Ranking all special units (WIP)
Sept 1, 2021 13:40:12 GMT
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John Marston, 曹操, and 1 more like this
Post by Inactive user on Sept 1, 2021 13:40:12 GMT
Excellent: immediately build these and slap a general on them. Best special units in the game.
Awesome: extremely good, these units should be used as much as possible, as they can make a huge difference.
Great: very good, but have at least one flaw that keeps them from being perfect. Still worth using though.
Good: still worth using and building, but worse than the great tier. Can still be really useful in certain scenario's.
Awesome: extremely good, these units should be used as much as possible, as they can make a huge difference.
Great: very good, but have at least one flaw that keeps them from being perfect. Still worth using though.
Good: still worth using and building, but worse than the great tier. Can still be really useful in certain scenario's.
Meh: okay, but should only be used if given. Don't build otherwise, as you can spend your money on something more useful.
Bad: can be used as cannon fodder or meatshield, and usually nothing more.
Terrible: might as well just burn your money while you're at it. Never worth using as these units are just downright terrible.
Disclaimer, the stats I list are the stats without tech upgrades. It may be more for you.
Special artillery units:
Carronade: basically a light artillery, but with an added burn effect and lower defense and health. Not worth using, especially as it has -1 mobility as compared to the light artillery. It also costs 15 gold more, but it is 10 production cheaper to produce. And i didn't even mention the fact that it costs 100 gold and 60 production to research in conquest. Lastly, it's exclusive to the CSA and the USA, of which the one who is seen in the most conquests, the USA, is only playable in 2 conquests. Just do yourself a favor, and produce a light artillery instead. May be worth researching if you want to reach something further in the tech tree, but not worth researching specifically for the unit.
Krupp cannon: a field artillery on steroids. 85 base damage, has a chance to ignore the enemy's defenses, and has 235 health. With a general like Ivanov, it is able to reach 200+ damage. It does have some major setbacks though. First off, it is unlocked pretty late in the tech tree. Therefore, it'll take a while to research it. Furthermore, it is fifty gold and 40 production more expensive then the field artillery, it has 4 more population than the field artillery, so it's expensive to maintain, and you need a high level city to produce it (level 5 or 6 i think). This is what keeps the Krupp cannon from being excellent. It's still an awesome unit nevertheless, and it's the ultimate sieging unit. If you want to test these, i'd recommenf the 1865 Prussian conquest, as you are given two of these bad boys right of the bat. Just put your best arty gens on them, and unleash total destruction.
Bad: can be used as cannon fodder or meatshield, and usually nothing more.
Terrible: might as well just burn your money while you're at it. Never worth using as these units are just downright terrible.
Disclaimer, the stats I list are the stats without tech upgrades. It may be more for you.
Special artillery units:
Carronade: basically a light artillery, but with an added burn effect and lower defense and health. Not worth using, especially as it has -1 mobility as compared to the light artillery. It also costs 15 gold more, but it is 10 production cheaper to produce. And i didn't even mention the fact that it costs 100 gold and 60 production to research in conquest. Lastly, it's exclusive to the CSA and the USA, of which the one who is seen in the most conquests, the USA, is only playable in 2 conquests. Just do yourself a favor, and produce a light artillery instead. May be worth researching if you want to reach something further in the tech tree, but not worth researching specifically for the unit.
Krupp cannon: a field artillery on steroids. 85 base damage, has a chance to ignore the enemy's defenses, and has 235 health. With a general like Ivanov, it is able to reach 200+ damage. It does have some major setbacks though. First off, it is unlocked pretty late in the tech tree. Therefore, it'll take a while to research it. Furthermore, it is fifty gold and 40 production more expensive then the field artillery, it has 4 more population than the field artillery, so it's expensive to maintain, and you need a high level city to produce it (level 5 or 6 i think). This is what keeps the Krupp cannon from being excellent. It's still an awesome unit nevertheless, and it's the ultimate sieging unit. If you want to test these, i'd recommenf the 1865 Prussian conquest, as you are given two of these bad boys right of the bat. Just put your best arty gens on them, and unleash total destruction.
Aboriginal artillery: This is a meh unit. A slightly more expensive siege artillery with a lot more health, slightly less attack, and 1 more movement. It has a lot of health for its price, which gives it the meh tier. It's attack however, is too low to get it into the good tier. If this was higher in comparison to "normal" units, it'd be much better. They also don't have any notable skills, while both the other two special artilleries do.
Special cavalry units:
Tank: really, really expensive for what it offers. It has an artillery weapon, meaning it has 75 percent damage against basically anything, it has victory rush, which sucks with the artillery weapon, it has a skill that allows it to ignore barriers, which also sucks. This unit is still in green tier purely for the attack and the health.
Guard sipahi cavalry: one word, plunder. Health and attack isn't preferable, but the plunder ability alone gets it into the excellent tier. It also has victory rush, which has a perfect allows cav gens to wreck weaker units in rapid succesion to gain health, and then attack bigger enemies. The weapon (musket) is quite bad though, but if it had any other weapon i'd have to make ANOTHER tier just for this unit. Simply OP.
Guard cavalry: -1 movement in comparison to the old guards, +20 attack, -50 health, miss Veterancy, but get victory rush instead. Still a pretty solid deal. Victory rush+grenades is still a really good combo, allowing you to destroy a city and take it immediately after. It's not as good as the Old guard though, giving them the green tier.
Special infantry units:
Tank: really, really expensive for what it offers. It has an artillery weapon, meaning it has 75 percent damage against basically anything, it has victory rush, which sucks with the artillery weapon, it has a skill that allows it to ignore barriers, which also sucks. This unit is still in green tier purely for the attack and the health.
Guard sipahi cavalry: one word, plunder. Health and attack isn't preferable, but the plunder ability alone gets it into the excellent tier. It also has victory rush, which has a perfect allows cav gens to wreck weaker units in rapid succesion to gain health, and then attack bigger enemies. The weapon (musket) is quite bad though, but if it had any other weapon i'd have to make ANOTHER tier just for this unit. Simply OP.
Guard cavalry: -1 movement in comparison to the old guards, +20 attack, -50 health, miss Veterancy, but get victory rush instead. Still a pretty solid deal. Victory rush+grenades is still a really good combo, allowing you to destroy a city and take it immediately after. It's not as good as the Old guard though, giving them the green tier.
Special infantry units:
Old guard (french grenadier bois): at first sight, you may think this is just a slightly more expensive new infantry. Well no, there are quite a few differences. First off, old guards have 2 population more. This can be lowered by tech however. Next, new infantry have 5 more attack, but 35 less health. The old guards also have a neat little effect called veterancy, which allows them to take 25 percent less damage from any attack. Lastly, Old guards have 2 more movement. But, the thing that makes the grenadiers great, is that they have grenades. This allows them to deal much more damage to city defense, turning them into a faster, albeit weaker artillery. This gives them the great tier instead of the Awesome tier.
Guard grenadier (Russian grenadier bois): Although they are also grenadiers, these miss an important effect that the Old guards do have, Veterancy. This gave the Old guards the great tier, together with the grenades. The guard grenadiers have another effect however, surprise attack. This gives them a chance to attack without counterattack. These two are still awesome, but Veterancy is arguably better. There isn't that much of a difference in stats. The guard grenadiers have 40 health and 13 defense less, but 10 attack more, which makes the guard grenadier better suited for offense rather that defense. Overall, the old guard is better, which keeps the guard grenadier from being great tier.
Patriotic army: It's garbage. Never ever worth using. A worse and more expensive miltia, and it's ability sucks. "You can't fall into confusion in your own territory". It's so fragile, it won't ever fall into confusion anyway. Also to quote Gone : "What is even the point of their ability? Your units are much more likely to be invading enemy territory than defending their homeland." Don't ever use it.
Redshirts: a slightly more expensive (5 production more) light machine gunnerw with 5 added health, a worse weapon, 1 more movement and root, an ability which isn't all that special. As i said, can be used as defenders IF YOU ALREADY GET THEM IN THE BEGINNING OF THE CONQUEST. If you wonder why i put it in big bold letters, the other tech is marching bulge, which is way better, as it gives infantry +2 mobility. Don't research or buy.
Air gun solider: nearly same stats zs heavy machine gunner, weapon stats are almost exactly the same, it has one more movement, but only half the defense. And as a cherry on an already splendid cake, it has a chance to attack twice. What's there not to like. Great tier, because it's unlocked mid-tech tree, and because HMG is also a great tier unit. Nevertheless, a slightly cheaper alternative for HMG.
Special navy units:
Aboriginal clipper: a slightly weaker corvette. Terrible, but you don't have any other choice. Better than it's 1914 and 1917 version, as here it actually has a chance to compete with the enemy ships.
Aboriginal ironclad: i should actually make another bad tier reserved for just this unit. Don't confuse this with the 1861 and 1865 ironclads, as these are actually good. This unit has the same stats as in 1861, and now has to compete against the likes of destroyers, frigattes and in really bad times, even battleships. This unit really deserves the name worthless, but, as you've noticed already, you don't have a choice.
Guard grenadier (Russian grenadier bois): Although they are also grenadiers, these miss an important effect that the Old guards do have, Veterancy. This gave the Old guards the great tier, together with the grenades. The guard grenadiers have another effect however, surprise attack. This gives them a chance to attack without counterattack. These two are still awesome, but Veterancy is arguably better. There isn't that much of a difference in stats. The guard grenadiers have 40 health and 13 defense less, but 10 attack more, which makes the guard grenadier better suited for offense rather that defense. Overall, the old guard is better, which keeps the guard grenadier from being great tier.
Patriotic army: It's garbage. Never ever worth using. A worse and more expensive miltia, and it's ability sucks. "You can't fall into confusion in your own territory". It's so fragile, it won't ever fall into confusion anyway. Also to quote Gone : "What is even the point of their ability? Your units are much more likely to be invading enemy territory than defending their homeland." Don't ever use it.
Redshirts: a slightly more expensive (5 production more) light machine gunnerw with 5 added health, a worse weapon, 1 more movement and root, an ability which isn't all that special. As i said, can be used as defenders IF YOU ALREADY GET THEM IN THE BEGINNING OF THE CONQUEST. If you wonder why i put it in big bold letters, the other tech is marching bulge, which is way better, as it gives infantry +2 mobility. Don't research or buy.
Air gun solider: nearly same stats zs heavy machine gunner, weapon stats are almost exactly the same, it has one more movement, but only half the defense. And as a cherry on an already splendid cake, it has a chance to attack twice. What's there not to like. Great tier, because it's unlocked mid-tech tree, and because HMG is also a great tier unit. Nevertheless, a slightly cheaper alternative for HMG.
Special navy units:
Aboriginal clipper: a slightly weaker corvette. Terrible, but you don't have any other choice. Better than it's 1914 and 1917 version, as here it actually has a chance to compete with the enemy ships.
Aboriginal ironclad: i should actually make another bad tier reserved for just this unit. Don't confuse this with the 1861 and 1865 ironclads, as these are actually good. This unit has the same stats as in 1861, and now has to compete against the likes of destroyers, frigattes and in really bad times, even battleships. This unit really deserves the name worthless, but, as you've noticed already, you don't have a choice.