The local bar has been shut down for health code violations, so I thought I'd share some thoughts on the unique units. Yes, I know it's been done before...hopefully my thoughts are somewhat original. In any case, please don't expel me from your territory!
Jaguar Warrior
With the combat system as it is (read: f-ed up completely) a 1/1 unit with retreat is more powerful and annoying than it probably should be. This guy excels at harassing the enemy. On the down side, there's the early golden age issue, and the rather quick obsolescence.
C+
Impi
See above for Attack 1 plus retreating commentary. Even so, inhanced move on a unit with little attacking ability isn't terribly useful, baring a "raider" role. Call me crazy, but I'm not big on pillaging enemy terrain. After all, that territory will soon be mine anyway. On the plus side, good defensive support for a mobile (horseman?) ancient offensive. The negative is the early golden age issue, and the dubious usefulness of scortched earth campaigns in the early game.
C
Hoplite
In my opinion this fellow comes closer to being a "broken" unit than the overrated expendable, er, immortal. Do the math: a middle age strength unit available in 4000 B.C. with no resources needed. When I draw the Greeks as an early opponent I want to put my fist through the screen, because an early conquest is almost out of the question. On your side, these guys are great for city defense (really?) and also screening offensives. Useless fact: Socrates and Plato were hoplites, as well as philosophers and such.
A
Mounted Warrior
I like this unit. Retreat, the same attack as Swordsmen, and only horses needed to build. A pretty good mix, in my opinion. Great for conquest. Only the Greeks (see above) are likely to stand for long against a sustained Mounted Warrior offensive. The lack of defense is less of an issue in a unit with retreat.
A
Legionairy
Swordsmen are the best ancient attacker, and any improvement on an already strong unit is welcome. The added defense of the Legionairy makes it versatile enough to be the only unit in your army. Rules open territory, and does well in the attack role. A good deal. Writing self-congratulatory histories of your victories and declaring youself "dictator for life" is optional.
A-
Immortal
It's a good unit, but this talk of it being "broken" is pretty silly. The attack bonus is moderate compared to the bonuses afforded Hoplites and Mounted Warriors. Still only a "2" defender with one for movement, so horsemen can beat these guys in open territory. The strong attack is quite useful of course, but I don't see this unit as being too powerful. Give me Mounted Warriors vs. your Immortals in Multiplayer (assuming it existed) and see who's left standing. Still, an excellent unit, especially for warlike types (98% of us, probably).
A-
War Chariot
A slightly early horseman, that still requires horses. Pinch me.
Yes, it does have all the benefits of the horseman, which is a good early unit, but anyone can build those. In fairness, it is cheaper, which can be a difference maker. Still, it doesn't tickle me with a feather. I picture Yul Bryner in that ridiculous helmet leading his men into disaster. "Onward! Into the temporarily parted sea!"
C-
Samurai
All the knight replacements tend to blur in my mind, quite honestly. Samurai are good for those without horses, and the added defense is nice as well. Certainly not a huge difference maker, but a good unit anyway. No hara-kiri option is available when you're dishonored, which is a bit of a disappointment.
B
Rider
Another knight knock-off, with the benefit of added move. Added move would mean more with a blitz ability, which this unit of course does not have. It's still useful, but I want multiple attacks!
B+
War Elephant
It's all about the resources. Freed of concerns for strategic resources, when you pick the Indians you know you're guaranteed there knight stand-ins. Unless, of course, my mounted warriors overrun you before Chivalry Also good for carrying an invasion into enemy territory and unconnected conquered cities. If you are in iron/horse poor territory this unit is
A+++, otherwise B .
Cossack
Cool graphic and concept. Less cool bonus. A very moderate defensive edge, especially compared to the larger (% wise) ancient bonuses. How often does a three move unit defend anyway? The "+1 ability cap" creates a certain sense of design cohesion, but it also cheats the more modern units somewhat. It's all about ratios. Still, it's fun to imagine spreading rapine and suffering with these guys, at least if you have a very sick mind.
C-
Man-O-War
No, not the racehorse. When was the last time a game was decided by naval power. If you answered "Never" you're right. Add to this the fact that this unit is quickly obsolete with the arrival of Monitors/Merrimacks and you have a doubly sad unit. The British deserved better. Why not Commodores (inhanced paratroopers) or Spitfires (fighter) or even Anzacs! Sun never sets...yeah, right.
D-
Musketeer
If Dumas had these units for heroes, most of those overdone action novels would not have ended happily, I would think. Let's give a minor attack bonus to a one move defense specialist. I really hope someone got fired for that. The graphic is the only good thing, got to love that blown kiss and flamboyant outfit! Bonjour, you surrender monkeys!
D
Bowman
Nearly forgot him, and he is, in fact, rather forgetable. Added defense creates a "poor man's legion." A nice early unit, with all the attedant negatives (early golden age, early obsolete). Nice to see the more "old school" civ2 archer stats back, though.
B-
Panzer
Before I comment on game play issues, I'd like to point out the early WW2 German "blitzkrieg" armor was in fact inferior to Russian, British, and even French armor. They won with superior tactics and the use of combined arms. The Panzer simulates this with the added move ability. It's a great bonus, and allows for some fun late game offensives. I do kind of wish they'd called this unit the Panther or Tiger and picked a more appropriate graphic, but those are minor quibles, mainly illustrating my bizarre personality more than anything else.
A
F-15
Air units lost their teeth, so a special air unit is about as exciting as a special sea unit now. If you haven't locked down victory by the time the F-15 arrives, it's not going to be the silver bullet that wins the game for you. Why aren't marines specific to the USA?
D-
Well, I feel much better now. Reactions? None of this is gospel, and most of it is light hearted fun, so don't tear into me too badly. I'm just trying to improve the "purity of the game."
Jaguar Warrior
With the combat system as it is (read: f-ed up completely) a 1/1 unit with retreat is more powerful and annoying than it probably should be. This guy excels at harassing the enemy. On the down side, there's the early golden age issue, and the rather quick obsolescence.
C+
Impi
See above for Attack 1 plus retreating commentary. Even so, inhanced move on a unit with little attacking ability isn't terribly useful, baring a "raider" role. Call me crazy, but I'm not big on pillaging enemy terrain. After all, that territory will soon be mine anyway. On the plus side, good defensive support for a mobile (horseman?) ancient offensive. The negative is the early golden age issue, and the dubious usefulness of scortched earth campaigns in the early game.
C
Hoplite
In my opinion this fellow comes closer to being a "broken" unit than the overrated expendable, er, immortal. Do the math: a middle age strength unit available in 4000 B.C. with no resources needed. When I draw the Greeks as an early opponent I want to put my fist through the screen, because an early conquest is almost out of the question. On your side, these guys are great for city defense (really?) and also screening offensives. Useless fact: Socrates and Plato were hoplites, as well as philosophers and such.
A
Mounted Warrior
I like this unit. Retreat, the same attack as Swordsmen, and only horses needed to build. A pretty good mix, in my opinion. Great for conquest. Only the Greeks (see above) are likely to stand for long against a sustained Mounted Warrior offensive. The lack of defense is less of an issue in a unit with retreat.
A
Legionairy
Swordsmen are the best ancient attacker, and any improvement on an already strong unit is welcome. The added defense of the Legionairy makes it versatile enough to be the only unit in your army. Rules open territory, and does well in the attack role. A good deal. Writing self-congratulatory histories of your victories and declaring youself "dictator for life" is optional.
A-
Immortal
It's a good unit, but this talk of it being "broken" is pretty silly. The attack bonus is moderate compared to the bonuses afforded Hoplites and Mounted Warriors. Still only a "2" defender with one for movement, so horsemen can beat these guys in open territory. The strong attack is quite useful of course, but I don't see this unit as being too powerful. Give me Mounted Warriors vs. your Immortals in Multiplayer (assuming it existed) and see who's left standing. Still, an excellent unit, especially for warlike types (98% of us, probably).
A-
War Chariot
A slightly early horseman, that still requires horses. Pinch me.
Yes, it does have all the benefits of the horseman, which is a good early unit, but anyone can build those. In fairness, it is cheaper, which can be a difference maker. Still, it doesn't tickle me with a feather. I picture Yul Bryner in that ridiculous helmet leading his men into disaster. "Onward! Into the temporarily parted sea!"
C-
Samurai
All the knight replacements tend to blur in my mind, quite honestly. Samurai are good for those without horses, and the added defense is nice as well. Certainly not a huge difference maker, but a good unit anyway. No hara-kiri option is available when you're dishonored, which is a bit of a disappointment.
B
Rider
Another knight knock-off, with the benefit of added move. Added move would mean more with a blitz ability, which this unit of course does not have. It's still useful, but I want multiple attacks!
B+
War Elephant
It's all about the resources. Freed of concerns for strategic resources, when you pick the Indians you know you're guaranteed there knight stand-ins. Unless, of course, my mounted warriors overrun you before Chivalry Also good for carrying an invasion into enemy territory and unconnected conquered cities. If you are in iron/horse poor territory this unit is
A+++, otherwise B .
Cossack
Cool graphic and concept. Less cool bonus. A very moderate defensive edge, especially compared to the larger (% wise) ancient bonuses. How often does a three move unit defend anyway? The "+1 ability cap" creates a certain sense of design cohesion, but it also cheats the more modern units somewhat. It's all about ratios. Still, it's fun to imagine spreading rapine and suffering with these guys, at least if you have a very sick mind.
C-
Man-O-War
No, not the racehorse. When was the last time a game was decided by naval power. If you answered "Never" you're right. Add to this the fact that this unit is quickly obsolete with the arrival of Monitors/Merrimacks and you have a doubly sad unit. The British deserved better. Why not Commodores (inhanced paratroopers) or Spitfires (fighter) or even Anzacs! Sun never sets...yeah, right.
D-
Musketeer
If Dumas had these units for heroes, most of those overdone action novels would not have ended happily, I would think. Let's give a minor attack bonus to a one move defense specialist. I really hope someone got fired for that. The graphic is the only good thing, got to love that blown kiss and flamboyant outfit! Bonjour, you surrender monkeys!
D
Bowman
Nearly forgot him, and he is, in fact, rather forgetable. Added defense creates a "poor man's legion." A nice early unit, with all the attedant negatives (early golden age, early obsolete). Nice to see the more "old school" civ2 archer stats back, though.
B-
Panzer
Before I comment on game play issues, I'd like to point out the early WW2 German "blitzkrieg" armor was in fact inferior to Russian, British, and even French armor. They won with superior tactics and the use of combined arms. The Panzer simulates this with the added move ability. It's a great bonus, and allows for some fun late game offensives. I do kind of wish they'd called this unit the Panther or Tiger and picked a more appropriate graphic, but those are minor quibles, mainly illustrating my bizarre personality more than anything else.
A
F-15
Air units lost their teeth, so a special air unit is about as exciting as a special sea unit now. If you haven't locked down victory by the time the F-15 arrives, it's not going to be the silver bullet that wins the game for you. Why aren't marines specific to the USA?
D-
Well, I feel much better now. Reactions? None of this is gospel, and most of it is light hearted fun, so don't tear into me too badly. I'm just trying to improve the "purity of the game."
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