As on my other topic about archer major gods: One god per civilization, and "infantry" is defined as all units to take bonus damage from anti-infantry units, like the Hypapsist. What also means, that Norse heroes, and Atlantis heroes that are infantry, will be considered as "infantry", but myth units like the Minotaur will not. So, lets get started:
#1: Uranus.
Fanatic Heroes are arguably the ultimate meele unit, capaeble of tackling just about any meele unit that does not specializes on killing infantry. On their standart mode, Fanatics can actually beat standart anti-infantry units in one versus one, though admittedly they usually arent population effective against then. And although the Fanatics may be the stars of Atlantis infantry, dont you ever, even for a secound, think that it means Atlantis infantry only gets good on the Mythic Age: Atlantis infantry is good from the beggining to the end of the game. The reason why Uranus specifically was chosen is both because his speed bonus slightly improves infantry against its main and, arguably in the case of Fanatics, only true counter( Archers ), and because this same speed bonus also gives him some decent options for Classical Age rushes, particularly with the decently fast and yet still quite powerfull Murmillo. In general, Uranus has many ways to make up for the infantry normal weakness of low mobility.
#2: Thor.
With all of the myth and Armory upgrades, Ulfsarks become one of the best meele units in the game, rivalling Fanatics in terms of population effectiveness. Of course, it is quite a investment to get then to be-That-Good, but Thor still has undoubtedly the best Ulfsarks the Norse have to offer. The Norse and Atlantis are also the civilizations with the most versatile infantry, being both able to tackle both infantry, cavalry and archers with it.
#3: Zeus.
In any situation where your opponent is not also plaiyng as the Greek, the Myrmidon acts as a sort of "Mini-Fanatic" of sorts. The Hoplite, although lacking the brute power of some of the units described above, is still quite powerfull for a Classical Age unit, too. Admittedly, when you look at the minor god upgrades, Zeus is actually more of a "jack-of-all-trades" god then a infantry god per say, but his Hoplites are still strong and durable. I know it sounds like I am not giving him all that much praise, but it is simply because the Hoplites are fairly "standart" where infantry is concerned, being a bulky but slow anti-cavalry unit. It is simply that, on this quite standart role, they are really good at it.
#4: Ra.
Ra and Set are one of two Major Gods to have access to Horus and Ptah, whose respective upgrades greatly improve the Axeman and especially the Spearman, which becomes one of the most cost-effective anti-cavalry units in the game. I choose Ra over Set however, because of its fastest boom, in virtue of its ability to use Priests to empower as well as its ability to use Rain to boost its farms production. Though using Rain while still on the Arcaic Age might be a unconventional tactic, if you keep in mind that the Egyptians are the only civilization that actually-Can-Build farms on the Archaic Age, it might not be a entirely stupid idea, considering how much of a edge you will get if you get to be the first player to advance to the Classical Age.
Unfortunatelly, without god upgrades, the Spearman and the Axeman are essentially worst versions of the Greek Hoplite and Hypapsist. ... Okay, maybe I am being a bit strict here. After all, the Spearman is both cheaper, faster, and has a bigger line of sight then the Hoplite. So it makes for a better scout( Priests suck for purposes of scouting ) and raider( What goes well with a possible early Classical Age Spearman rush, if you ever feel like triyng it out. ). But in direct combat, it still falls flat against most infantry units. This is why Ra is still below Zeus: Hoplites are kind of great by default, whereas you have to work to get your Spearman to be good.
#5: Fu Xi.
Personally, I am the kind of player who strongly values versatility. So of course the last place would go to a Chinese major god, as the Chinese have only one infantry unit, the Halberdier, which is honestly nothing to brag about: A cheaper but weaker version of the Hoplite, basically.
With that said, that doesnt mean it is -Useless. As both of Fu Xi Classical Age gods have upgrades dedicated to boosting Halberdiers, God Powers which help with rushes( Call to Arms and Great Journey ), and Fu Xi himself has a great economy and is particularly good at aging up to the Feudal Age quickly, he can pull a very powerfull early Classical Age Halberdier rush. For a supposedly so defensive civilization, I find the Chinese to be surprisingly good at rushing. One could argue Nu Wa is capaeble of a similar tactic, but the difference is, Fu Xi Halberdiers can stay viable through the game thanks to other minor god upgrades( Like Zhong Kui and Ao Kuang ones ). And though Shennong has similar upgrades, its boom up to the Classical Age never hit me as being quite as fast as Fu Xi one... So I am going with Fu Xi.
#1: Uranus.
Fanatic Heroes are arguably the ultimate meele unit, capaeble of tackling just about any meele unit that does not specializes on killing infantry. On their standart mode, Fanatics can actually beat standart anti-infantry units in one versus one, though admittedly they usually arent population effective against then. And although the Fanatics may be the stars of Atlantis infantry, dont you ever, even for a secound, think that it means Atlantis infantry only gets good on the Mythic Age: Atlantis infantry is good from the beggining to the end of the game. The reason why Uranus specifically was chosen is both because his speed bonus slightly improves infantry against its main and, arguably in the case of Fanatics, only true counter( Archers ), and because this same speed bonus also gives him some decent options for Classical Age rushes, particularly with the decently fast and yet still quite powerfull Murmillo. In general, Uranus has many ways to make up for the infantry normal weakness of low mobility.
#2: Thor.
With all of the myth and Armory upgrades, Ulfsarks become one of the best meele units in the game, rivalling Fanatics in terms of population effectiveness. Of course, it is quite a investment to get then to be-That-Good, but Thor still has undoubtedly the best Ulfsarks the Norse have to offer. The Norse and Atlantis are also the civilizations with the most versatile infantry, being both able to tackle both infantry, cavalry and archers with it.
#3: Zeus.
In any situation where your opponent is not also plaiyng as the Greek, the Myrmidon acts as a sort of "Mini-Fanatic" of sorts. The Hoplite, although lacking the brute power of some of the units described above, is still quite powerfull for a Classical Age unit, too. Admittedly, when you look at the minor god upgrades, Zeus is actually more of a "jack-of-all-trades" god then a infantry god per say, but his Hoplites are still strong and durable. I know it sounds like I am not giving him all that much praise, but it is simply because the Hoplites are fairly "standart" where infantry is concerned, being a bulky but slow anti-cavalry unit. It is simply that, on this quite standart role, they are really good at it.
#4: Ra.
Ra and Set are one of two Major Gods to have access to Horus and Ptah, whose respective upgrades greatly improve the Axeman and especially the Spearman, which becomes one of the most cost-effective anti-cavalry units in the game. I choose Ra over Set however, because of its fastest boom, in virtue of its ability to use Priests to empower as well as its ability to use Rain to boost its farms production. Though using Rain while still on the Arcaic Age might be a unconventional tactic, if you keep in mind that the Egyptians are the only civilization that actually-Can-Build farms on the Archaic Age, it might not be a entirely stupid idea, considering how much of a edge you will get if you get to be the first player to advance to the Classical Age.
Unfortunatelly, without god upgrades, the Spearman and the Axeman are essentially worst versions of the Greek Hoplite and Hypapsist. ... Okay, maybe I am being a bit strict here. After all, the Spearman is both cheaper, faster, and has a bigger line of sight then the Hoplite. So it makes for a better scout( Priests suck for purposes of scouting ) and raider( What goes well with a possible early Classical Age Spearman rush, if you ever feel like triyng it out. ). But in direct combat, it still falls flat against most infantry units. This is why Ra is still below Zeus: Hoplites are kind of great by default, whereas you have to work to get your Spearman to be good.
#5: Fu Xi.
Personally, I am the kind of player who strongly values versatility. So of course the last place would go to a Chinese major god, as the Chinese have only one infantry unit, the Halberdier, which is honestly nothing to brag about: A cheaper but weaker version of the Hoplite, basically.
With that said, that doesnt mean it is -Useless. As both of Fu Xi Classical Age gods have upgrades dedicated to boosting Halberdiers, God Powers which help with rushes( Call to Arms and Great Journey ), and Fu Xi himself has a great economy and is particularly good at aging up to the Feudal Age quickly, he can pull a very powerfull early Classical Age Halberdier rush. For a supposedly so defensive civilization, I find the Chinese to be surprisingly good at rushing. One could argue Nu Wa is capaeble of a similar tactic, but the difference is, Fu Xi Halberdiers can stay viable through the game thanks to other minor god upgrades( Like Zhong Kui and Ao Kuang ones ). And though Shennong has similar upgrades, its boom up to the Classical Age never hit me as being quite as fast as Fu Xi one... So I am going with Fu Xi.