute to a PBEM and it is now about 2 years old.

I like to fire up a game and play 10-15 hours a day until it is finished. IOW I like to stick to what I am doing and finish it. I hate having things undone, so no more of those for me.

You have my support.

One of the big issue is there is so much to read. I was reading the one you have going, but it got too massive to keep up with.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:18
  Old Post 27-11-2004 22:57
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quote:
Originally posted by Dominae


Playing Sid I'm assuming maximal (within human capacity!) micromanagement. The concerns you raise disappear when you waste less than 2% of the uncorrupted Shields at your disposal.


Yes, the numbers are certainly not absolute, but even MM often requires losses in other areas. Take into account I've already agreed to nulling 3-4spt cities, so the 'important' numbers here are 7/8/9 spt. eg. If a city 'normally' produces 2 fpt and 7spt, how are you going to MM it? 2 turns at 7 and 2 at 8 is fine, but if you can do eight without losing food or significant trade, this would be an 'eight' city in almost all certainty, still making a 40 shield unit at 5:4 a reasonable deal. Otherwise, it probably has to switch a BG to a forest (or something comparable) for two turns out of every four, thus slowing its growth to 75% of its potential. Again, an 'eight' city doesn't MM well either. 3 turns is almost certainly impossible unless a large trade off between an irrigated wheat and mined iron or some such is to be made. The only thing to do is drop it to 7 for two turns or 6 for one turn, probably the later if it is "truly" an 'eight', and gain 1 food and/or commerce every four turns. This may not een be a possibility. As for 'nine' cities, the round number ten is so ridiculously useful that if a city is a "true" 'nine' it probably needs to sacrifice 2fpt for 10 shields and would need to maintain this at all times to take advantage (unless a weird combo with 11 is possible). To make 40 shield units one need only MM down to 8 shields, with possible gains in food or trade. Having to drop a 'nine' to a '7/8' or 'six' city would be somewhat sad, though the gains in food and commerce could be immense and the possibilities and conclusions are far beyond the scope of this discussion.



quote:
For straight combat, yes, I still prefer the Immortals.


Fair enough.

quote:
And where will the Medieval Infantry be? You need to focus the bulk of your forces, else you'll get slaughtered.


I'm certainly not proposing leaving the MDI (and pikemen) behind! But I think any TBS player knows to make fast units further from the front when feasible and slower units. Given that I am in my GA from one of these UUs, my core cities can likely produce 3 (and even 2) turn MWs, which are to be the bulk of my force, while my 3-8 shield cities closer to the front with barracks will build MDI (pikemen for 3 and 6) and non-barracks cities will do cats/trebs.

BTW, thank you for engaging in civ-strat debates with me, this is really why I play the game at all and am still at the forums while not really playing SP C3C. It is only too bad that the game is old enough and Deity/Sid are such AI bonused levels that the debates have to come to such trivial minutia

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:18
  Old Post 27-11-2004 23:03
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quote:
Originally posted by vmxa1
Second their traits are not real helpful at that level. Industrial is ok, but you have BW and Mason. Too common, if you do make a contact. Masonry is nice to start a prebuild, but I don't have many opportunities to do it in the ancient age. I can't commit 30 or more turns to that. I will have to go with something much shorter, much closer to getting the tech for any wonder (I guess we are talking about the GL).


Interesting, I'm glad we agree on C3C Industrious. You should see the backlash DocT at CFC (if you know him) has been receiving for speaking poorly about Industrious in his 'rating the C3C civs' thread. Maya were even in the 3rd tier after his first draft He was later convinced to up Agr. a bit in his system, bumpng them to the 2nd tier, however. He really likes both Com. and Sea., and I'm wondering what your opinions on them are for high level play. I too think they are quite powerful and Sea., particularly, is generally underrated. BTW, there has also been controversy over Japan and Egypt being rated so low. I think this is compounded by their relative greatness in Van/PTW.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:18
  Old Post 27-11-2004 23:11
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quote:
Originally posted by vmxa1


Once you finish your current one, you can take on that task. It is a fairly long commitment. I have been trying to contribute to a PBEM and it is now about 2 years old.

I like to fire up a game and play 10-15 hours a day until it is finished. IOW I like to stick to what I am doing and finish it. I hate having things undone, so no more of those for me.

You have my support.

One of the big issue is there is so much to read. I was reading the one you have going, but it got too massive to keep up with.


Well, I suppose I could run one, but I couldn't teach it. I wouldn't even want to play the first ten turns, as my experience in Sid is limited and I'm not particularly certain what the 'optimal' strats are. Maybe if I could convince a few high level AUers to all sort of teach and learn together, that would be interesting.

Sorry about going off on picayune with Dom . The granary>settler vs. settler>granary debate probably made up a lot of bulk, as well as my lengthy dissertations.

Interesting how you like to play 10-15 hours of SP a day. I can't stand it I love the slow pace of PBEM, allowing me time to think about my long term strategy, mull over decisions and MM to my hearts content. I have a highly interesting RoR PBEM going as MAcedon that's just about rounding turn 30, and it is intense!

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 28-11-2004 00:12
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Deleted, I realized I am thread jacking sorry MS.

Commy is offline Commy
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St. Louis, MO, USA
Mar 2004
time: 05:18
  Old Post 28-11-2004 12:39
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What is this so called "thread jacking"?

Anyway, what's up with the Enikudu warriors or whatever they're called. I had one of them beat out a tank and a calvary. Yeah, it was elite, but what Asian spearmen can take on a freaking tank?

Barinthus is offline Barinthus
King
A Magical Moment...
Jan 2004
time: 21:18
  Old Post 28-11-2004 12:42
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Have you seen Hero or played PS2's Dynasty Warriors? Things they can do are freaking awesome

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:18
  Old Post 28-11-2004 20:02
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quote:
Originally posted by Commy
What is this so called "thread jacking"?


It just means I was shamelessly encouraging vmxa into an off-topic discussion.

conmcb25 is offline conmcb25

Emperor
Angmar
Aug 2002
time: 23:18
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Ok if this is a threaqdjack ignore me, but Id like to hear taking into account BOTH Civ traits and the UU whats the choice of CIV for a Sid game?

For intsnace I really like the maya with Agriculture and Indutrious traits and a UU that gets you free workers.

But thats just me, if you think we need another thread for me lemme know.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:18
  Old Post 30-11-2004 22:52
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Iroq. You start with alpha and the MW is great to attack barbs. If you are attacked by a civ, you can use it effectively, if the attack is before you get other units.

They get the increased OCN and start with Pottery. To me it is the number one choice in a huge sid map. If you drop down to the smaller two maps sizes, that would probably change.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:18
  Old Post 30-11-2004 23:50
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The Iroquois are my favorite overall civ - traits + UU. The MW is great, and has a better upgrade path than the Immortal. Great traits, great trait symmetry (they compliment so well - Agr for faster expansion/growth, Com for higher OCN). Start techs are excellent - Alphabet for a shot at Philo, and pottery for early granaries.

The Immortal is very powerful in its day (ancient, early medieval), but it's slow and the upgrade path blows. Therefore, while very strong, I'd put it below the MW & Rider.

The Rider is a fantastic UU, but the civ is now so-so. China used to ROCK, back when industrious was really powerful and MGLs could rush great wonders. They can still be pretty powerful (Rider armies... mmm), but they're not the juggernaught of ultimate power that they used to be. Purely on the UU, however, the Rider is one of the best.

The GS is not that great, IMO. I agree with Dominae here. Extra defense on an offensive unit, in general, doesn't interest me. Gimme 4/1/2, however, and I'd be all over it.

The Siphai comes a tad late, but it's a holy terror. The civ kinda sucks (same traits as Persia - Ind/Sci).

I have come to really like the Indian War Elephant. 4/3/2 with +1 hp. The difficulty, of course, is that w/o a resource requirement, once you have Chivalry you can never go back to build horsemen and do a mass upgrade. That tends to suck if you have the Great Library and thus cannot chose the optimal time to get Chivalry. But the unit itself is very good, and I love the Indian traits (Rel/Com).

-Arrian

Last edited by Arrian on 01-12-2004 at 00:43

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
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  Old Post 01-12-2004 02:17 Visit joncnunn's homepage!
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Win the game UUs:

1. Ottoman Turks
2. Other Calvary-replacement UUs
3. German Panzers
4. On a small enough map : Chinese Riders
5. On an archepello map that's not too big : Viking Berserker.

Best Ancient Era UUs:

1. Celts Gallic Swordmen
2. Irq Mounted Warriors
3. Hitite 3 Man Chariot
4. Aztec Warrior (Think ultra-early rush)
5. Zulus Impi Warriors. (Use as escorts to Horsemen)

Best obsolete UU to build:
Egyptian War Chariot. Build & Upgrade to Calvary even with Military Tradition. Provided you have not had your GA yet. This also implies keeping them away from your oppoents so they don't trigure your GA prematurely.

Oddest UUs and how to use:

1. Incans Scout. It's basically for exploring.
2. Mayas UU. It's primarly purpose is enslaving barbs.
3. Spainish Conquister. It's primarly purpose is pillaging.
4. American F-15. Don't bother building bombers, just build F-15s for all your air needs.
5. All defensive UUs : Use as escorts for your attacking units.
6. All naval UUs : Attack enemy ships during it's era.
7. Korea's UU: Bombard enemy targets to soften up.

Edit to note Hittie 3 Man Chariot. (Balanced 2/2/2, needs horses cost 30, replaces Chariot & Horsemen.)

Last edited by joncnunn on 23-12-2004 at 03:46

 
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