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Rob's UU Analysis

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  • Rob's UU Analysis

    Copied from civfanatics, in case anyone wants something to read while they're waiting for their copy to arrive:

    http://forums.civfanatics.com/showthread.php?t=132780

    Since I did the one for civ3, I figured I do one for civ4 too, especially since CR was kind enough to post the stats so

    Quote:
    Originally Posted by Civrules
    American Navy SEAL (Gunpowder Unit. Replaces Standard Marine):
    24 Strength, 1 Movement, 160 Hammers
    This unit requires Industrialism & Rifling.
    The unit's special Abilities are: 1-2 First-Strikes; +50% Attack vs. Machine Gun; +50% Attack vs. Artillery; Starts out with Amphibious & March Promotions. Also note that this unit is not upgradeable to any other unit.

    Note that the only abilities that the Standard Marine doesn't already have are the 1-2 First Strikes and March promotion. The free March promotion is actually quite cool, because the unit can heal while moving. I'm less enamored with the first strikes for this unit (and similarly for the Samurai UU) mostly because I find it frustrating to not be able to improve upon them with additional promotions (only bow-based units can add first strikes via promotions). Although balanced, the real issue with this late-game unit is that unless you are playing a industrial/modern/future start, you will probably already have won or lost by the time you can build them.

    Quote:
    Originally Posted by Civrules
    Arabian Camel Archer (Mounted Unit. Replaces the Standard Knight):
    10 Strength, 2 Movement, 90 Hammers
    This unit's required technologies are Guilds, Horseback Riding, and Archery.
    The Camel Archer's unique abilities are as follows: Immune to first strikes; Doesn't receive defensive bonuses; Can withdraw from combat (25% chance). The unit can later be promoted to the Cavalry.

    This is a very good unit. Not only is it a resourceless unit (camels are ubiquitous, right?) but it gets a nice base withdrawal of 25%, with the ability to increase this to 55% through flanking promotions (note neither normal knights nor horse archers have a base withdrawal, so their max. would be 30% with both flanking promotions). A little confusing to call it a Camel Archer though, since it replaces the knight not the horse archer.

    Quote:
    Originally Posted by Civrules
    Aztec Jaguar (Melee Unit. Replaces the Standard Swordsmen):
    5 Strength, 1 Movement, 40 Hammers
    The Jaguar requires Iron Working. The following are its special abilities: +10% City Attack; +25 Jungle Defense. This unit is upgradeable to the Maceman later on.

    There are two main uses for the Jaguar Warrior. First, its resourceless nature makes it a good early rush unit (although the Aztecs don't start with mining, iron working is still just three short techs away, and you don't have to find, settle near, and hook up iron, which saves you a lot of time if you are planning an early rush (if your target has access to copper for axemen it's already going to be a challenge; if you give your target time to get city walls up you can forget about it). Second, its jungle bonus makes it a good defender in that terrain -- fill up on Woodsman promotions and you can end up with +75% jungle/+50% forest as well as the double-movement in those terrains, although a smart opponent (and the AI counts in this regard) will typically go around a fortified Woodsman II-promoted JagWar in jungle/forest tiles rather than attack it.

    Quote:
    Originally Posted by Civrules
    Chinese Cho-Ku-Nu (Archery Unit. Replaces the Standard Crossbowman):
    6 Strength, 1 Movement, 60 Hammers
    Machinery, Archery, and the Iron resource are required to construct the Cho-Ku-Nu. The Cho-Ku-Nu's special abilities include all of the following: 2 First Strikes; Causes Collateral Damage; +50% vs. Melee Units. The unit may be upgraded later on to either the Rifleman, or Grenadier.

    A fun unit that starts with 2 first strikes (5-8 first strikes with all four drill promotions!) and the nice bonus of a decent amount of collateral damage (half as much collateral damage as catapults, with slightly less maximum damage). To be clear, this unit does not bombard city defenses like catapults can, it just causes damage to multiple units in the target stack. One of my favorite UUs, plus Qin has one of my favorite trait combos.

    Quote:
    Originally Posted by Civrules
    Egyptian War Chariot (Mounted Unit. Replaces the Standard Chariot):
    5 Strength, 2 Movement, 25 Hammers
    Before construction on the War Chariot can proceed, it requires The Wheel and Horses. The following are all of its unique abilities as the Egyptian Unique Unit: Immune to First Strikes; Doesn't Receive Defensive Bonuses; May Withdraw from combat if losing (20% chance). Since this unit may be constructed early, it also may be upgraded later on either to the Horse Archer or Knight.

    This unit has a higher combat strength compared to the standard chariot, plus the extra bonus of ignoring first strikes, which makes them good at attacking archers. A very nice unit, but one which suffers from a relatively small window of usefulness, since most people will get archery relatively early for city defense, so you're really only one tech away from the superior horse archer unit.

    Quote:
    Originally Posted by Civrules
    English Redcoat (Gunpowder Unit. Replaces the Standard Rifleman):
    16 Strength, 1 Movement, 110 Hammers
    The Redcoat only requires the Rifling Technology to begin construction. All of the following are the unit's special abilities: +25% vs. Mounted Units; +25% vs. Gunpowder Units. The unit is also upgradeable to the Infantry which is available later on in the game.

    The powerful Redcoat has a +2 combat strength compared to standard rifleman, but the extra +25% vs. gunpowder units makes this effectively a 20 strength unit, since most of the non-obsolete units it will encounter will be gunpowder units. In particular, this makes Redcoats superior to the normal rifle-killer, the Grenadier (which is an effective 18 strength against riflemen). A very solid unit, which is really only vulnerable to cannons in the industrial era.

    Quote:
    Originally Posted by Civrules
    French Musketeer (Gunpowder Unit. Replaces the Standard Musketman):
    9 Strength, 2 Movement, 80 Hammers
    This unit requires the Gunpowder Technology. The special abilities of the unit are simply that it has a movement of two instead of one (don't underestimate this!). It can later be upgraded to the Rifleman.

    The early-industrial version of the Impi. With guerilla and/or woodsman promotions, can be a devastating pillager. The only thing that keeps this unit from being overpowered is that Musketmen in general are not all that formidable, since knights can be effective against them (in fact, pikemen are still better versus knights than muskets), and grenadiers at 12 strength are only one tech away from muskets.

    Quote:
    Originally Posted by Civrules
    German Panzer (Armored Unit. Replaces the Standard Tank):
    28 Strength, 2 Movement, 120 Shields
    Industrialism, Rifling, and the Oil resource are required for the tank's construction. Here are the unique abilities of the Panzer: Doesn't receive defensive bonuses; +50% vs. Armored Units; Starts out with Blitz promotion. The Modern Armor replaces the Panzer later on when available.

    The "only" advantage this unit has over the standard tank is the +50% vs. armored units. Of course, that bonus is enough to leave the battlefield littered with the smouldering wreckage of opposing tanks.

    Quote:
    Originally Posted by Civrules
    Greek Phalanx (Melee Unit. Replaces the Standard Spearman):
    5 Strength, 1 Movement, 35 Hammers
    The unit requires the Hunting technology, and the Copper and Iron resources. The Phalanx's special abilities are as follows: +25% Hill Defense; +100% vs. Mounted Units. The Phalanx may be upgraded to the Pikeman.

    A solid unit, the Greek Phalanx is the ultimate horse-killer, but are vulnerable to axemen (even if they are shock promoted, they are at a 6.25 to 7.5 disadvantage). But just as Xerxes discovered at Thermopylae, you don't want to meet these guys in the hills, particularly if they are guerilla-II-promoted (+55% hill defense).

    Quote:
    Originally Posted by Civrules
    Incan Quechua (Melee Unit. Replaces the Standard Warrior):
    2 Strength, 1 Movement, 10 Hammers.
    This unit does not require anything at all to be built - No Technologies, and no resources. The Quechua's Special abilities are: +25% City Defense; +100% vs. Archery Units. There are three upgradeable choices later on that this unit can be upgraded to. The Axeman, Maceman, or Spearman.

    With the bonus against archers, this is the ultimate early cheese-rush unit. Spam Quechuas from your capital and stream them at a neighbor. Better hope you catch them by surprise though, because the counter to Quechuas is just spamming warriors to defend (much more cost effective than archers versus Quechuas, plus they get a 25% bonus to city defense). If you chose not to rush with them, they can still be useful as defenders, but you tend not to see the AI use archers on offense much.

    Quote:
    Originally Posted by Civrules
    Indian Fast Worker (Domestic/Non-combat Unit. Replaces the Standard Worker):
    0 Strength, 3 Movement, 60 Hammers
    The unit does not require any technologies or resources for its construction. The special ability of this unit is that it is fast (at 3 moves per turn). A note for Workers in general: Basically, AI improvements play a huge role in their automation. Partially, it is also because of more specific terrain improvements (meaning that if you don't have Iron connected to your trade network, the worker will build a Mine, not a Windmill on the only unconnected Iron resource inside your boundaries).

    Surprisingly maligned in most of the posts I've read, the Indian Fast Worker is perhaps the most powerful UU in the game, with an essentially unlimited lifetime. Faster improvement of tiles (since they can move and improve tiles in the same turn where standard workers would waste a turn just on the move) makes a huge difference in early infrastructure as well as forest-chop-driven construction of wonders. If you're daring (and not on raging barbs) you might even try using some fast workers to explore -- they're faster than scouts! Plus, workers captured by India automatically become Fast Workers! (note the converse is true -- fast workers captured by other civs turn into normal workers)

    Quote:
    Originally Posted by Civrules
    Japanese Samurai (Melee Unit. Replaces the Standard Maceman):
    8 Strength, 1 Move, 46 Hammers
    The Samurai requires Civil Service, Machinery, and the Iron Resource. It's special abilities are: 2 First Strikes; +50% vs. Melee Units. The unit may is may be upgraded to the Rifleman or Grenadier depending on your choice.

    The only bonus this unit gets is the aforementioned un-improveable-by-promotions first strikes. Bleh. But at least the animation is pretty cool.

    Quote:
    Originally Posted by Civrules
    Malinese Skirmisher (Archery Unit. Replaces the Standard Archer):
    4 Strength, 1 Movement, 25 Hammers
    The Malinese Skirmisher requires Archery only. Also, it's special abilities are as follows: 1-2 First Strikes; +50% City Defense; +25% Hill Defense. This Unique Unit is Upgradeable to the Longbowman or Crossbowman.

    A decent UU, particularly good at city or hill defense, especially with the appropriate promotions. Has a good lifespan too, since longbows are quite a ways down the tech tree from archers. Also play a mean battle horn.

    Quote:
    Originally Posted by Civrules
    Mongolian Keshik (Mounted Unit. Replaces the Standard Horse Archer):
    6 Strength, 2 Movement, 50 Hammers
    The Keshik requires Horseback Riding, Archery and Horses for a resource. The unique abilities of this unique unit are: 1 First Strike; Doesn't receive defensive bonuses; Ignores Terrain Movement Costs; +50% Attack vs. Catapult. This unit is upgraded to Cavalry later on.

    An excellent assault unit which can cut through forests, jungles, and hills effortlessly to descend upon unsuspecting cities. Use them in sneak attacks for best effect. Note neither keshiks nor horse archers get a base withdrawal chance, so I'd save those promotions for the combat line.

    Quote:
    Originally Posted by Civrules
    Persian Immortal (Mounted Unit. Replaces the Standard Chariot):
    4 Strength, 2 Movement, 25 Hammers
    The Immortal requires the Wheel Technology as well as a Horse Resource. The following are its unique abilities: Can withdraw from combat (30% Chance); +50% vs. Archery Units. The Immortal may be upgraded to either the Horse Archer or Knight.

    The best retreater in the game, Immortals can be promoted up to a 60% withdrawal chance (historically accurate because Immortals were named for their rapid replaceability, not individual toughness). Note withdrawal is implemented as a last second save from what would otherwise be a killing blow by the defender, so this maximizes the damage units can do before they withdraw. I like these better than War Chariots just because so many of them can survive a losing battle then retreat to heal. 'Obsoleted' by the horse archer, although the latter has no base withdrawal.

    Quote:
    Originally Posted by Civrules
    Roman Praetorian (Melee Unit. Replaces the Standard Swordsman):
    8 Strength, 1 Movement, 40 Hammers
    Iron Working as well as the Iron resource are needed in order to construct the Praetorian. The Praetorian is unique because it is two strengths more powerful than the unit it replaces (the Swordsman), but yet, its cost is the same. This unit will later upgrade to the Maceman Melee Unit.

    The BMOC (Big Men of CIV?), Roman Praetorians (or little 'prats' as I like to call them when someone else is about to crush me with them) are unmatched in the ancient era. Fortunately for the rest of us, axemen have a decent chance of standing up to them (7.5 vs 8) but if you are without metal, say goodbye (actually, this is true even if Rome isn't your enemy, as undoubedly someone with horses will come wipe you out).

    Quote:
    Originally Posted by Civrules
    Russian Cossack (Mounted Unit. Replaces the Standard Cavalry):
    18 Strength, 2 Movement, 120 Hammers
    The Cossack requires Military Tradition, Gunpowder, Horseback Riding, and a Horse resource. It's special abilities: Doesn't receive defensive bonuses; Can withdraw from combat (30% Chance); +50% vs. Cannon; +50% vs. Mounted Units. This unit upgrades to the Gunship.

    The Russian Cossack has +3 strength over standard cavalry as well as a bonus +50% versus mounted unit, meaning it rules the field until armor arrives on the scene. Its improved strength means it stands a better chance against rifles which are usually the bane of cavalry. And it makes cannonfodder out of cannons. Oh, and cavalry upgrade to gunship helicopters 'cuz that's today's modern (air) cavalry. Hey, that's the rationale, didn't say I agreed with it.

    Quote:
    Originally Posted by Civrules
    Spanish Conquistador (Mounted Unit. Replaces the Standard Knight):
    10 Strength; 2 Movement; 90 Hammers
    This unit requires Guilds, Horseback Riding as well as the Iron and Horse Resources. Finally, the special abilities of the Conquistador are: Immune to First Strikes; +50% vs. Melee Units. The Conquistador upgrades to Cavalry.

    The 50% bonus versus Melee makes the Conquistador much less vulnerable to polearm-based units like spears (15 vs 8) and even pikes (15 vs 12). Unfortunately, this bonus is short-lived as muskets are only a tech away and while they can still be effective against them, they are no better than standard knights versus muskets.
    Last edited by RobC; October 25, 2005, 16:07.

  • #2
    Excellent analysis, thanks.

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    • #3
      THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
      AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
      AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
      DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

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      • #4
        I have a friend in the US Marine Corps who's going to be really annoyed by the new special unit.
        Esquire

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