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which is the most game breaking unit?

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  • which is the most game breaking unit?

    Game breaking means that, when one player get's access to a unit first (either by tech lead or by having numbers of predeccessing troops to upgrade easily)


    Horseman : First unit with the ability to retreat with a good attack value. A ancient era Horseman rush can be very powerful indeed.

    Swordsman : These guys, while not upgradable , have an attack of 3, which is quite powerful, and a good defence. No other Unit (available to all civ's) can live up to a combined attack/defense value of 5

    Knights : An attack of 4, with a defense of 3 says it all. If you get these first, you'll probably be still be fighting spearmen, and the odd pikemen. Like Horsemen, a good rush of these is very powerful.

    Cavalry : These come with attack 6, defense 3 and a scary movement of 3. Bliztkrieg with guys is easy. The best defenders you're initally likely to come against , are musketmen with 4 def, if not pikemen/spearmen, who Cav will cut to bits. 3 movement means they can retreat from Any opponent, and Leader Generation is quite possible. This one is my chosen choice. And 'Stop the cavalry' has just stated playing... what a coincidence


    Infantry : An defence of 10, coupled with the same attack as Cav means quite a unit. Struggling in a war? Draft a few dozen of these guys and you'll be unbreakable. No-one will be able to even touch you until Tanks. Thier attacking potential, with a movement of one is questionable though, but as they say, Attack starts with the Defense!.

    Tanks : The Ability to blizt, coupled with a monsterous attack value of 16 will allow you to streamroll your opponents into submission. A movement of 2 is not great but the ability to attack twice a turn really is big.

    Modern Armor : These are the absolute daddy. Coming a great price you have the unit of all units. Blitzcreig can be done by even the poorest strategist using MA. Indeed, a poorly defended AI city can be taken by just one of these guys. Perhaps the scariest thing about these monsters is the price, meaning they can really be produced on mass.

    Tactical Nuke's : The Nuke is deadly powerful, and with just one nuke you can take out the Enemy's capital putting absolute chaos into your opponents empire. For several turns they will not have widespread access to Luxuries or Strategic resources. If the campaign is planned carefully, you can cripple thier resource network Forever. A big weakness however is the distance/range may not be enough to reach your target.,they are not very usually useful in standard warfare, as pollution and terrain damage make your would-be cities useless.

    ICBM's : The Same advantages as above but combine infanite range. Any target anyway is reachable instantly. With these boyz you can indefinatly isolate the AI Capital. They dont come cheap though.
    83
    Horsemen
    3.61%
    3
    Swordsmen
    3.61%
    3
    Knight's
    4.82%
    4
    Cavalry
    38.55%
    32
    Infantry
    2.41%
    2
    Tanks
    15.66%
    13
    Modern Armor
    22.89%
    19
    Tactical Nuke's
    1.20%
    1
    ICBM's
    7.23%
    6
    Up The Millers

  • #2
    None of the above. The only "game breaking" unit that I have ever come across, and I say this because they have kicked my butt on more than one occasion, are the Japanese Samurai 4-4-2. These units are terrifying if you don't have a proper defense set up.
    "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
    —Orson Welles as Harry Lime

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    • #3
      iroquois mounted warriors
      or maybe berzerkers from PTW

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      • #4
        I'm pretty sure everything is terrifying without the proper defense, MosesPresley.
        Lime roots and treachery!
        "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

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        • #5
          I meant to say, this is NOT including Unique unit's, but units everyone can build.
          Up The Millers

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          • #6
            Originally posted by cyclotron7
            I'm pretty sure everything is terrifying without the proper defense, MosesPresley.
            The reason I said that was because the Samurai usually come early enough in the game, ie new city expansion is starting to end and there are plenty of border cities that have only a couple or less of spearmen in them. These border cities may also not be connected to the roads yet. I can usually defend them from knights, because I can kill the knights due to their 3 defense. The 4 defense of the Samurai make them tough to stop.

            I don't consider them to be game breakers. They just often break my strategy. Most of the UU's are fairly powerful.
            Last edited by MosesPresley; December 11, 2002, 13:43.
            "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
            —Orson Welles as Harry Lime

            Comment


            • #7
              Yet another Banana:
              Artillery. With artillery the player (and ONLY the player) can mass artillery and batter down a metro.

              12 strength x 2 RoF vs. 8 strength x 3 RoF of the Bomber, which the AI uses. Duh, that's equal, so aside from the bomber's greater cost 100 shields vs. 80, I suppose it's not so bad.

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              • #8
                By the time I have cavalry, the game is over, in most cases. The AI simply cannot withstand a determined cavalry charge unless I have been remiss in keeping my tech lead, and they're fortified with riflemen.
                Infograme: n: a message received and understood that produces certain anger, wrath, and scorn in its recipient. (Don't believe me? Look up 'info' and 'grame' at dictionary.com.)

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                • #9
                  Well, I think it can be different in different games - it just depends on when you get the decisive edge. Recently for me its been cavalry. Invading with cavs against spears, pikes or even muskets is a great leader fest. You just need to use them before the enemy gets nationalism.

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                  • #10
                    Jaybe:

                    I would save that 12x2 is better than 8x3. It is not linear. The advantage of bomber is the much larger range and the infinite movement that means they never get caught outside of a city.
                    Got my new computer!!!!

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                    • #11
                      My experience had been that Cavalry are the unit that pushes the game to a foregone conlcusion. Tanks and MA just mop up the details. By the end of cavalry, I usually control my start landmass and either a chunk of another major landmass or a decent size island. Game Over. (Mostly on Monarch)
                      Got my new computer!!!!

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                      • #12
                        Jaybe, I almost included Artillary, i have always liked it's power. and as for the 12*2 and 8*3 thing, it's an example of inbalance on the bomber side, Why have a rate of fire of 3 when the bombard is barely adequete to take a hitpoint. I like the bomber for the range tho.
                        Up The Millers

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                        • #13
                          I have to admit to having downgraded cavalry to a movement rate of 2 in my game. I still find that seeing an enemy swordsman scares me the most when I haven't got them yet.
                          Do not be too proud of this technological terror you've constructed...

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                          • #14
                            I'd have to say cavalry. If you go straight for Military Tradition, you end up with a huge chunk of game where you have 6 attack cavalry and the best defense (UU's not included) is a 3 defense pikeman. That's the only time (that I can think of...) during which you have a 2:1 advantage over the defensive units.

                            To get to tanks with 16 attack you have to first get Replacable Parts and the 10 defense infantry. By the time you get the 24 attack modern armor, 18 defense mech infantry is usually available. Granted you could go right for Synthetic Fibers in the Modern Age before anyone discovers Computers, but I don't think it makes as big a difference that late in the game as cavalry can in the mid-game.
                            "Stuie has the right idea" - Japher
                            "I trust Stuie and all involved." - SlowwHand
                            "Stuie is right...." - Guynemer

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                            • #15
                              my favority is also the cavalry.
                              as UU i actually prefer the rider (4,3,3) instead of the samurai (4,4,2) because in imho that extra movement is more worth in an agressive blitzkrieg than that extra defense:
                              - move front, attach, retreat
                              - move onto hills (+50% defense) and attack from there in the same turn
                              - retreat from defending knights/samurais

                              artillery is great for cracking strong defence but
                              a) too slow (move OR bombard)
                              b) small range
                              c) too many misses
                              d) too often destruction of things you might want to keep (granary, courthouses, etc.) before you destroy the things you actually want to destroy (barracks, walls, units)

                              i mostly use arty in the first attack wave (bordering cities). from then on fast forward. i'll lose more units but at least i don't need to worry about war weariness if i've conquered the enemy in 5 turns...
                              - Artificial Intelligence usually beats real stupidity
                              - Atheism is a nonprophet organization.

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