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Читы для Shogun: Total War

Чит-файл для Shogun: Total War

Shogun:
Total War

 За игрой наблюдают: 1 человек

Выдержка из Энциклопедии игр

Разработчики:EA и Daydream Software
Издатель:Electronic Arts
ISO статус:релиз состоялся 14 июня 2000 года
Жанры:Strategy (Real-time / Turn-based / Wargame) / 3D
Multiplayer:(4) LAN, Internet

Даты выхода игры

вышла в 2000 г.

FAQ [ENG]

Информация актуальна для
***********************************************************************
***********************************************************************
***SHOGUN: TOTAL WAR, WARLORD EDITION by Fallon***
***********************************************************************
**************************=V2.05=***********************************
******************24th February 2003*******************************
***********************************************************************

disclaimer read first!

This FAQ is for private use only reproduction or republication in CDroms
or unspecified websites is not allowed as this is my work and belongs to
me and I worked hard for it. If you want it on your web site ask me @

fallonken@hotmail.com

I also accept NO responsibility for what happens from use or lack of use
of this short FAQ so use at your own risk.Also please do not ask
stupid questions as these will be ignored .Examples are what s the key
for since its listed in the manual and the key command card , other
examples are what is the average kill ratio between this unit and that unit
on a hill on flat ground on bridges etc that sort of information would perhaps
take me the rest of my life to find out and you only live twice.




************************************************************************
************************************************************************
************************************************************************
************************************************************************

#1.Introduction.
  -1.1 version history
  -1.2 System specs

#2 definitions

#3. Japanese troops
   -Infantry units
   -Cavalry units
   -Strategic units

#4.Mongolian intro

#5.The Mongolian forces:
   -Infantry units
   -Cavalry units
-5.1 Map tactics
-5.2 Combat
-5.3 Gun combat
 -5.31 Arquebusiers vs musketeers

#6 Misc notes - battlefield
  -6.1 Misc notes - map

#7 Castle attacks
-attacking
-breaking the siege

#8 Bridge Tactics
- holding a bridge
- Taking a bridge / crossing

#8.1 Taking hills

#9 Clan notes

#10 Ways to win the campaign


#11 Mongol campaign
 - historical campaign mode mongol battles

#12historical campaigns

#13 Daimyo personalities

#14 Christianity vs Buddhism + notes
 -making Koku and keeping it

#15 advisor quotes and notes

#16 Death poems + maxims

#17 Observations

-seen bugs

#18 The chase

#19 cheats etc

#20 Credits and notes + things to come

************************************************************************
************************************************************************
************************************************************************
************************************************************************


#1                             INTRODUCTION

I bought this game years ago but not the warlord edition it always seemed
to lock up regularly on my windows ME system but I changed to a windows
2000 system recently and Nvida 30 something drivers which work well with
shogun ,and from winning the game on normal twice in the past few days
I am here to share what I have discovered to make your new career as
Daimyo easier and to gain the all mighty honour points.(hmm sounds
like Mechwarrior mercs but instead  of C-bill its honour and koku.This
is what I have learnt from several weeks of intense playing.I don't consider
myself the best or an expert player since I have much better things to
do like life this is just my observations and if you spot something not
said here good for you I would also note that I live in the UK and I spell
things in a slightly  different way to Americans.

honour = honor
defence = defense
tyre = tire
metre = meter
4 feet = 1 metre

Also some of my definitions are different , if you hear decimate in modern
speak most people think it means to kill most of , though I use decimate
as the roman punishment for killing 1 of 10 slaves.(Orguss 2 snuck this
in btw with the 10% survival rate implied).

I would also like to point out my system for changing FAQ versions, major
changes such as moving entire sections about are changed in primary
FAQ numbers , minor changes , various edits are denominated by the
number after the decimal point.Though I have no real hard fast rules since
this FAQ grew enormously over the past week (it began at 49kb and is
about 106kb).

#1.1 version history (this FAQ not the game)

#V1.1 completed 17/01/03 +20kb

Added to notes of various units

added some misc notes

Added some kensai data

Added some tactics

Added some castle attack notes

Added some castle defence notes

Added tax rate data

#V1.2 18/01/03 + 15kb

Corrected a few things

added religious +/- bits

did some tidying

#V1.3 + 25kb

Added advisor quotes

added death poems

Added forced suicide notes

#V1.4  +15kb 19/01/03

Added extra unit data

#V1.5  + 4kb 111kb exceeded 21/01/03

Moved things around alot , separating musketeer notes into its
own section Gun combat.Meta thoughts on combat in each
province though this will perhaps be overkill as you ought to
learn this yourself and would probably make the guide more
than a few meg.

#V1.7 skipped over 1.6 added 9kb 23/01/03

Added some Cross bow notes and tactics

Added bridge combat section

Added some observations

#V1.8  28/01/2003 168kb exceeded

This is getting old shogun is an old game (in game terms
er does that make any sense to anybody?) and everybody seems
to be moving over to medieval total war which is a fine game I
suppose so this will probably be my last update unless I find some
awesome undiscovered thing or nasty tactic to use in the game.
Updates people spotting things maybe added if anybody is till
playing but then again homeworld is even older and I know people
who still play it.Its like the homeworld faq it just keeps growing
and growing well at least its cathartic eh?

#V1.9 5/02/2003 185kb exceeded! hurrah!

monstrous this FAQ theres little niggles I keep discovering in
shogun its like those kiddies in the midwich cuckoos they
keep growing at a monstrous rate in gestation and after they
were born.What started as something small about 30kb
has turned into a monster.

added uphill fighting

did some tidying and some corrections

#V2.0 7/02/2003 194kb exceeded

Ha found out the film that gun sequence is in (meantioned in
the muketeers note section) and added a few moot tactics
which you may or maynot notice , somehow I think this will
be the final update for quite some time since I'm getting a bit
bored with this.But thanks to CjayC for correcting the credit
this FAQ was credited to.

#V2.01 14th February 2003 206kb exceeded.

Not that long for an update eh? , just a few moot things added
nothing of significance

#V2.02 16th February 2003 211Kb exceeded

On the path to becoming the largest FAQ at game faqs though
theres lots of fluff , and it sucks up my time like er a vacuum
cleaner and dust?.

Added most troops japan can support at any one time

Added Mongol historical campaign battle walk through

#V2.03 18th February 2003 228kb exceeded

Darn it this is like in keep the aspidistra flying where he can't keep
focus and keeps adding correcting and changing little tiny bits
in his super long poem pleasures of London.Beh the updates
section is getting bigger than entire sections of this FAQ hmm
I wonder how many pages it'd take up to print on paper? , it
it far too big to be used on spell checks on my PC for word.
hmm seems like 39000 words and 108 pages making this
my biggest FAQ to date putting homeworld to shame.
hmmh 211000 charactors I must get out more....

added historical campaign for Tokugawa and oda

#V2.04 21st February 2003 262Kb exceeded

Added some more Tokugawa historican campaign data

Added some extra gun data

This is getting big a bit too big  wonder if on win9X it will actually open
in notepad it does on NT4 and NT5 since its a better system than win9x
but hey this is getting so out of hand that there is little to write anymore
.The only thing to write is historical battles but most of the historical
battles are in the historical campaign battles anyway and in the historical
campaign battles cannot be played at differing difficulty!.Therefore if you
can win it at the level it happened at then you ought to be able to
beat it normally like that.Though this maybe updated someday if I have
time and some luck maybe I will update that historical campaign battle
I keep getting stuck at..

#v2.05 24th February 2003

I have no idea as to why gamefaqs truncated this document to 216kb
maybe a mistake perhaps ? , this is just a resent so there isn't anything
shockingly new here.Well except for anexplaination of the introduction
which isn't exactly ground breaking or a super new tactic for beating this
game into submission is it?.

#v2.06 25th February 2003

This is narfed after sending it in several times it is still not right and
apparently its something to do with hotmail things though the problem
is 100% invisible to me (ie if I send it to another hotmail address
its ok).Ah the woes of being a faq writter these days.

*****************************************************************************

#1.2 System specs (taken from readme)

System Requirements
MINIMUM CONFIGURATION
Windows 95, Windows 98, Windows 2000, or Windows ME
(Windows NT is not supported)*
233 MHz Intel Pentium MMX or AMD K6 processor, or 200 MHz
MMX processor with supported Direct3D video card
64 MB RAM
4x CD-ROM/DVD-ROM drive
650 MB free hard disk space plus space for saved games
(additional space  required for Windows swap-file and Direc
tX 8 installation) 8 MB video card with DirectX 8 compatible driver;
3D Accelerated Mode requires a 16 MB Direct3D capable video card
using the nVidia GeForce 2, nVidia GeForce  256, nVidia Riva TNT2,
nVidia Riva TNT, ATI Radeon, 3dfx Voodoo5, 3dfx Voodoo3,
3dfx Voodoo Banshee, Matrox MGA-G450, or Matrox MGA-G400
chipset
DirectX 8 compatible sound card
Windows Media Player 6.0 or higher (not on CD; available at
www.microsoft.com)
Keyboard
Mouse

*NT4 is not supported NT5 ie windows 2K is supported at SP2
with an AMD CPU

RECOMMENDED
300 MHz or faster Intel Pentium II processor
128 MB or more RAM
8x or faster CD-ROM/DVD-ROM drive
1.65 GB free hard disk space plus space for saved games
32 MB or greater Direct3D capable video card with DirectX 8 compatible
driver

My test deck

AMD 1700
Win2K SP2
512mb ram
32MB NVida Tnt2 card
Big speakers
Big 21 CRT screen
lots of coffee

I prefer to use win2K as alot of the time if games crash I can go to
desktop and end the program unlike in win9X where a lock up
nearly always means reset button.Not that shogun crashes that
much for that matter on my system.I have no idea if this game
works on winXP (hack spit) or on any other platforms like linux
so please no emails or demands that I tell you how to work it
(though it worked allegedly on a Amiga PPC something or other
running linux with a emulator version of win9X though it was
ghastly slow).

************************************************************************
************************************************************************
************************************************************************
************************************************************************

#2 definitions

Cav = cavalry

Yari = unit with long spears

pike men = yari units

Ashigaru = conscripts (literal of light foot)

rout = running away with infinite energy

rally = stop routing and regroup

friendly fire = hitting or killing your own units

backstab = to massacre your allies on the field when they rout , though
with daimyo aligned forces it has the effect of declaration of war with
ronin they won't really mind.

flank = to move around the edges of the enemy formation and attack
from sides or behind

cover = trees , impassable ridges where arrows can't pass note
single trees donot count as cover nor do loose forests arrows
can still nobble your troops.I would note trees only stop a portion
or arrow fire and not 100% so its not really completely arrow
free zoning so be careful.

choke points = bridges and valleys between impassable ridges

impassable terrain = high ridges , mountains and rivers and structures
on the landscape.

rear area raid = use of ports to attack non front line provinces

honour = experience

tied up = occupying one or more enemy unit(s) with one or more of yours

koku = the amount of rice needed to feed a man for one year (mis leading
since you can reclaim koku from buildings and therefore really is more like
gold since I don't think Dutch and Portuguese would have that much
use for rice)

overwhelming / swamping = fighting one enemy unit with more than one of
yours eg:

2:1 minor swamp
5:1 major swamp
10:1 Super swamp
15:1+ etc

though Kensai are naturally swamped to really swamp a kensai you need
180 : 1 (with kensai as 1)
for a good chance to defeat him
500 : 1

or you can always use guns

charge = double clicked attack which gives minor bonuses when troopers
run towards the enemy weapons raised

unit = group of 60 men (with default 60 men unit setting) except for battle
field ninja kensai and Daimyo

Squad = a beat up group that has taken heavy losses and therefore is
significantly less than the number of men it started when it came out
of training

map tactics = tactics relating to the big map of Japan

Battle field tactics = tactics relating to the battlefield

poppers = thunder bombers

defeat in detail = where up to 10:1 is used to crush enemy units thus having
barely any losses.

melee = hand to hand or close combat (can be forced with ranged units)
ranged units = archers , gunpowder units cav archers thunder bombers
skirmishers

gun powder units = Arquebusiers or musketeers

coup de tat = sudden change of power (say a revolt) or when a daimyo
dies and has no heirs causing his large empire to collapse into chaos

gunners = gunpowder units

hand to hand = melee

the chase = when entire armies rout and you chase them killing them
before they can leave the map (one of the perks remember its only a game!)

meat grinder = throwing units (cheap or expensive) into the fray and
waiting for who routs first with minimal unit matching , used by Daimyo
with lots of koku to waste

pounder = throwing more troops into the fray much like a meat
grinder effect

pounder(2) = as in quarter pounder as in lots of meat as in meat
grinder.

cheap pounder = throwing cheapo units into the fray like ashigaru
or yari samurai (late) where the troops become the meat.

heavy pounder = throwing in expensive troops with good honour
and upgrades into a battle like a meat grinder effect where they
are the grinder usually.

giant burger = when after a huge battle there is barely any grass
visible where he main site of the battle took place common at
titanic bridge battles , battles where there are cheap pounders
and heavy pounders

attrition = putting ones resources against another when ones resources
are greater than another that person usually wins even with poor tactics
though with superior resources , troops and tactics the opponent can
be easily crushed , though brilliant tactics and less resources can
mean defeat to the better supplied general.

through bullets = aquebuses pellets that go through one man then
another , which don't exist in shogun , but did exist in real life like
in the British Zulu wars(but they used the awesome martini Henry
.45 cal black powder bullet rifle which the Imperial war museum
tested could go through 3 men at long range).

meat = troops to die

hidden units = units that do not show up on radar or the main battle
screen usually out of eyesight range or in trees.

stealth = battle field ninja ie you can see them but you can't
order attacks on them till they get very close.

stealth 2 = deep in tree so deep that you see enemy units
run around looking for you (can be done with any unit)

lost leader tactic = to use a unit against a unit that it is least
effective against , say Yari on heavy cav while you use units that
are easily killed by that unit say monks or archers , to attack
from the sides or behind

Bush fighting = fighting in trees exclusively effectively turning
cav into weak units

Kensai = sword saint = no datchi but with stupidly high armour
attack and defensive abilities and can run just as fast as horses.

Sun Tzu = Chinese general famed for his skill in battle and of
legend when he did silly things my friend's father keeps telling
me about like the burning of all escape for his OWN troops.

skirmish = small battle

skirmish 2 = small battle in a big battle not of the main battle

pumping = variation of meat grinder , when one unit engaged
then you put another in and another and another.

pumping 2 = produce as many as possible ie set as many
provinces to build the facilities required to train them then
produce them en masse (best done at provinces with ports
to minimise deployment times even better to have them
with weapons and armour upgrades).

rear area raid = sea borne invasion possible only with ports
and spies

sally = to charge out of a castle to break the siege possibly
supported by troops from elsewhere.

upgrades = when units are produced or retrained in an area with
either an armoury or with a sword smith up to a maximum of +3
in armour and weapons .The associated upgrade is added on top
of standard ratings , so a nagnita with std armour of 5 will have 8
and so on.

upgrade 1 = upgraded morale much in the same way as upgrades
but acts upon the honour rating (which is morale rating)

a push = when your unit engages an enemy unit of his engages
yours and they die nearly 1:1

oppertunity cost in that you have to give up one path to choose
another say in a 960 man army you have 16 unit slots , therefore
if you choose kensai as one of your units you lose the oppertunity
to field 59 men and your max is 901 men.Or if you use one unit
cheaply you lose the oppertunity to put more powerful units in
place , due to training time oppertunity lost.

Force retreat = when you enter a province outnumbering or having
high honour troops that the enemy general decides that he cannot
win and abandons the province.

************************************************************************
************************************************************************
************************************************************************
************************************************************************

Notes:

-Yamashiro (next to the inland sea) gives +1 honour for ever unit
produced there which can be added to legendary production facilities
to give up to +3 honour for combat units built there unfortunately
you cannot tie this with iron sand and armouries so its a trade off
between +1 extra honour or extra armour (good for strategic units
I suppose since extra armour means nothing to them).Also if you
conquer  that province the emperor  will pledge his support for your
clan which means very little as far as I can see.

-Heavy cav and nagnita cav need provinces that can support armouries
and therefore can only be trained in such provinces.

-effect of weapons upgrades and armour upgrades has not be considered
much in the notes and effectiveness of units you can probably work it
out yourself.

-long range units may be able to fire more than the stated ammo limits
I have written into this guide , there are several reasons for this:

A I didn't count it right
B not all men in the unit fire and therefore ammo is not used
at maximum rate
C Some men get killed ,
D arrows amiss via friendly fire in backs of nearby units

-ranged units (archers and gunners) barely get any honour from their
long range attacks even if they kill huge numbers of enemy troops, you
can increase their honour quickly by having them charge after your main
melee units have passed through them (so they act as support units)
or during chase sequences.

I play with fatigue , morale limited ammo and camera restricted so
notes may or may not apply if you play with different settings
settings other than mine are usually total meat grinders since
troops often fight to the dead and don't run off scared and long
range troops cannot be baited to run out of ammo.

Also high honour units can engage anything honour 6 units can
attack yari quite well for example , even though cav are extra weak
against yari units.Though archers are the exception since they
run so fast they can skirmish your forces to death in many
situations.

************************************************************************
************************************************************************
************************************************************************
************************************************************************


                       Japanese infantry

Details:

Training time: (in seasons)
cost: cost in koku , self explanatory**
Value : how much I think they are worth
koku per man (training) : cost of koku for each man in a 60 man std
unit size
Clan that specializes in them: self explanatory
Requirements: buildings needed to train them (+sub buildings)
Maintenance koku : cost in koku per man per year after training*
Provinces with honour bonus: provinces that produce certain units with +1
honour without such things as legendary / famous production facilities.
Best vs : Best unit to use this unit against
Worst Vs: worst unit to use this unit against
March speed : self explanatory
Running speed : self explanatory
Charging speed: self explanatory
Charge bonus : + attack when set in a charge
melee bonus : self explanatory
defence bonus: self explanatory
armour level: self explanatory
honour: (I think this is mistaken for morale in the troop data file)
range(if a ranged unit): my guess is in feet since metres is too far for some
ammo(if a ranged unit): self explanatory
power(of projectile) : self explanatory
availability : the year at which you can get them in ideal conditions ie you
have the facility build times and training times

*I have listed them per man per year since units rarely ever come out of
battles intact even with winning easily status during engagements you
can lose quite a few of your soldiers.

**units are 25% cheaper if you specialise in them (this applies only
to training not maintenance)

Note taisho and daimyo are extra hard depending on how much honour
he had this is not accounted for in this faq and guide so you can just over
whelm him if you want use arrows guns whatever , this does pose an
interesting tit bit to try have a kensai as general with full upgrades
and that kensai being one of your sons = extra hard kensai unit.You
may have noticed this when attacking castles the taisho always seems
to take a while to die after you have cleaned out the castle or when
you can chase him for miles having units slice him many times if
you manage to get him to rout.Still you can always save some arrows
to prevent him from massacring half your army before he goes down...

Yari Ashigaru

Training time:1 season
Cost: 100 koku.
Value :low / medium
koku per man (training) : 1.66
Clan that specializes in them: Oda
Requirements Spear dojo
Maintenance koku 0.5 koku per year per man
Provinces with honour bonus: Tosa, Owari.
Best vs : cav archers , no datchi
Worst Vs: Kensai , warrior monks , naginita
March speed : 7
Running speed : 12
Charging speed: 12
Charge bonus : 0
melee bonus : -1
defence bonus: -1
armour level: 2
honour: -4
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
avalibility : from the start

Notes :

Very cheap to train and very cheap to maintain named Yari due to the
long spears they carry , they are also extremely fast , from their
low morale ease of being killed they seem useless but not at all.Alright
after a few seasons they get utterly slaughtered on any field with modern
armed troops , alright they always get slaughtered , but they do have uses.
They are also one of two units who have no shoes (the other being warrior
monks) , and they are Napoleonic as sated in the manual they will pillage
villages and peasants when not in battle as a perk of their job though
its effect on loyalty is zero since I've had ashigaru armies as garison
and they usually stay loyal.Also Samurai think less of ashigaru and
their morale is not affected by their routing.They do live off the land
and raid peasants (which is why they have 0.5 koku support per man
per year) though this does not seem to affect population loyalty when
I keep them as garrisons.A strange paradox comes about , if you really
want to use them as part of your main forces use them with max upgrades
and a legendary palace at the production facility.The paradox is that if
you can afford all that then why on earth would you be buying them
other than the bait reasons put below but I did say part of your main
forces.But alas with maximum upgrades they are only about as effective
as low morale monks which means its hardly worth the fuss......
Though in trees on a map where the trees are on a hill top
vs cav they might have a good chance.I would also add weight in
numbers is a no no since you can only bring 960 men on the field
at any one time if you had 16 units of yari ashigaru then you can
only get those extra troops onto the field when some get killed
(entire units) or rout.But this then has a cascade effect since those
men were either slaughtered or scared the new folks on the field
get scared and rout pretty quickly and the cycle continues.I've
seen titanic battles like this where 5000+ troops attacked me
all cheapo units all falling at my feet.

===Uses===

-Absorbing arrows in loose formation

When facing an arrow opponent and he has the highland and you are
stuck in the valley and cannot flank your opponent you can always put
these guys just inside the firing range of archers in loose formation to
suck up enemy arrows , its cruel its cold and its nasty but shogun
aren't in this business to make friends.If you can hide them in forests
while absorbing arrows all the better , those arrows aren't unlimited.
(they don't actually absorb the arrows they die from them but that
serves the same purpose so go figure)

-Tiring out other units who chase and kill them

Yari Ashigaru are fast at running about the battle fields probably due to
their virtually non existent armour and light weapons , all other foot
soldiers who chase them will have a hard time catching them if you make
them run .Tired soldiers fight less effectively, try trap enemies by luring
them
with these boys and encircling units and slaughtering them.

-Running over bridges quickly

Again their high speed while running allows this and while they are being
slaughtered by the enemy waiting for you on the other side you can get your
slower troops across the bridges.

-Chasing routed troops

Again their high speed helps them with this , though watch out for when
troops rally they can turn round and easily annihilate your yari ashigaru
groups without much trouble.

-Just about stopping Cavalry

More of a deterrent on an open battle field but they do hold their own even
against heavy cav in forests and other tree outcrops.

-Tiring out kensai

Oh yes , the most powerful warrior on the field CAN be stopped with yari
ashigaru after  extensive testing with 2-3 (units of 60) vs 1 kensai the kensai
will be beaten with only 50-80% losses to your yari troops.Killing and swinging
that massive sword tires them out  quickly so you can swarm kensai with 3
units of them in wedge formation so he quickly becomes attacked on
all sides 9-12 men thick.

-human sheilds

Yari ashigaru are cheap , but since through bullets don't exist you can march
them infront of your more expensive units to absorb bullets fired by christian
enemies.In essence acting as sheilds but since they do actually move so
fast and have better melee combat stats than the gunners you can beat the
17 second fire trap I describe later , even if they rout your troops behind can
massacre the gunners.Though they don't do too bad against gunners anyway.
But you can always use them as sheilds for kensai as well .

-support units

When a good unit is engaging another you can move them quickly
to the sides to attack the enemy from 2 sides ,or keep them just
behind to backup the attacker from one side and to prevent enemy
from doing the same to you.

-Honour baiting

As described in the map section where they are used to beef up
enemy general stats so you can assassinate them for more
honour.

-buying time

If you know a battle is hopeless you know when you rout you get
chased and lose even more men , if you keep a few groups of
these guys on a hill standing firm , you can withdraw your expensive
troops to a far back position then rout them.The yari will buy you
and extra 15-30 seconds thus saving plenty of your better troops
lives.This can also be applied to engagements since troops
engage things within a radii of themselves you can move them
in and in effect vacuum enemy to engage them while you position
troops in an advantageous spot.Sacrifices for the greater good
are sometimes necessary in shogun total war.

-teasing out enemy troop concentrations in trees

When an enemy is in the trees you can exhaust their arrows using
these guys and also if you park them at the rim of the forest and march
them slightly in and engage then rout .Enemies can seldom resist the
chase and when they come out for the kill you can crush them yourself
though it is seldom needed for foot units unless you have lots of guns
and arrows for extra lethality.

-garrisoning

Due to their cheap 0.5 koku per man per year cost they are good for
garrisons since they acheive the same effect though with lower
maintenance costs.Still on your front lines and ports keep something
stronger to prevent enemy incursions since even giant armies of
yari ashigaru are easy to win against.

===Killing them===

Archers (though wasteful) are effective they also die from archers in melee
too , though esp on easier levels with a large army they rout after a charge
is initiated.However donot engage them on hills this is where they are quite
effective when coming down the hills , you may be winning but you'll be
losing quite a few men so many it may make victory a bitter one.

Yari Samurai

Training time:1 season
Cost: 200 koku
Value : medium - low high
koku per man (training) : 3.33
Clan that specializes in them: -
Requirements Spear dojo
Maintenance koku 1 koku per year per man
Provinces with honour bonus: -
Best vs : cav (all types though naginita and heavy will hassle them) no
datchi
Worst Vs: archers (slow speed) , monks . naginita
March speed : 6
Running speed : 10
Charging speed: 10
Charge bonus: 0
melee bonus : 2
defence bonus: 2
armour level: 2
honour: 2
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability : from the start

Staple diet of the early Daimyo , they are much more useful than the
ashigaru much much useful purely because they do not rout as easily and
can stand up to heavy cavalry without too many losses , they team up well
with archers and although weaker than naginata they make up with their
better speed lower cost and chasing routed troops.

===uses===

Stopping cavalry

Other than naginita cav and heavy cavalry (though in forests they
do this extremely well) at 2:1 vs they will win against all cavalry

Serving as a distraction

They are staple troops to begin with and they become quite useless after
a while but they can engage other more powerful units (and get slaughtered)
keeping them busy until your main forces arrive (or you can retreat your
Daimyo and his guard if you are losing badly!)

===Killing them===

These boys are a tough nut to crack with cav but use other yari samurai
against them from high ground , if they have just charged through a group
of allied archers then have the archers support them also.

They also seem weak to high ground archer charges as in training it is
possible to eliminate the yari samurai group with the smaller archer group
with <5 casualties (use lots of arrows and running wedges sacrificing the first
few front guys in the wedge)


Samurai Archers

Training time:1 season
Cost: 300 koku
Value : low high
koku per man (training) : 5
Clan that specializes in them: Uesugi
Requirements: Archery Dojo
Maintenance koku : 1 koku per man per year
Provinces with honour bonus: Totomi
Best vs : monks , naginita (considering melee is harder to kill them)
no datchi , kensai
Worst Vs: cav
March speed : 6
Running speed : 10
Charging speed: 10
Charge bonus:2
melee bonus : 0
defence bonus: -1
armour level:  1
honour: 0
range(if a ranged unit): 5000
ammo(if a ranged unit):28
power(of projectile) : 0.5
availability : from the start

Notes

Long range units , disappointing after reading English history about
lethality of long bow armies (where Yeomen could fire 12 arrows a minute
into approaching hordes  of pike and swordsmen with 1000 men = 12000 arrows
in a rough area per minute winning extremely unlikely battles) these guys
just don't compare much though they CAN hold their own against yari foot
troops  with melee ability and their speed is useful in chasing down routed
troops but as always beware of rallying troops who may turn on your archers
during the chase. Firing into forests wastes arrows though firing out is only
slightly better.Though as always it seems the CPU can get up to 3 men
per salvo if he is in the trees but when you try it , it doesn't work half
as well .Best you can EVER expect of them is 8 units per salvo
(single line) but with low honour and basic weapons you can expect 1-3
per 2-3 salvos.* You may want to withdraw them when they use all their
arrows but I use  them much like super light cav , withdrawal isn't too
bad if you have replacements that will reinforce your army though they
may not be in position to be useful.Archers also fire in arcs so they
can go over your troops into the enemy and enemies behind their
front line troops as well as over impassible objects such as castle walls
They work ok in lines of 2 in lines of 3 sometimes the 3rd row fire
sometimes they do not , rain snow and wind affect their accuracy
and range.They seem to lose their effect at about 1560 when cav
can run them down easily , and baby sitting them with yari takes
up vital unit slots which could be used for something else.They auto
stop firing at their targets when your men engage that unit that was
being fired at , but theres nothing to prevent you from reassigning
them to fire at those same units , you might get some friendly fire
though so its your choice.

V2.01 update

be very careful using them facing up a slope especially if you
have them in deep ranks in short lines (squares) since you get
some insane things that happen like archers firing into each
others backs.They will keep doing this rearranging the formation
to take the place of the killed archer and then the guy who walked
in to replace that man gets killed , with 28 shots and it happening
in 2-3 places you can lose up to 25 men doing this keep your eyes
open and check.If it happens reformate them if you are not pre
occupied.

high value targets : (descending order)

Warrior monks & troops inside castles
No datchi
cav that stands still
yari samurai
taisho
daimyo when he is the only one left

Low value targets

Anybody standing in a forest**
Naginata
Charging cavalry


*They carry 28 arrows each when used in a single file line.

**some arrows will get through but not many

===uses===

-Support fire

-reducing numbers before melee begins

-Bridge massacres when its blocked by your troops you can fire
over the heads of your own men killing the enemy enmasse.

-Killing slow units naginita and monks to some extent can't
run as fast as archers so you can have them skirmish in 2 units
so that there is a leap frog effect on each unit attacking it.

===Killing them===

Use anything fast yari ashigaru supported may help but if they are firing on
your unit  open up into loose formation though this can also be a trap also
to prep your unit to be charged by cav so keep those eyes peeled.You can
also use other archers if you have more it just becomes a slugging match
and dependant upon luck.

Though note yari cav and cav are good against them they donot run under
arrows as advertised in the tutorials the archers just compensate by firing
at a lower angle the head of the column runs under it and it hits the guy
behind him.So expect losses even if they are the best vs against them.


No-Dachi Samurai

Training time:1 season
Cost: 300 koku
Value : medium
koku per man (training) : 5
Clan that specializes in them: Shimazu
Requirements :Sword dojo (and legendary swordsman event)
Maintenance koku : 1 koku per man per year
Provinces with honour bonus: Satsuma
Best vs : units losing badly , ashigaru units , kensai
Worst Vs: any unit with good morale
March speed : 7
Running speed : 12
Charging speed: 12
Charge bonus: 8
melee bonus : 6
defence bonus: -2
armour level: 1
honour: 8
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1533

Only decent on the offensive and then only against yari troops , gunpowder
and archers  (if you can get to them without too many losses) naginata ,
monks and cavalry will slaughter them easily.In fact after a little testing
their low cost reflects their usefulness , the manual states that they
are useful for use against wavering enemy troops and this is
completely true.When you charge an enemy unit you will get
winning easily for a few seconds then losing badly on almost
all units.Their power and survival rating depends heavily if enemy
troops rout it they do , they are spectacular and a unit can take out 4-5
enemy per second , if they don't rout the enemy they will lose 2-3 men per
second.I would also consider them to be expendable and least useful
of all troops since they rely too much on the routing thing and they
die far too easily.They loose their usefulness after a few seasons
though they are great for the chase sequences.If somebody attacks
or starts charging towards your no datchi counter with your own
charge so it is counted as an attack rather than a defence in a
defence situation (which you should never use no datchi for unless
its against ashigari) and quickly get some support.But if you can
produce them with +3 attack and +3 armour they fair alright but I
would probably be tempted to train other units instead..

===uses===

Chasing routed troops

Breaking nasty archer + yari combo lines

down hill attacks

killing kensai

Normally kensai cut through your men like a government spending a
budge surplus.But against no datchi they seem weaker they'll take 2-3
no datchi down then go down themselves.Maybe its the high attack
factor multiplied by the unit size but they are great against kensai.Even
against groups of 4 kensai they can cut them down to size losing less
than 10 men.

===Killing them===

Try keep your distance and use arrows musket balls , if you have to get into
melee with them try using monks cavalry or have them approach your
naginita lines they will die quickly.

Also try to catch them standing still so You attack them which causes
them to be killed horribly since they defend so badly.

Warrior Monks Buddhist or renounced faithist or just trade with dutch
instead

Training time:1 season
Cost: 500
Value : V high
koku per man (training) : 8.33
Clan that specializes in them:  mori
Requirements: Buddhist temple (and tranquil garden before that)
Maintenance koku : 1 per man per year
Provinces with honour bonus: Kii , kaga
Best vs : Infantry units
Worst Vs: Archers , cav archers , naginita cav
March speed : 7
Running speed :12
Charging speed: 12
Charge bonus:4
melee bonus : 5
defence bonus: 2
armour level: 1
honour: 8
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1534

Ever see those Chinese films where monks can get hit over the head
with iron bars scalded with fire and absorb swords without being hurt ,
these are them , albeit slightly less invincible than those you see in
films, they are highly useful for meat grinder tactics since barely
anything can beat them , also Buddhist troops will rout fast against
them Christians do not , however due to the trade (you lose monks
production for gunpowder units) this is barely a matter of concern
since you can just attack in the rain instead rendering gunpowder
useless haha.Pump them out and have your 16 unit armies contain
8-12 of them and you can sweep the map , without any trouble ,
it also seems that they regain their energy faster than other units
so you can march them all over have them charge fight , and a minute
or two later march them fight etc (this happens lots in reinforced
battles).They are utterly untouchable when used in trees
ok you will lose some but not many.When you have a legendary
armoury and legendary sword smith at the production facility
they are unstoppable unless of course the enemy also has troops
with such armour and weapons.They do however fill a middle
ground between no datchi and naginita in that they don't defend
as well but attack better than naginta but the opposite is true
with no datchi.The main weakness as shown above is their
terrible armour which means arrows guns and naginita cav
have a field day.(you may notice in pictures monks weak cloth
shaws to cover their bodies and face which if you ask me isn't
armour).

===Uses===

Everything , bar long range death and holding off masses of cav

==Killing them===

Use arrows lots of them naginita cav also are successful against them
other monks are also effective against them.Naginita will stop them in their
tracks , though it takes monks to kill monks , yari and no datchi combos
are good too , so is yari samurai down hill against them , don't even
consider using ashigaru against them they die far too quickly even to
serve as bait or a distraction or a delay tactic.

Naginata

Training time:1 season
Cost: 400 koku
Value : Medium / high
koku per man (training) : 6.67
Clan that specializes in them:
Requirements: famous spear dojo and armoury
Maintenance koku :
Provinces with honour bonus:
Best vs : Cavalry , infantry
Worst Vs: Cav archers , archers
March speed : 4
Running speed :8
Charging speed: 8
Charge bonus: 4
melee bonus : 0
defence bonus: 6
armour level: 5
honour: 4
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1535

Dum dum dum dum dum dum captain scarlet! excuse that these guys are nearly
unbreakable I had 3 lines of these and they were charged with heavy cav no
datchi and by warrior monks .Though also rather rare in campaign use it seems
the CPU never uses them on easy normal and rarely on hard ,maybe its the
high needs of armoury , legendary spear dojo etc hmmp.The status said
winning easily losing badly then winning easily flicking from one extreme
to the other , but each time the enemy unit losing a few troops with only
5-10 losses after causing attacking units to rout.However they have a terrible
weakness they are so incredibly slow and get tired its even worse when
it snows and rains but since you never move them (unless you chase routed
troops) it is barely a matter of concern.(against mongol cav however it is a
very
different story they get slaughtered in droves when they go up
against them as bridge blockers standing on high ground against them
etc)Naginita can also be denied from the enemy by holding any area
with iron sand deposits much like heavy cav can , if you also do intend
any heroics with them ie holding bridges against insurmountable odds
try get the max upgrades it really helps.But really they are only useful
in a defensive role when you are attacked and as the cliche goes the
best defence is a good attack.Team them up with no datchi and you have
the best of both worlds extra defence and extra attack. Unfortunately
they seem to barely ever get any extra honour at least in custom battles
where I have had 10 units of them (backed up by 2 archer units 2 gunners
and 2 ninja bitchu as defender) against 5 armies of 960 yari samurai barely
anybody there got an extra honour point except for a few which got
honour 3 when they had been in the thick of the fighting for such a long
time that they were reduced to 23 men.I have no real solutions to this
since you can't train them in yamashiro due to lack of iron sand deposits
though you could have a legendary spear dojo and legendary sword
dojo to give them a miserly +1 extra honour point.Still they are quite
tough without extra honour anyway.If they could run faster and not
get so tired so quickly they would probably be my main strike force
instead of monks.



===uses===

They can tie up troops 1:2 for a very long time , they should replace* yari
samurai when you have a stable economy and teamed up with archers
especially if you have other units to chase routing troops.

*though keep some around for cav defence purposes.Also their
restricted avaliblity may not make this easy.

Absorbing arrows if you have nothing else to do it as their heavish armour
means they take less damage from archers though archers can run and walk
faster and skirmishing archers can devastate your men since they can fire
close up and run away.

===Killing them===

Ugh this is hard kensai can just about kill them , though he will be
exhausted after killing 15 of them and can easily be killed in return!.
Occupy them with weak troops and flank them with something else
monks do well against them with major losses.Guns also work
very well on skirmish mode as do arrows on skirmish mode , arrows
in the rain do even better since they get tired even faster.

Arquebusiers requires foreign alliance.

Training time:1 season
Cost: 100
Value : high low
koku per man (training) : 1.66
Clan that specializes in them:
Requirements: trading post portugal / dutch
Maintenance koku : 1 per man per year
Provinces with honour bonus:
Best vs : slow units
Worst Vs: fast units fighting in rain.
March speed : 7
Running speed :12
Charging speed: 12
Charge bonus:0
melee bonus : -6
defence bonus: -3
armour level: 2
honour: -4
range(if a ranged unit): 4000
ammo(if a ranged unit):40
power(of projectile) : 16
availability :1543

The yari ashigaru of guns , still guns barely do anything to your troops
since they never seem to achieve high honour they never get more than
3 of your troops (usually because any cavalry unit will annilate them)
and because the computer seems to use them poorly ie in short lines
and in firing at maximum range too which is a no no of guns in this
game.They seem worse at hand to hand than archers when testing
them in custom battles , and they seem to carry butter knives instead of
swords.Now if you could get bayonettes and have them stand waterloo
style in squares they might be useful but they are not.At their
maximum range I could put a (heavy damaged from a previous battle)
12 yari ashigaru and waste all their ammo without being hit.If it is
raining or snowing they cannot use their weapons other
than their butter knives.(you will see this in a training session) they
carry about 40 shots each (in a single line formation).They can fire
through castle walls and fire on line of sight.(I expected much more
since seeing ajapanese film where there is a clan who is called the
mountain and the Daimyo is injured badly but hides this fact with a
double whos son double crosses the double and expels him and
attacks an enemy castle losing everything and the double comes
out of the tall grass with white hair after seeing the slaughter , as
the enemy castle fired repeatedly with muskets through the slits
in the walls oh yes.)If you read the gun tactics section and you
want 2 shots from the you want to play with a 25 second gap
between your gunners and the target enemy group ,though this
is impractical since nobody except possibly exhausted naginita
goes that slow.

===uses===

Defending maps with bridges with at least a 2 units as long as
too many units DO NOT approach at the same time..

NEVER EVER EVER use them in automatically resolved attacks
they die in droves when you do this and never take more than
1/3 of their number in heads , I've sent huge armies of them
7000+ and they only seem to get one shot per auto battle this applies
to musketeers as well.

===How to kill them===

March ANY unit up to them and engage in hand to hand , archers can kill
them with their arrows at maximum range without losing ANY in their squad.
Its even better in the rain stride right in with any samurai unit and you will
win
with barely any losses.You can also sit at maximum range and run them out
of ammo , also you can attack them non line of site fashion.Since gunpowder
units fire in a straight line they cannot fire at things where a hill masks
the enemy unit presence.Unlike arrows.You can also fight them in light
rain without any danger from them .. well ok they will use their swords but
these are extremely ineffective.Beware of using slow and or tired units against
them since they move slowly and can be skirmished to death by these men
or rather lose many many men before hand to hand can begin.Cav due to
its high speed is obviously the best unit against them though do bewary
although I have not seen the CPU do it or not noticed it, if super close range
shots (as seen in the gun combat section) is used with multiple ranks your
60 cav or units engaging them may vanish after the the volley arrives.This
gives
way to a dilema open formation or close formation?.The reason for this is
when attacking them in open formation your line is longer therefore you are
in range of more gunners (often gunners at the edge of single lines cannot
fire since they are too far away).But with a closed formation your men are
much more bunched up , though bullets cannot be evaded like arrows anyway
the choice I suppose is yours.


Musketeers requires foreign alliance

Training time:1 season
Cost: 175
Value : high low
koku per man (training) : 2.9167
Clan that specializes in them:
Requirements: Dutch trading post or Portuguese with cathedral
Maintenance koku : 1 per man per year
Provinces with honour bonus:
Best vs : slow units
Worst Vs: fast units
March speed : 7
Running speed :12
Charging speed: 12
Charge bonus:4
melee bonus : 5
defence bonus: 2
armour level: 1
honour: 8
range(if a ranged unit): 4000
ammo(if a ranged unit):40
power(of projectile) : 16
avalibility : 1551

See above , just as useless except they can fire in light rain though
they still carry 40* shots and after tests they can kill up to 8 units
in a salvo though only at high honour and max weapon upgrades.
note as in the manual - musketeers is misleading these are just upgraded
Arquebusiers and still ashigaru troops armed with them at that.I would also
note that they are ashigaru units , therefore they still rout pretty easy
when things get hairy.Somehow I would have thought cav musketeers would
exist but they don't.I also wish the lines you organise them in could be
much much tighter al la British imperialistic red coat formations
(shoulder to shoulder) so you could cram many many more of them
in the same space and therefore increase firepower heavily.At present
lining them up they end up in formations so big that the men at the
ends of the formation are either out of effective range or are at max
range therefore inaccurate.The cpu can fire through its own troops hitting
yours only which is strange it can also fire in heavy rain
when in castles which is even more strange.Though very heavy rain
makes them just as useless as the cheaper gun units.

*I cannot accurately count the number of shots they have as in single
lines sometimes not all of them fire , in ranks they don't all fire also
so I cannot count the number of shots 100%

*v1.5 update - I moved these tactics to the gun combat section as it
was getting quiet large and ungainly and though it ought to deserve its
own section.

v1.7 update - You can get guns without agreeing to trade you wait
for an enemy daimyo to convert then send in spies to see where he
has built (hopefully) a ducth trading post or less prefered a
portugese trading post.Its usually at a province with a port ,
if you capture it and the facility is not destroyed then you can
produce gunners as if you were christian but still build temples
and train monks , excellent... portugese will still try to convert you
so no hard feelings I suppose.

===uses===

Killing kensai , as kensai seem extremely vulnerable to them *


*to do this have a rank of gunners in 2 then have them hold fire until
he (the kensai) gets extremely close then then click the fire at will
button and they wil llet loose seconds later and extreme close range.
At this range something will hit the kensai since even if you have a
1 in 10 chance of hit multiply that by 60 and that kensai will go down.
Unfortunately you need to be Christian to be able to use them and
therefore buddhist daimyo cannot use this method , unless they
agree then renounce later after various units are produced.Or you
wait for the dutch which come a while after kensai can be produced
Also it might not be exactly clear where the kensai is in the heat
of a huge battle.Though to demonstrate:

4th kanakawa 2 lines of gunners as enemies have 5 or 6 kensai
line your boys up in 2 double lines and watch as the kensai
approach let loose close and you have 6 dead kensai in 25
seconds.

===how to kill them===

Attack one unit per one unit of gunners , if you focus your attack
on one on one say like C&C tactics sure you will kill them faster
but other units nearby will have ample opportunity to fire 1 2 or even
3 shots into your attackers , which can serious deplete your forces.
If you are outnumbered by them force move your troops inbetween
their ranks so that both units are enaged at the same time , gunners
can only really win in hand to hand when at 3:1 esp against cav
and monks.I wouldn't bother too much about running them out of
ammo at long range with yari ashigaru since they take so long
per shot it can seriously eat into the battle timer and I hate losing
to that.Donot even consider Napoleonic wars where you go muzzle
to muzzle since if you do this you are going to lose the person who
walks into the standing gun line dies much like the real thing
when gunners walked into English gunner lines.They have to walk
into range , then prepare to fire then aim then fire , which will give
the standing enemy a few seconds advantage.


Kensai

Training time: 4 seasons
Cost: 600
Value : high
koku per man (training) : 600
Clan that specializes in them:
Requirements: Legendary sword dojo
Maintenance koku : 1 koku per year
Provinces with honour bonus:
Best vs : yari units  , archers , cav , monks , naginita
Worst Vs: mongol cav , cav archers , poppers , guns when they
have a clear shot space and , no datchi
March speed : 10
Running speed :16
Charging speed: 16
Charge bonus:8
melee bonus : 18
defence bonus: 2
armour level: 8
honour: 8
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability : 1542*

*I have seen ronin have them at 1534

Kensai , huge bloke with a huge sword the ONLY unit in the game you can
use in melee to fight non attrition battles , although they are powerful
they can easily be defeated it may not seem so but they are easily swamped.
A case of can dish it out but can't really take it , a clue to this is
in the manual can engage many units winning often coming out untouched,
due to their ability to defend they have no need to get hit though this
as before has limits with one sword you can only block so many swords
and spears.And that is why swamping works so well against them arrows
do too (though during the credits sequence I think you get to see a hand
drawn kensai with 8 arrows in his back still fighting) .Their power lies
as much as the power lies with no datchi as in if the enemy routs by the
time the kensai gets exhausted then its ok you can continue killing,
but say if the enemy has a legendary palace and therefore excellent
morale he might be swamped and in trouble.Though they run
nearly as fast as cav don't rely on them too much , they do gain honour
extremely fast though.The time is rather long though and you can get
4 warrior monks for the time it takes to train this guy.DONOT attack kensai
1:1 kensai vs Kensai you ALWAYS lose if they are equal armour and weapons
skill and still lose even if honour is higher by up to +3.Also never have
your sons become kensai as they can die suddenly and you lose 100% of the
unit wheas if he is say a heavy cav unit he becomes Daimyo you lose 1
horseman and keep the other 59 , esp if he dies suddenly which can happen
randomly.I would also state that if you have no datchi samurai in your armies
then
you mix them in with your kensai they seem to wear the same colour uniforms
and in the heat of a battle are hard to distinguish. In a castle siege they
are perfect for defence and attacking.Beaware of gunners kensai are extemely
vulnerable to them even when he is in the thick of it and killing them in
droves
since other gunners in their group can back off to a firing position and he is
pretty much dead (well no matter how tough you were being hit with a 3 inch
ball of hot steel that would shatter after going into you you would die).2
shots
will kill him (this I found out when he ran into my rank from behind and killed
40 of my units until I had them hold position and allowed them to fire at will
when he approached the end of my column two of my men turned reloaded
and fired about 1.5 inches on my monitor at him killing him)If you see his
stats
say evenly matched quite a long time rout him or have him rest he is probably
going to die soon.Also I would note he isn't the end all of units he is just
one man
and in battles (titanic 5000+ battles) he'l kill 1-200 whereas a monk unit or a
gun
unit well controlled will kill over 900.


V1.8 addition

I would also note Kensai honour is differently calculated else it is a bug
in the game , kensai in a battle can gain up to +5-6  honour points
but when you get onto the big map it registers as 1 extra point or
something equally annoying.In my guestimation is that kensai gain
+1 extra honour points every 6 honour points they gain on the field.
Else they would become utterly lethal killing machines far too
quickly , which they are to a certain extent , just train them in
yamashiro for that extra honour point that province gives any unit
trained there though this has a disadvantage of no extra armour
benifits so its a trade off (as retraining is a waste of time) I
personally prefer them to earn their honour and to have +3 weapons
and +3 armour using them near exclusively in non gun battles or
to clean out castles with normal troops following in support can
get them to +8 honour in no time.Also surprisingly you can get
them extremely early even earlier is a ronin province happens
to be producing them I have seen them about as early as 1535
at which I tried to bribe one but they didn't take it at which I
conquered the province and with luck the facilities survived.

You can also get them quite quickly after 2 years you really ought
to have gotten the legendary swords man event then another 4
years building up sword dojos and another year to get armouries
and sword smiths which make them extra deadly.Ronin will also
produce them which surprised me the other day when I invaded
the 3rd smallest island in the south.

The accordion or the compactor

Also there is a terrible tactic you can use with kensai when you have
2 or more when you have 6 or more with +3 weapons and +3 armour
a high daimyo leading them you can have just these 6 kensai defend
a bridge and enemy columns can throw themselves at these kensai
(keep those archers away) and they fold like an accordion men run and
nearly instantly die.Its even worse when enemy are routed when as
an experiment I had 8 kensai and the enemy crossed the bridge to
engage me as I had 177 men (daimyo heavy cav and kensai only) while
he had lots of no datchi and naginita, I kept my kensai as a flanking
tool and blocked off the bridge at the far end , my daimyo came out
(and he was ranked +5) and all the enemies routed.Which was
a surprise since his army was well in excess of 2800 men , this
was the nasty bit they ran into my kensai wall and were near instantly
killed by the kensai and there were so many bodies the bridge was
not even visible.Some enemies got smart and decided to run away
and they ran into my cav units utter slaughter.

===uses===

Spear heading assaults

Chasing routed troops

Tying up troop formations

Distractions , on normal and hard in defence missions sometimes there
are outcrops of trees ahead put a few kensai in them and wait , as they
are hidden they won't be noticed , then you can run them out into the
enemy.Attacking from behind killing plenty of enemy , the AI will think
blimey and turn many of his forces (on easy normal and hard) to face
these kensai , at the same time you can flank the enemy formations
for a 3 sided attack.Which has super benifits in that the enemy defence
is inverted ie its weakest units are those you encounter first and get
trapped between his strong units for a few moments leading to slaughter.

===killing them===

Naginita is the first choice combined with another unit attacking so that he
is swamped in a massive circle of troops he can't escape you will loose many
troops but you may prevail (thats a big MAY).Though as said in the ashigaru
section a lucky hit can kill them quickly.Guns as meantioned before are
another excellent tactic.

misc notes:

Kensai vs yari units = 1.5 men per second killed*
Kensai vs monks = 1 man per 3 seconds*
kensai vs naginita = 1 man per 2.5 seconds*
Kensai vs no datchi = 2 men per 1.5 seconds
Kensai vs archer (melee) 1 man per 0.8 seconds
Kensai vs gunner (melee) 1 man per 0.7 seconds

*this is kensai alone vs said unit on a 1:60 also tested over a 10 second
period multiple times (why you get halves etc) with kensai starting off
as fresh as the attacker on a standing unit.Also depends on the random
nature of attacks sometimes they retreat back a little the go back into
the fray sometimes they continually attack so this data is not absolute.

Battlefield Ninja

Training time 4 seasons
Cost: 600 koku
Value : High
koku per man (training) : 50
Clan that specializes in them:
Requirements:battle field ninja dojo (with sword dojo and
infamous ninja house)
Maintenance koku : 1 per man per year
Provinces with honour bonus:
Best vs : all foot units , generals , daimyo
Worst Vs: cav
March speed : 8
Running speed :18
Charging speed: 18
Charge bonus:4
melee bonus : 8
defence bonus: 4
armour level: 4
honour: 8
range(if a ranged unit): 1200
ammo(if a ranged unit):100
power(of projectile) : 1
availability :1543

Notes :

A group of 12 men who in the manual carry bows but the animation suggests
throwing stars or knives of some kind , you can get 4-6 troops with each
salvo fired from samurai and they can also hold their own when outnumbered
240 : 12 though only against no datchi and yari units and with up to 10
losses.Don't use them often due to the time needed to train them you can get
lots
of warrior monks , they are also poor in chasing routed troops.However they can
remain  hidden on open terrain via stealth unless a unit gets fairly close
to them , there is a nasty tactic you can use with them , hide them in trees
during a defence battle.They are darned impossible to find , the computer
does this with ordinary units during defence battles.You can try it out
against human opponents but the computer always seems to know where
you are and can kill them before the time limit runs out.They carry 100
throwing stars.The disadvantage is that they are easily overwhelmed being
12 men much like the kensai problem , but if you keep 5 units of them
put them in lines you can reduce enemy columns to near nothing on
their approach its even nastier in trees since their archers can't get you
back and units can't see your ninja until they are extremely close.Much
better investment than kensai in my opinion but they take far too much
infrastructure (elite ninja houses then another dojo , when kensai take
legendary sword dojo etc).nice unit if you can afford it.Also they seem
to need to be manually targeted even with fire at will they seem reluctant
to fire at enemies.

V1.9 update

I cannot be certain about this but higher honour ninja seem to be able
to remain unseen up close when I tested some honour 9 ninja against
some monks the monk had to get extra close to be able to see and
engage my ninja.Also they take more heads per volley of ninja stars
at higher honour , which can make them quite deadly in that enemy
units will come under fire from the longer before they can "stumble"
upon your units (stumble as in the CPU wells darned well where your
units are).

===Uses===

killing generals and Daimyo on the field

occupying enemy troops while reinforcements arrive

Killing kensai (3-5 stars kill them)

===killing them===

Try to cut them down with monks naginata or cav of any kind no datchi they
seem to cut easily through no datchi archers and gunpowder units.Guns
also work well if they are engaging your unit and you fire at them , you'll
lose quite a few men but hey you get most of the ninja.

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Japanese cav

notes:

#1 Cavalry count as 2 units when retreating into a castle though the koku
support is the same though horses eat grass and I suppose there is lots of
that though rice is actually a grass but then so is wheat.

#2 Cavalry are weaker when in trees apparently they are avoiding the trees
and not so much focused on combat.

Yari Cavalry

Training time :1 season
Cost: 500
Value : medium
koku per man (training) : 8.33
Clan that specializes in them: Takeda
Requirements: Horse dojo (with spear dojo also)
Maintenance koku : 1 per unit per year
Provinces with honour bonus: Shinano
Best vs : cav archers , archers , gunners ,
Worst Vs: yari samurai , heavy cav , naginita cav,monks , naginita
March speed : 10
Running speed :24
Charging speed: 24
Charge bonus:8
melee bonus : 2
defence bonus: 3
armour level: 3
honour: 2
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1535

I love these you can get them extremely early and they utterly raze archers
gunpowder units even no datchi and naginata cav , they also come in
extremely useful during the chase against routed units.They are weak (as
most cav units are) against yari units , though in a supporting or flanking
role
they are good. They also act well as bait when you have a beat up unit with
only a few left to bait those yari troops hiding behind enemy archers.

===uses===

Breaking archer formations

Chasing routed units

used to flank engaged units


===Killing them===

Bait them with archers and when you hear the charge horn move your yari
infront of your archers at the last moment and use those archers in support
they will get massacred , you can also chase them about with other yari cav
and other types of cav.Naginita also stop them in their tracks solidly
allowing you to flank them.Also if you can lead them into trees you can
kill them  easily since cav are weaker in trees.

Cavalry Archer

Training time : 1 season
Cost: 500 koku
Value : medium
koku per man (training) : 8.33
Clan that specializes in them: Takeda
Requirements: Archery dojo , horse dojo
Maintenance koku : 1 koku per man per year
Provinces with honour bonus:Shinano
Best vs : Anything their arrows can hit
Worst Vs: fast units.
March speed : 8
Running speed :20
Charging speed: 20
Charge bonus:1
melee bonus : 2
defence bonus: 3
armour level: 0
honour: 0
range(if a ranged unit): 5000
ammo(if a ranged unit):28
power(of projectile) : 0.5
availability :1533

Faster due to mounted on horses I'm not 100% sure but they seem to have
either the same or just a little more range than their foot counter parts they
do
however seem less accurate in getting max of 3 units (in my own tests) per
salvo and that is up close. They carry 28 arrows , with their swords they
make good to chase routing troopers but they get killed easily by yari cav.
Excellent for use with skirmish tactics since they can back up fire back up
and fire to all but other cav units and ashigaru units.I like to use them
to run down no yari units when they run out of arrows.projectile.txt
suggests a shorter range than that of foot archers.I personally hate them
the CPU always uses masses on me on skirmish so they are hard to catch.

===uses===

Harassing enemy units

Chasing routed troops

Skirmishing to death powerful units such as monks

===Killing them===

Its hard to catch them except with yari cav but you can box them in on
impassable ledges and the edges of the map don't try to catch them with
std foot units they'll rout well before your troops can effectively enage
them if the enemy commander has set them to skirmish (I once
lost 2 troops of monks to this tactic).

Naginata Cavalry

Training time :1 season
Cost:  450 koku
Value : high
koku per man (training) : 7.50
Clan that specializes in them:  Takeda
Requirements: Horse dojo , famous horse dojo and spear dojo
Maintenance koku : 1 koku per man per year
Provinces with honour bonus:Shinano
Best vs : Foot units
Worst Vs: heavy cav , yari units
March speed : 8
Running speed :16
Charging speed: 20
Charge bonus:4
melee bonus : 5
defence bonus: 2
armour level: 4
honour: 8
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1538

Cav with naginata swords they are powerful and useful against almost
anything but they are somewhat slow and die easily when attacked
themselves , they CAN actually attack yari units quite successfully
but they will take some losses more than in normal combat.

===Uses===

Chasing routed troops

Breaking yari formations (just)

Breaking naginita and monk formations

===Killing them===

They seem vulnerable to yari cav and 1:2 combat of yari and combined
naginita

Also you can lead them into trees of hide in trees to get them its even
better if they have to march uphill to get your troops in trees.


Heavy Cavalry

Training time :1 season
Cost: 600 koku
Value : V high
koku per man (training) : 10
Clan that specializes in them: Takeda
Requirements: Famous horse dojo and armoury
Maintenance koku : 1 per man per year
Provinces with honour bonus:Shinano
Best vs : Anything you want
Worst Vs: yari , cav archers (skirmish mode is too fast for them)
March speed : 8
Running speed :20
Charging speed: 20
Charge bonus:8
melee bonus : 2
defence bonus: 2
armour level: 3
honour: 2
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA
availability :1538

most dangerous unit that can frontal assault anything and win though only in
1:1 situations as when they go up against 2:1 or 3:1 odds you will lose
them.Pump out lots of them and enemies will fall at your feet easily
awesome in chasing routed troops also.An effective method is to just use
the charge bonus as in attacking in rotating waves , walk a unit near the
enemy unit charge then rout and disengage ASAP then seconds after
lead another charge in , to distract the enemy units to let your first unit
go.Then charge your 3rd unit in to distract away from the second unit
then back to the first , just make sure you have enough room to accelerate
your men to max speed for max charge bonus.

Daimyo are 10 heavy cav guards and 1 Daimyo on heavy horse , they seem to
get replaced for free if any but the Daimyo die.If the daimyo dies from illness
or is killed on the field then this unit becomes standard a standard heavy cav
unit.The daimyo is extra tough but isn't that tough so don't go assaulting
600+ ranks of yari he will take 20 maybe even 50 with him but will eventually
go down.But at honour level 8 he has these abilities (his unit vs).Btw horses
and daimyo don't cost you anything to feed each year (the riders of the horses
not in the daimyo unit don't cost anything though in life or death)

4 Archer groups

OR

3 Yari samurai units

OR

6 Ahigaru units

OR

mix of cav archers and yari

The extra advantage of daimyo is that when his troops die they get replaced
for free and you can attack with impunity losing all but the daimyo in each
battle increasing his honour massively making him and all he commands
unstoppable.Still be wary that he will die sometime after 40 years old from
illness age or ninja blades.So be sure to keep your troops trained up so if
he dies they donot instantly become jelly in battles.

===uses===

Everything except rooting out units from inside forests and assaulting large
columns of yari , unless its ashigaru since they often get scared easily
and run off.

===Killing them===

Overwhelm them or attack them from above .Push yari samurai at them
or lead them into trees.

Japanese strategic units

Notes - these units require no koku support per year once you have built
them they are yours until the day they die and you don't even have to
feed them.

Ninja

training time :1 season
Cost: 200 koku.
Clan that specializes in them: Imagawa.
Production building: Ninja house.
Provinces with honour bonus: Iga.
Best vs : emissaries , low generals , opening castle gates
Worst Vs: geisha , daimyo , heirs , border forts
availability :1531

Useful but only at high honour it seems that it is highly dependant upon
your random number generator in your CPU since I once had a
1 honour ninja kill a Daimyo  butthere you go....You can also open
castle gates with them which is not documented in the manual which
I discovered after laying siege to a citadel and wanted  to assassinate
the enemy Daimyo inside , which = castle garrison dead.NEVER EVER
EVER EVER EVER EVER EVER EVER finally EVER neglect them
have some practicing on emisaries priests and low generals.As if you
do negelect them and you are super superior in battle then enemy
may turn to stealth tactics namely geisha tactics which means you
can't stop her when she comes.


Shinobi

training time :1 season
Cost: 100 koku.
Clan that specializes in them: Imagawa.
Production building: Teahouse.
Provinces with honour bonus: Tajima.
Best vs : Christian daimyo
Worst Vs: any where with border forts.* **
availability :1531

*high honour shinobi can evade border forts easily

**in regions with counter spies and border forts you can lose more
than 1 shinobi per season I once lost 5 when I put one into shinobi
production province and border forted area.

Ninja without the assassination ability they act well only really as counter
spies and you can stack them up and have loyalties of over 1000%
(max I have ever  seen is 1399%) so you can produce many of them
keep 2 in each province  and keep the tax rate at punitive without
civvies getting roudy.Beware border forts and other  counter spies
kill them easily even at high honour.Or incitement of revolts.I also
much prefer to use them rather than border forts since :

A you can't see them (if you are enemy but then again the CPU
knows all and sees all)

B it doesn't take up building space

C It can't be used against me if the province is conquered.

V1.2

I kept getting messages that peasant revolts came about either
due to unhappy population natural disaster poor harvest or
shinobi action and I always wondered how you made a revolt.
When one of my provinces with lots of shinobi was taken
by defeat in detail the province just kept revolting against
the enemy.o have a shinobi incite revolts you just move them
into enemy provinces (owned by daimyo as ronin are revolters)
and have them sit and wait stacking them 5-6 for peasant revolts.
Its even better if the daimyo is christian as you can incite
ikki ko buddhist revolts when you use 10-15 shinobi.If you
invade they sometimes side with you but rarely with the
enemy daimyo , sometimes they even come under your
command.If you do this combined with rear area raids
then you can tie up units on the map by making them
have to crush rebellions in their rear areas or suffer
losses in koku.Which ties units up by their movement
back and forth , another side effect is enemy often tries
to garrison provinces to keep them happy.This also ties
up units , and if daimyo are involved in the crushing of
rebellion they can be killed in battle (as each turn you keep
20 shinobi in enemy turf the rebel buddhist army keeps
getting bigger) beware though as you may have to
face them yourself.Also another downside is that if the
revolts are mostly peasant revolts enemies can crush them
easily (usually ashigaru units and archers) and gain
fame and rank as generals making them extremely
deadly on the field.

V2.02 update

I like to have my daimyo unit , with 3-5 shinobi in support
to prevent ninja attack and to prevent other shinobi attacking
them or investigating the army he commands.It may also
stop geisha for a few turns.You may also want to do this with
your high honour generals , which is semi more important
since generals (as long as you don't get them killed in battle)
live forever daimyo age and die from diseases.

Emissary

training time : 1 season
Cost: 100 koku.
Clan that specializes in them: -
Production building: Tranquil garden.
Provinces with honour bonus:
Best vs : NA
Worst Vs: NA
availability : from the start

Unit for negotiation ie bribes to enemy armies , and make treaties , though
I bribed a unit once he took the koku and then instantly turned his back
on my to become ronin then became hojo a season later.You ought to
have the throne room turned on later when you have crushed most of
the enemy forces and have him surrounded on all sides with shinobi
and border forts on all sides too.The enemy emissary saves face so much
he says troubles between you and him were caused by ronin and bandits
rather than you crushing his armies and punishing him.Oh and by the way
if you are at war with an enemy daimyo you have to call a ceasefire first
then you can send a request for an alliance.If you are winning heavily
against him he will always agree to both , when he is even or stronger
he may agree then disagree , but you ought to remember alliances
and ceasefires are non binding so if you want to invade right after then
you can this also applies to the enemy treatment of you.


Jesuit Priest (Christian only)

training time :1 season
Cost: 50 koku.
Clan that specializes in them: -
Production building: Church.*
Provinces with honour bonus: -
Best vs : Christian daimyo
Worst Vs: Buddhist daimyo
availability :1545

Same as emissaries but cheaper also they never die when used against
other christian daimyo.

V1.8 update
bribing Christian soldiers with a priest is actually more successful than using
a Buddhist priest , you might think how do I get one then? simple:

>1 invade a Christian province you think there is a church which can be
researched with spies , though the church maybe destroyed by your
invading troops

>2 Bribe the ocupying army so no damage is done

>3 Assassinate over and over to clean out the province and move minimal
troops in to prevent damage

>4 Ally with Portuguese then build a temple immediately after renouncing
Christianity


*church requires alliance with Portuguese

Legendary Geisha

training time: 8 seasons
Cost: 500 koku.
Clan that specializes in them: -
Production building: Geisha house, with legendary tea house and legendary
ninja house
Provinces with honour bonus: -
Best vs : weak generals , emissaries , daiymo heirs
Worst Vs: geisha , daiymo (due to failure rate)
availability :1540

geisha , sometimes good sometimes bad , if your CPU random number
thing is having a good day she can kill ANYBODY easily and no ninja
can ever touch her , but if your CPU number generator has a poor day
she will never kill anybody (in  that she can never find a suitable time
to make her move) and ninja with 0 honour will get her each time though
her usefulness is that borderforts and counterspies don't do anything in
stopping her and her odds in killing Daimyo and his heirs are better.8
seasons is insane though  you could have 8 monk  units 8 heavy
av units , 8 naginita cav units 8 archers or 8 yari no  datchi or 2
kensai or 2 battle ninjas.Consider this before you produce any of them.

V1.1 update

Geisha can miss the tea ceremony (geisha vs geisha) and you can
increase enemy geisha fail rate by use of huge armies (I kept 9000
troops in a provice once) saw geisha attempting to kill my daimyo.
She kept failing and failing eventually turned to my weaker generals
instead.

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                          About the Mongol Campaign


I haven't played this campaign through thoroughly though I have used the
units in some tests in custom battles and here are my general observations
.It is supposed to be what the war would have been like if the mongols had
actually landed in japan rather than be destroyed in a giant typhoon named
kamikaze.

I would also comment meat grinder and quarter pounder tactics work
great on the mongols at a logical level at least , because mongols do
not train on the japanese map they are reinforced each winter you can
beat them in attrition by taking as many heads you can till his armies
can be crushed easily.Oh also you can prevent reinforcements by
surrounding the mongols and outnumbering them heavily since mongols
can only get reinforcements by sending loot back to kubai khan and they can
only get this conquering your provinces you can keep them at bay for a
while at least.Though keep garrisons in your northern provinces
that face the sea.

V1.9 Update

Weapons upgrades and armour upgrades apply mostly to custom battles
since you can't actually control how and what condition you get units in
from kublai kahn.It makes it rather a red herring compared to units that
are trained on the japanese main land.



Mongolian invasion infantry

NOTE since you don't actually train your units in the mongol invasions
things such as cost training facilities specialised clan and honour bonuses
is not applicable for these troops.Also there is no diplomacy in the mongol
campaign as hojo or as kublai khan , well there is but its only hojo ninjas
cutting the necks of mongols though rather than ratification of treaties.

Korean Spearmen
Cost : NA
Value :NA
koku per man (training) : NA
Best vs : same as Japanese counter part
Worst Vs: same as Japanese counter part
March speed : 6
Running speed :10
Charging speed: 12
Charge bonus:0
melee bonus : 0
defence bonus: 1
armour level: 2
honour: -1
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA

Notes
The manual says trained better than ashigaru but less well trained than yari
samurai , they seem to be nearly identical in my view maybe they rout
slightly easier and suffer slightly heavier losses in engagements.

Korean Guardsmen
Cost : NA
Value :NA
koku per man (training) : NA
Best vs : same as japanese counter part
Worst Vs: same as japanese counter part
March speed : 5
Running speed :8
Charging speed: 10
Charge bonus:4
melee bonus : 2
defence bonus: 2
armour level: 4
honour: 0
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA

Naginata but in Mongolian uniform and therefore to be deployed and used in
the same way

Korean Skirmishers

Cost : NA
Value :NA
koku per man (training) : NA
Best vs : Slow units
Worst Vs: fast units
March speed : 7
Running speed :12
Charging speed: 12
Charge bonus:0
melee bonus : 0
defence bonus: 5
armour level: 0
honour: 4
range(if a ranged unit): 1500
ammo(if a ranged unit):4
power(of projectile) : 6

These are nasty they carry about 4* spears but they do have a terrible
weakness they have terrible range but this leads to greater accuracy ,
of a 120 man unit firing on a 60 man unit after 3 tests they get
from 20 up to 40 troops at a time which can utterly destroy enemy
lines , best saved for use against those  pesky kensai and naginitas.
Though beware of using them against cav since they travel
so fast your skirmishers have little chance to loose off their spears before
the cav have them.Also they seem to carry little more than butter knives if
even those at all so they die in huge numbers in melee so keep them
protected.Up to the 3rd row can fire with skirmishers though expect
reduced accuracy though as always with ranged units.Still the beat
skirmishers in AoE2 in which they were truely awful A final note is that
friendly fire can be nasty with them since they DO fire in arcs their
spears can go over friendlyheads , but its not particularly high or far so
you can destroy your lines if you keep them behind other units.

*manual says 3 but in tests its 4

Thunder Bombers
Cost : NA
Value :NA
koku per man (training) : NA
Best vs : Anything that is standing or stopped either through being tied
up fighting or in a castle
Worst Vs: fast units good at melee , archers during their own attack
March speed : 6
Running speed :8
Charging speed: 10
Charge bonus:0
melee bonus : -6
defence bonus: -3
armour level: 2
honour: 4
range(if a ranged unit): 1300
ammo(if a ranged unit):4-8
power(of projectile) : 6.0


Ha ha I love these , ever remember in command and conquer in red alert as
the soviets when you made a huge group of grenadiers or flame thrower
infantry? when a allied soldier or emplacement shot your grenadier while
he was just about to toss his grenade he would drop it causing a massive
chain reaction wiping out your entire group.This too can happen to your
thunder bombers if they are in the swinging animation which is quite
amusing .A good use is to tie up an important enemy unit say heavy
cav kensai etc then have your thunder bombers throw grenades into
the melee you WILL take losses but so will the enemy but thats the
life of a simple soldier.I also noticed that when the forget to put
the pin back in whenthey die the chain reaction will take out units in
close proximity friend or foe which can take out important units in
their death throes cruel yes.They do not even seem to carry a
bladed weapon so they die in droves when fighting them hand
to hand , unit sizes are 20 grenades are about 4-8 though I have
never had them survive long enough to make a more accurate count.
In some historical battles you can get units of 100+ of them which
makes them extremely dangerous(mostly to allies)

V1.2 addition

In flat terrain ranks of 2-3 are ok in close formation , wedge is
dangerous to themselves , when using them up hill or into castles
have them in loose formation in no more than ranks of 2 since
they can hit each other in the back or hit the hill infront of them
and have it explode in their faces.Though wedge often limits them
so that only a few can fire at a time which is good since enemy
ranks standing will reorder themselves into neat lines.So you can
keep having 2-3 men throw grenades at the same spot killing
many many enemy.

V1.6 update

using them to fire into blocked bridges into the rear of enemy columns
will score massive casualties and therefore they are most effective in
this role since there is nothing to hide behind , and they will
hit something though potential for friendly fire is medium to high.
Unfortunately you need to under write the risk of using them in a recent
bridge battle between hojo and me with me holding the bridge with
korean guards men and korean spearmen with 4 groups of poppers
behind them throwing bombs at the middle of the bridge they carried
the day.unfortunately bombers often missed their mark and hit my
men or aimed too close , each group had 250+ kills about 70%
enemy 30% friendly fire and suffered -3 honour penalty for that.I
very nearly had that battle lost since he had reserves he didn't put
into the meat grinder but they routed just in time.Test it in custom
battle you'll see obsene results holes where infantry were just
appear after a grenade attack nasty that is.

V1.9 Update

Their grenades are as far as I can tell are linear radii based which
means to you that they have a damage radii which is about 1.5 inches
on a 17 inch screen.All units in this radii seem to suffer the same
damage as if it was hitting them directly.Unlike in UFO enemy
unknown where grenades would be blocked by the bodies of your
troops and enemy troops.And in UFO there is diminishing damage
from the centre of the blast this doesn't happen in shogun to save
CPU time I suppose.

V2.0 update

Grenades are impact explosives and donot bounce and donot
have a timer if they can be thrown they will go off no misfires
like in myth the fallen lords.

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                         Mongolian Cav

Light Cavalry
Cost : NA
Value :NA
koku per man (training) : NA
Best vs : Anything but yari
March speed : 10
Running speed :26
Charging speed: 26
Charge bonus:4
melee bonus : 2
defence bonus: 2
armour level: 4
honour: 4
range(if a ranged unit): 5000
ammo(if a ranged unit):28
power(of projectile) : 0.5

Notes

Think of japanese cav heavy cav that is , then give them a bow that
more or less describes them a little weaker perhaps in melee but
enough to take down anything but yari.This in effect makes them
even more annoying than cav archers (japanese) since japanese
cav archers get slaughtered by yari cav and yari units if you can
get them close but they don't do half as well against these.Excellent
against troops on skirmish if you have somewhere to run back to
to prevent engagements though.


Heavy Cavalry
Cost : NA
Value :NA
koku per man (training) : NA
Best vs : Anything
Worst Vs: Yari samurai just about
March speed : 10
Running speed :20
Charging speed: 24
Charge bonus:6
melee bonus : 4
defence bonus: 4
armour level: 5
honour: 8
range(if a ranged unit): NA
ammo(if a ranged unit):NA
power(of projectile) : NA

Darn unstoppable things put them in any formation you like charge them
against anything and 1:1 they will tear them apart yari samurai 1:1 will take
them down but when a mongol dies one of you men in that group usually
dies also.Though with any upgrades they do much better.Btw they cannot
be stopped via naginita or heavy cav (in 10 tests 60 naginita then separately
heavy cav they lost 3-6 men while I lost 58-60 depending on if they caught
men who routed at the back), and trample your kensai easily.Wedge seems
extra effective with them.Strangely they are actually yari cav units in mongol
dress though they are much much much more powerful.Grenades work ok
against back runners if thick and long lines are used.

Ashigaru Crossbowmen (Mongol Invasions)+ historical campaign enemy

Training time 1
Cost: 100 koku.
Value :low
koku per man (training) : 1.67
Clan that specializes in them: hojo only
Production building: Archery dojo.
Provinces with honour bonus: Tosa, Owari.
Best vs : Slow units , standing units
Worst Vs: Melee units , fast units cav , archers (due to superior range)
March speed : 7
Running speed :12
Charging speed: 12
Charge bonus:0
melee bonus : -6
defence bonus: -3
armour level: 1
honour: -5
range(if a ranged unit): 4000
ammo(if a ranged unit):16
power(of projectile) : 3
availability :from the start

Terrible terrible units think of musketeers they are nearly exactly the same
but they can fire in the rain and fire in arcs* but they shoot slow take
years to reload and are also ashigaru after all therefore they rout easy.
They carry 16 cross bow bolts they can fire off more than 2 rounds typical
firing time is 10-15 seconds per volley.Also their range is poor compared
with archers.Also I noticed that the CPU can fire through its own troops
and hit yours which is rather strange .

*very very very shallow arcs , the manual says they can't fire over the
heads of their own men but they can to a very limited extent and
you can always try the ofsetting solution so they have a gap to fire
between your own men.


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#5.1 Map tactics

(these relate almost exclusively to the full campaigns but make of them
what you will)

#1 He who controls the spice , if you ever read Frank herbert's Dune
or seen the film (the original with sting as feyd) there was a bit where
spice is explained , he who controls the spice.... (it might have been
in one of the games spun off the film).But here it is he who controls
the koku controls Japan.Why is this? , well with masses of koku say
at least 10000 profit per year you can produce units with impunity and
pump them out endlessly and throw tactics out of the window , your
main tactic will be 4 heavy cav units 2 yari cav , 8 monk units and
two other units of your choice (I still like archers or kensai).In a battle
you lose you may take 1500+ heads losing 960 yourself in the long
term the poorer daimyo cannot win.(this is a badly frowned upon
tactic called pounding which Napleon and monty did many many times
and cost many lives , since lives in this are not real its ok!).Daimyo
often play the pounder with cheap troops like ashigaru which works
early but is truly deadly with monks and advanced units.

#2More more more!

This relates to tax rates , once you have a stable economy pump out
shinobi (which are free to support anyway) and put 3-4 in each province
and you can set taxes to punitive without rebellions.

#3 Kursk

I name this tactic after the WWII tank battle where superior panzers were
destroyed by larger numbers of inferior T34s , if you move a huge army
or even multiple armies of 16 units (say 960 men in 60 default size units)
on easy and medium 7 out of 10 times the enemy will retreat .Though the
3/10 times they do not can be messy especially if they have over 1500
troops the more the worse , not because you can't take them on but due
to time limits and the random positioning of enemy reiniforcements.Which
the CPU loves to hide in forests miles away so you would be defeated
in that manner rather by losing in the normal way or being slaughtered or
routed.

#3.1

Unfortunately when enemies do retreat and you control the province its
nice , but you do one day have to face this growing army and this can grow
into the high thousands (worse case when I controlled most of the japanese
islands with 3 provinces still held out by hojo by forcing his retreat he
had 4000+ troops against my 9000+ troops).With the time limits set on
attacking side you can lose often in this way.There are ways out of this :

*1 automatically resolving the attack - I hate this since I loose too many
troops vs kills

*2 Having mostly heavy cav and warrior monks so they can march quickly to
each part of the maps and destroy enemy reinforcements that usually only
come in single units until you rout another unit.

*3 Send in ninja geisha etc to assassinate enemy generals (or even Daimyo
and his heirs) then attack since this makes enemy units rout easier
shortening
the time needed to dispatch units

*4 not chase enemy units who rout and keep an eye out for reinforcements
keeping troops in a massive diamond shape so they can kill reinforcements
and support each other in times of need.

*5 use Emissaries to bribe the enemy armies to a reasonable size.

#4 Rear area raid , send in an emissary or ninja or geisha to an enemy
held province on the other side of the map then the next season send
in a large number of troops often rear areas are not garrisoned
or have small garrisons , this only works on provinces with ports.
You can burn the port to prevent the enemy from quickly moving troops to
recapture the province and protect yourself from it by heavily defending
your own ports or burning them.

#5 Rear area raid sacrifice , if you have an opponent who uses the above
tactic you can protect yourself for up to 5 seasons , repeat as above but
after you capture the province evacuate all but a cheap unit. When the
province is attacked burn the port , have the skeleton crew fight to the
death and you are safe  from tactic #4 for up to 5 seasons.Or if the
enemy does not rebuild then for much longer.

#6 Barbarian denial , if you keep getting traders request an audience and
you have lots of koku without the port bonuses burn your ports.

#7 try keep a shinobi or ninja with your famous / legendary / Daimyo
generals since they will nobble any ninja trying to get them most of the
time anyway.

#8 mine complexes require at least a fortress

#9 ports are excellent in koku bonus and cost nothing to maintain so if you
are not too afraid of rear area raids then build them in all costal
provinces.

#10 Have 3-6 ninja on a diet of emissaries and weak generals (or train
them with + honour facilities or provinces or both tactics) as even with
95%  chance of success against the enemy you can still lose your
ninja since they cost nothing to maintain its ok to keep a few around.

#11 Start aggressively since weapons are pretty weak to begin with ,
generals are inexperienced and you can easily wipe out 2 or even 3
Daimyo before they start to have sons or conquer more provinces
and get much stronger units. (my record is wiping out takeda
oda , hojo, Imagawa ,and lots of ronin regions.)Also my record to finish
the game is 1573

#12 if you have lots of koku build castles in each province so you have fall
back positions and backup training facilities should you need lots of
replacements in a short time , they cost nothing to maintain and you
can reclaim about 40%the cost of building them if you know a province will
fall.

#13 Cheaper unit support if you clan specialises in a unit is false
it is only the cost of training that costs less.

#14 You can see who owns what in the throne room map
on the close up map provinces you are not adjacent to you
cannot see who owns them unless you have spies in them.

#15 the amount of red shows how big the army is without spies
though this can be skewed by daimyo , kensai and ninja since
they are full units but less than 60 men significantly.You can use
this as an early assessment of if you can win or not , if you can't
burn all your facilities reclaim some koku.

V1.7update

#16 You maybe unbeatable in battle but geisha especially hostile
ones are nasty very very nasty , I always seemed to win battles
even at 1:2 (me 1) and I held major blockades all around enemy
daimyo provinces , so what does he do he makes geisha and
kills all my heirs on by one then kills me = game over . So the
lesson? , keep heirs safe , accompany some heirs with shinobi
to safe them from ninjas more often than not.When a geisha
comes she will have to work her way through all your heirs or
if she goes for you first then you have heirs to take your place.
Even better you can make your sons sub generals so they are
safer , since only the higher ranking general seems to be
targeted.

But then how do you stop her once she goes on her rampage?
well try train as many ninja as possible especially from
yamashiro and the province above (one in between) and have
these honour 1 ninja attack her she gains honour up to 3 for
surviving assassinations, and you may get 14%<-> 1% chances
but if you throw enough at her luck will eventually run out.You can
keep you daimyo semi safe by surrounding him with troops
whenever there is a full army or more she always can't find a
suitable opportunity .But as said eventually your luck will run
out.You could also cash in your forces ie since geisha come
in so late in the game you can go hell for leather and conquer
the daimyo she is loyal to once he dies she vanishes.
Another is port safety if you have a port transport your
daimyo to the furthest part of the map and burn the port
on the next turn , she will have to walk , which can buy
time enough to throw more ninja at her.

But the best cure is prevention , if you start spying provinces
with legendary tea houses or even geisha houses then attack
that province you probably have 7 seasons to do it in if there
is a geisha house , more if there isn't.But the CPU seems to
cheat now and again I've had geisha come at me when the
enemy has no geisha houses , perhaps he had trained one
earlier and kept her in cold storage till she was needed.

It might be a bug or something but sometimes when you kill
off a faction their ninja and their geisha vanish after a turn (I
controled provinces surrounding takeda once killed him
and all that were left were ronin).Takeda's geisha was still
alive and I was still capturing ninja and would still relentlessly
persue my daimyo and his heirs.So killing a faction isn't
always 100% sucessful in wiping out enemy geisha though
ronin do not seem to train them more rather they gain them
when a faction dies.

Tactic for teams of shinobi to force revolts can be reversed
with horrific effects , I played once and had about 49 of the
provinces several were ronin ,I was going for a record time to
complete the game and therefore left my rear area somewhat
exposed , but left minor garrisons and shinobi at my ports with
ninja support to prevent rear area raids.Now hojo had a port free
and he crammed hundreds of shinobi through that port through
my port losing lots in the process , which led me to think haha
can't do that on me.Unfortunately with one in the net a few extra
go through and after 3 turns , (I didn't keep an eye properly on
the loyalty ratings due to trying to save my last daimyo from 2
geisha stalking him.) 42 of my 49 provinces ally oop'd and revolted
against me lots of ikko koku revolts as well which really ruined
my day since I thought it was in the bag.The counter for this is
when you start aggressively very aggressively slow down if you can't
win by 1555 and start garrisoning your rear areas with at least 2
units and keep an eye out with shift on areas that look shaky.
At major ports (I like to keep 6 major ports with have iron sand
with citedels , and production facilities for most units so I can
quickly train units of 3 armour upgrades and 3 weapons upgrades
at +2 honour and put them in areas that need help) keep 3-4
shinobi maybe more and never leave them unguarded unless
you land lock all your enemies.

This may apply (the garrisoning and shinobi) if you decide to
side with the Portuguese.

Time is precious ok I have fought all the way up to 1623 before
without winning but it is precious in one respect you need to kill
everybody before geisha start to become common later on real
late enemy CPU daimyo think its funny to use 4-5 of them.While
keeping huge armies that can't easily be attacked in all his provinces
and picking off your men (and clan sons) one by one , oh and
it is possible to kill an entire army with 1 geisha it took me 60
seasons to do this but she does not conquer provinces the
province stays aligned to the daimyo it was before but without
any troops in it.

To gain honour for your troops either:

#1 train them in better facilities

#2 have them fight more

#3 Bait siege

Bait sieges mean that you attack a province with a castle with
equal size army as that of the enemy , try defeat them with good
tactics and minimum losses forcing them to retreat to the castle
as usual.Then leave the province on the big map and wait until
that province is reinforced and repeat as often as necessary.
You don't want the enemy army to retreat immediately which is
what they do if they are massively outnumbered , just remember
to let all your men have a slice of the battle to increase honour
collectively.


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#5.2 Combat

Note these are only opening moves and basic tactics that can be
developed  and as combat is random these tactics may or may
not work for you and the ever changing battlefield.

note 2 I also never use group formations if anybody can comment
on their uses then feel free to mail me and credit will be given ,I
just find that line formations combined with close loose and
wedge are effective enough.

X = melee unit (non cav)
o = cav unit
H = archers


The sweeper:(attack and defence)

Requirements :

at least 6 melee units not cav or ashigaru
some archers
some cav

With your 8 units you can form a line of squares 4 men thick almost all
the way across the map if you have more units then you can keep them
behind in reserve to support any enemy action , if enemies have archers
keep in loose formation or bait arrows to any ashigaru units you have
or send in cav to deal with them.





X   X   X   X   X   X

  o        o       o


your intent is to march slowly across the map so that their line meets
with yours best to use monks as the Xs and charge at the last moment
as lines meet , if enemy forces are smaller or archers are pulled back
from the battle then your melee units can support each other and put
up to  3:1 from 3  directions which can make enemies rout easily.If enemy
formations are  much smaller than yours you can even work is as a
giant pacific island wedge being:


X                         X
  X                    X
    X X          X X
o                           o


Your intent is to lure them to attack or be rounded up into the dip in the V
shape and encircle , when this happens they CANNOT run away and it
becomes a slaughter fest if your encirclement is correct very few enemy
troops will survive and your archers can fire into the middle of the circle
from close range and your cav catch any troops who escape.


The funnel (defensive)

Requirements :

Daimyo
heavy cav
some sort of cover at the sides of the battle field
some melee units other than cav

This is a dangerous baiting tactic , Daimyo make extremely tasty targets
for the CPU keep him with 2 cavunits (just not to make it too good
to be true) and wait for the enemy to advance wait till the enemy formation
is ahead of your hidden lines and attack them completely from behind
when they turn to engage from the ambush send in the 2 cav units and
the Daimyo to crush the enemy formation from all sides.This does
require that the enemy units are not 100% yari samurai or naginita
however and doesn't work always since the CPU KNOWS your troops are
there cover or no cover.The Daimyo can also be replaced by a single
archer unit or gunpowder unit.

Chicken (defensive)

I don't like this the CPU tries it on with me all too much , but against a
small  slow force if you have a group of yari cav just have them run in
huge circles around the enemy formation until the time runs out or lead
them into small monk ambushes in trees.

The meat grinder (offensive and defensive)

If you are the richer than rich Daimyo with over 25000 koku per year you
may want to train armies of 12 monk units and 4 heavy cav units , have
them 6 wedges with squares of monks behind them and heavy cav at the
sides and one in the centre.Press ctrl+a click on the nearest enemy
unit , with a force of that size they WILL almost certainly be crushed.
Kill archers that are getting into position to shoot into your monk
formations with your cav units .You want to try to do a leap frog if you
want to be tactical the wedges move then the squares which keeps your
monks rested , PREVENT FLANKING by horses at all costs or you may
lose the entire army.The meat grinder can also be done early on after
2-3 years with yari samurai allowing you to play the big powerful unit
meat grinder.

pelting

Pelting is a horrible tactic I find hojo keeps using on me he has
2 archers units for every melee unit , a melee unit is set to engage
my unit then he moves archers close to the sides and fires into my
melee formation , usually I prevail but lose plentyof troops this is
a variation of the bridge block tactic.Its nasty and annoying try it
yourself.Its even worse with gunners and xbows since they do so much
more damage.It can be done on a massive scale too when entire armies
do this on your army.

Pawns all of them

You need several yari ashigaru units have them proceed out gingerly to
attack the enemy units , hide your more powerful units in trees or keep
them well back , approach an enemy unit then click rout after a very
short fight.The CPU (and many other players) can't resist to chase
them which the probably will do , chasing will tire them out (while
routed troops can run endlessly more or less) and they will meet
your powerful formations and be too tired to fight properly
, though beware this can be reversed many times in battles ,
just don't be too eager to chase routed troops.

Bridge baiting

Often say bitchu there is one bridge lots of enemy forces (say archers cav
and yari or worse) send in a squad of fast troops say yari cav and enemy
troops will move forward often to protect their archers retreat , if your bait
is still in good morale do it again it will waste enemy arrows.If they are
not or you can't be bothered to wait that long send in yari cav while the
yari troopers are turning around to go back to the positions they
occupied earlier you may catch many off their guard.Then pour
your troops  across the bridge head and flank and encircle.

Daimyo death

Daimyo without heir can die on the field , in a battle if you kill a Daimyo
you can end the battle right there and then his forces turn into ronin
and although sometimes cooperative are easy to take apart one by one.
You can also force suicide him by attacking him in a portless province
where he cannot escape to a friendly area (ronin and other daimyo
owned areas do not count as friendly provinces)

He who runs away

Lives to fight another day this is especially true since the CPU rarely
destroys his own beat up units so if enemies rout , and you know
there are no reinforcements destroy them.If the entire army routs
then ctrl+a then hold alt and double click the furthest unit and the
chase will begin .If you want even nastier surprises try to flank
early so you have encircled entire armies there will be very
few to tell the tale.

Waterloo

Since musketeers with bayonettes do not exist a huge group formation
with naginita archers and cav inside can work wonders if you have the
koku its nearly impossible to break into the square since naginita
are so deep and archers can fire at fairly close range into the hordes
who cannot approach.Unless a huge heavy cav and combined monk
force is sent in to break one side of the square at which you are
doomed.



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5.3 Gun combat

I would note many tactics where relate to musketeers only since they
repeat much faster (12-15 seconds compared to arquebusiers which have
a repeat of about 20-27 seconds so modify these tactics for those
cases when you can't afford that extra 75 koku or trade with the dutch
instead)Also I would note that body counts when large formations
approach my gunners are conducted after the main meat of the battle
I remember where the enemy formation was and count the bodies there
without chasing , it works since I often retreat my gunners behind my
melee units behind my gunners.

Your main aim is to fire at deep targets that is units behind units and
units overlapping and crowded which means they utterly cannot miss
they will hit something.The deeper and more crowded the target area
the more kills , try this experiment.

bitchu defender

3 daimyo vs you with 10 naginita units and 4 units of musketeers
2 yari cav for bait and maybe some no datchi good weather no rain ,
enemy is 48 units (2880 men) of yari samurai a simple battle which
you can barely lose though on paper its very poor odds so many of
them so few of you.But its not so simple the bridge acts as a funnel
choke point and the start of a horrendous meat grinder that if in real
life you saw the river would turn red al la than film I saw once and your
hair would go white.

You want to line your musketeers to the left and right of the bridge
in double row with the 3rd unit on the left side double rank above
on the slope the front gunners.Now wait , enemies will come a
chargin' at you (keep gunners on fire at will , hold position and
hold formation and naginita at the mouth of the bridge).With so
many enemy daimyo they often attack together and overlap
each other and crowd each other massively.Now draw an imaginary
line 25% across from the bridge (from your side) now let them come
keep your naginita fighting altogether (all 10 units) on the first 10%
of the bridge and charge only at the last moment.Watch how many
men gunners take down you can get near 1 gun = 1 man with the
crowds and if you keep this up (and bait enemies to keep
coming at you never chasing and never moving your units
past the 10% marker) and look at the stats at the end I have
had stats of each gunner unit taking 3 casulties from friendly
fire and each unit taking 500+ enemies each a mamoth 2000
+/- enemy killed just by them since my total kills was 2462 only
512 kills were from melee.Still this is a special case since its
obvious this can only be done on bridges but it demonstrates
why you need to go after crowds.Though some of my gunners
decided to be snipers and took some good long range pot shots
which missed their initial targets but hit something behind that
target ha.Which demostrates the depth principle on a normal
field of battle sans river 2-3 units working in partnership or
choke points you form yourself can be used this way.A good
example is yari and archers they are often together which is
a fair gun target.With 4 gunners you can take around 60-120
men per full volley (if you have synchronised their firing).Each unit
has the potential for 2400 kills you can get up to 30-40% of this
potential in giant battles such as the above , or even more if
you consider that they don't actually fire off all their shots.

The counter point to this is that when near the end of the battle
when enemy units rally and come at you in drips and drabs
(unit sizes of 3-15) your gunners miss quite often and you
will only get 3-5 men per unit per unit volley.



I would also like to note that in rain muskets can fire but depending on
the severity of the rain a number of your men will misfire , watch them
in a 2 man rank during the rain.Only about 5-15 men will be able to
fire in the rain which seems to be confirmed by the amount of ammo
depleted.

I actually experimented with these guys they work well with yari ashigaru
if you have 2 gunner units and 1 ashigaru unit then you use the yari as
bait , and form a giant V shape :

    FFFF
  G        G
G            G
G            G

F = yari ashigaru
G = gunners

The logic of this is that the yari are a tempting and weak target which the
AI goes after alot in a charge skirmish setting ashigaru formation the enemy
will berak rank and become a swarm.Your gunners can fire in ranks of 2-3 and
take out up to 23 troops per volley.Since they are at very close range and
are caught in a cross fire and the approaching formation has no open space
to avoid the shots , this also works well with arquebusiers .However there
are fundamental disadvantages to this , for a start you need 3 units at
least to do this tactic in a 16 unit army 3 monks or 2 monks and some
cav will serve you much much better.Also it does not work in rain and
needs somewhat flat terrain to succeed , also you may need defenders
for the gunners which tie up even more of your units , just in case the
approaching unit turns on your gunners in which case you are in serious
trouble.In single line they can manage a shot from 12-17 seconds.Multiple
lines I can never tell since enemies always seem to engage them before a
second shot is fired.

After careful experimentation against all troop types in a 1:1 basis (foot
troops not cav) they are actually useful if you can get them to at least
to honour 5 and with 3 weapons upgrades , to use them hold them from
firing until they are about a river apart (measure the river in bitchu on
your screen) then let them rip in single line (it is better on bitchu since
there is a horrible choke point of the bridge) and you can take out 23 units
on the first shot.On the second shot (which even with enemy charging
at you) will come just before hand to hand is engaged (remember to
turn off skirmish to hold formation and hold position) you can take
out up to 35 troops.The way to use them is to stop them firing until
the enemy is 17 seconds away to fit in a long burst and a super close
burst.Much of the time the enemy routs (who wouldn't when you are
suddenly surrounded by your comrades most of them die).Though
the conditions for this sort of use is the enemy stays bunched up
in close formation , wedge or a bridge crossing column , when ever
an enemy changed to loose formation I got about 9 per volley , then
13 max on the next which still leaves many to engage your gunners.
Still I prefer warrior monks and cav.Also your gunners will not gain
honour for this but they do still have 38 shots left which means if you
rotate gunners you can (say 3 units single line fire , run back , have
a line just behind them sort of a manual line rotation when you use
ranks of 2-3 you can utterly take down approaching enemy lines)
though cav WILL destroy your gunners and archers will also outrange
them..

I have changed my mind , though I do still prefer monks they have
their uses , and can be extremely nasty to the enemy ,though you
need 2:1 and a relatively slow unit (any cav will still cut them to bits)
turn on hold formation , turn on hold position and turn off fire at will.
have them in single file , if there isn't room or you have support from
more gunners have them in a 2 man thick rank , fire at the 18 second
gap.Have your other group fire at the same time , the next volley will
come in about 5-7 seconds from the back row waterloo style , and
you can take out 45-59 units in these 18 seconds only suffering 1-2
losses if you are careless in their placement or your men shoot
each other in the back, though somehow whenever I did this the
enemy did not rout.Still if they are engaged you can sacrifice your
men by having them fire at will , some will target the strays you
missed on the 4 volleys , some of your men will target other
approaching columns.I have to note though it has extreme power
it has extreme vulnerability as before to cav unless you can catch
them in a 3:1 (3 gunners units all 2 man deep rank
in a huge V and you will create a giant trap which anything in the
crossfire will not survive except a few lucky (or rather unlucky since
they will have to engage enemy units alone and they aren't kensai).
Also it relies heavily again upon not being attacked with more units
than you have gunners , in 1:1 (unit 60vs60) you will take a huge
number of heads but you will most probably lose your gunners
unless you have extreme luck.

But it doesn't work in rain and as said before is vulnerable
dependent upon your luck of the CPU number generator so
best have some naginita / yari samurai defend them.Which
is bad since it ties up units.

With gunners and melee units after the first exchanges and with
melee units if you can move your gunners round to the side
or better the rear of the rabble fire at the enemy from behind.
Often the enemy is tied up and cannot disengage and queues
up behind the front line folks and you can pick them off easily
though you may lose a few troops it is terrible for enemy morale.

NEVER EVER EVER put units amongst or ahead of your gunners
I once did this in the heat of battle and misclicked , they can
devastate your own forces , units may try to shoot through the
gaps between your men but they often fail , since it is so close
you can lose 40+ units in a single volley and it can really spoil
your day.the only exceptions to this are height differences between
your gunners and front ranking units and when your gunners
have high honour (at about 5 which is pretty hard to get to
in reality but that is what custom battles are for)where they
have great accuracy.

But you can do this if there is a height difference a the bigger
the better put a defensive unit in front of it to absorb the charge
adn your gunners can fire over the heads of your defending units
but it works best usually on a unit waiting behind the fighting
unit (enemy) since there is a bigger elevation angle and there
is less chance of friendly fire.With those huge differences on some
maps you can keep musketeers super close and take 30+ per
volley and your defence team can clean up.If they rout you can
chase with the gunners.An example is Bitchu where there is a
slight hill to one side of the bridge (if you are the defender then
looking down the bridge it is on the right hand side) you can keep
a small squad of gunners up there and fire into the crowd just
behind your defence team.Just make sure that your defence team
isn't flanked so they go for the gunners , which is double trouble
since they attack from a height advantage AND attack your
weaker units first.The way around that is a possible complete
line across the map though your mileage may vary on this
since not all maps are perfect.

With height difference if there is a slope that means a 2 or 3
rank deep gunner unit is standing on it sometimes the gunners
behind can fire at the same time as the front runners , this
does mean than you can't keep a constant rate (ie one line
runs to the front fires , runs to the back reloads while another
line runs to the front and fires etc) which means you can cram
more firepower into much less space.On the defending side
of Bitchu the edge of the bank (on both sides of the bridge) is
just enough of a incline to allow some of your troops on the
rear ranks to fire at the same time.

In rain if you are pretty confident you have enough melee units
to protect your gunners or can keep them out of harms way the
keep them on the field.use them for the chase when the enemy
routs , since they are ashigaru units they can move quickly and
take many many heads , which is an excellent way to gain
honour for them since shooting doesn't really earn too much.This
extra honour can make them lethal.

There are exceptions though when you can have skeleton crews
of dedicated melee units , when your men get high honour (the
gunners) you can really play 16 men deep lines its better as
always on hills since you get extra safety.have 12 units of
gunners in single line with the 4 extra units in the wings for
support and prevention of flanking.And you can have them hold
position fire over and over over each others shoulders which
means you can have an horrible kill zone in front of your men
one entire unit long , you will lose a few but hey that is the
price of kill zones.If enemies come in 2-3 units they get
shot to pieces and often rout , if enemies come in force
and attack with huge numbers of units you get the chance
to fire into huge crowds and take massive head counts.When
the get close you can rotate the front row to the back and
have a backwards moving waterloo type line.With such
losses the enemy will be seriously weakened and your 4
units can fight quite effectively.At which you can move your
guns round to the sides and fire into the enemy sides and rear
awesome , and hard to do.A note is to keep ranks straight
have hold position and hold formation turned on and when
people start to walk halt them.

Using them again with bridges you can have them at 45 degrees
to the bridge away to the sides , if you put troops in to fight and
block the bridge you get a huge traffic jam.With your gunners
firing into this mass of men your gunners cannot miss and will
score huge casualties on the enemy , you maybe surprised how
much the green bar grows if you get it right , don't use free fire
mode though you may kill your own manually target the middle
and rear of the column, archers are good in this way too.

Guns on cav , this is a difficult one you just want to go 2:1 or
3:1 vs cav firing a couple of seconds after they come into range
and gambling on if you can get a 2nd super close shot.With
multiple lines you can waterloo , that is to have 3 units ranked
2 men deep.Of this you fire twice (once for each rank) then have
them run behind your next line , have them fire repeat with the
last line , the problem is that cav are so powerful vs gunners
that even a few left can seriously damage your forces .

There is a minor tactic that sometimes works and sometimes
does not with high honour daimyo on the field (yours) it might work
well.Or could fail badly , its the English gun line combined with
the highland charge , you want a single line fire once at max
range then once at close range then charge , since both shots
will reduce numbers of the enemy heavily you will win on weight
of numbers.Which is quite sucessful all units have trouble when
they are heavily outnumbered. (on the training mission where you
have a group of archers on a hill top and yari samurai approaching
you , you can defeat them by reducing their numbers so you get
3-2 odds and therefore win marginally).

Multiple ranks on hills seem able to fire over the heads of units
infront of them , either that or it was a lucky miss since I have
not tested this conclusively. I have done this only once on that
large province on the right of the map after which I was routed
(they had as a counter attack 8 heavy cav and 2 monk squads
while I had 2 gunners and a rank of monks)

You can experiment on line formations of 2 men thick and put
men in-between each other so that they do form a near solid line
and do not hit each other , this needs patience to form up and
often they donot stand on the same place after a few shots.But
it can be extra devastating since you get the full firepower of
a single burst (ie 50% x2) but a fast repeat when the men from
behind do the same.All this is in the same area of effect rather
than spread out when you use separate ranks standing independent
of each other.Gives a shot once every 8-10 seconds at full power
, and makes these boys nearly impossible to approach , just
remember to have hold formation and hold position on and manually
adjust the fire at will button , you can also do this staggered
to have a 50% power shot ever 4 seconds which is quite effective
but I suppose I enjoy it when my men fire and 40+ men fall

example is:

X = gunner

X   X   X   X   X   X   X   X   X   X   X   X   X   X   X
 X   X   X   X   X   X   X   X   X   X   X   X   X   X   X
   X   X   X   X   X   X   X   X   X   X   X   X   X   X   X

Guns on guns is an iffy one if you are standing waiting for gunners
to come into range you will win , if you are approaching and want
to fire on a unit watch his men.The second the kneel and aim , open
formation and stand firm they'll fire at maximum range taking at most
10 men.Run forward and take your shot and you'll get it closer and
have deadlier effect.Since I'm assuming (dangerous) that you will
use muskets that have a higher cycle rate and well ordered troops.

OR

Stop just outside maximum range to goad the enemy into walking
forward a few steps therefore being in range , you shoot first , many
of his men fall therefore those dead cannot shoot.Run back a bit
to stay out of range then repeat.

Same as the C&C tactic those who are dead cannot hurt you so
get the first shot if possible.Though remember this is guns vs guns
with any supporting enemy units the outcome is unpredictable.Though
with more enemy units you may score more but there will be more
of them left to massacre you.

The fuse , I name this the fuse , when faced with small units say
ninja or daimyo or beat up units .After the customary shots and they
surviving enemy engages your troops you want to turn the formation
into a 2-3 man thick line with the thin part facing the enemy unit.
They will be busy killing your men at the end this buys the time
for the rest to reload , and either shoot up close or get a shot in
when the man next to him falls.Which will slowly reduce the enemy
formation to nothing.Though this is extremely wasteful but its better
than losing the entire unit , especially when you have no options.


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5.31 Arquebusiers vs musketeers

When going about my daily business I heard somebody once say
arqebusiers are more lethal at close range than musketeers because
once at close range I let loose a volley and 30+ heavy cav units
fell at my feet and routed."Yeah" he said ," but musketeers have
much better ability to shoot at long range"."The assumption
being that enemy will never get close to enemy units"


So what did I do I tested it here are my results based on the map
4th kanekawa on the flatish bit of land just to the left of where you
start in a custom battle vs 1 unit of heavy cav.All units 0 honour
no weapons upgrades and no armour upgrades.At the range when
heavy cav have the status of attacking when they run up to your
units.All gunners had hold position and fire and hold formation and
were allowed to fire at will when the enemy status was on attacking
played at normal all without rain.


Arquebusiers double ranked men

Test:

>1 = 17 kills
>2 = 14 kills
>3 = 18 kills
>4 = 18 kills

average = 16.75 kills
0.2791 kills perman

Arquebusiers single ranked men

Test

>1 = 19 kills
>2 = 11 kills
>3 = 12 kills
>4 = 14 kills

average = 14
0.2333 kills per man


musketeers double ranked men

Test:

>1 = 22 kills + taisho and rout
>2 = 21 kills
>3 = 19 kills
>4 = 20 kills


average = 20.5
0.3416 kills per man

musketeers single ranked men

Test

>1 = 22 kills + taisho and rout
>2 = 21 kills + taisho and rout
>3 = 19 kills + taisho and rout
>4 = 20 kills + taisho and rout

average = 20.5
0.3416 kills per man

So in my tests I find on average in 4 tests that musketeers are
deadlier at long and short range though these are no way 100%
conclusive tests and such situations may or may not be repeated
in battle.This sort of makes musketeers deadlier since they can
shoot with ok accuracy at long range and due to their shorter
turn around time get a close up shot.


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#6 Misc notes - battlefield

Don't always chase routed troops there maybe reinforcements on the
way check  troop numbers before each battle even just with a passing
glance , it could be a trap.

Outnumbered troops fight very poorly , try defeat in detail tactics

Remember shogun is an attrition combat game not a loss less combat
game such  as homeworld where your fighter squads can fight kill the
enemy and be barely damaged , Losses are normal even when troop
status is at winning easily , unless the enemy routs almost instantly.
When I first began to play I was over protective of troops and withdrew
them at critical moments losing battles let them fight it out.

Ronin can actually fight as allies for you though after the battle you will
have to fight them.

When fighting with allies let the allies attack first no matter what the
status of your units neglect that extra head count and honour , let the
enemy get  tired killing your allies , as eventually allies break apart
and you will have to face those troops yourself one day.If you don't
like your ally or if they are stated as neutral and may fight anyside
you can alt click them to kill them also.I would note who has the most
men standing at the end of the battle takes the province.

Unless a general is seriously demoralising his troops never destroy
units use them as scouts , bait or suicide troopers.

I cannot vouch 100% for this but winning battles seems to = heirs when I
first started to play I was highly defensive and kept mostly to myself
and got a heir after 9 years when fighting and winning I got a heir after
one year.

Unless there are too many enemy troops (5500+) command attacks and
defence personally you will almost always take more heads than the
computer auto resolving will and possibly even win (by cheap tactics
like the timer perhaps note I used to have this at 1500 but it seems I
got better)*though you can try

*during a recent massive massive massive battle my 1752 troops went
up against 9800 troops and it was an utter massacre , I think maybe the
CPU gets busy or something but in that huge battle enemy reinforcements
often stood around doing nothing , even getting pelted by my arrows,
in front of my units,If you spot this you can get an easy massacre by
using a mutlidirectional attack 2 , 3 or 4 side attack and you will
barely lose any men.But when in titanic battles yari cav are useful
to chase routed troops while your main force engages reinforcements.

When it says reinforcements have arrived it means your reinforcements ,
enemy reinforcements do not announce themselves they march onto
the map.

When armies are divided and the camera cannot reach double click on the
unit banner (the bar at the bottom of the screen) and it will fly to that unit

To speed up the flight movement press any of the arrow keys and the
transition is instant though sometimes disorientating.

daiyamo should not really be led onto a battle field unless you are short on
troops their unit is of 11 heavy cav which is signifantly weaker than a full
unit.Also on the field they can die somewhat easily an arrow here an arrow
there a surprise attack and you are toast , taisho are much more disposable.

morale states-

Impetous
Steady*
Uncertain
Wavering
Running away

The presence of warrior monks usually makes units start at steady
rather than impetous.

Combat states

Winning easily
Winning slightly
Evenly matched
losing slightly
Losing badly

Though these should not be taken at face value when attacking with naginita
it often swings from both extremes.

Energy states

Fresh
Quite fresh
tired
quite tired
exhausted
competely exhausted

It can take up to 6 minutes for any unit to recover from complete exhaustion
to quite fresh , I don't know the full effects of energy states but charges
can't
be maintained and I think attack defence and speed would be affected.

There are errors on the beach maps an in kublai khan maps , where enemy
units can get into places where your troops cannot , this can cause losses
through timer which is cheap.try to approach the stuck enemy unit from a
different angle if they are stuck or use archers to reach out and touch those
units.

That also applies to map edges units stop the chase after they get to near
the edge of the map , you can catch a few more units with arrows in the
back.

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#6.1 Misc notes - map

Geisha are expensive in time terms don't use geisha against geisha you'll
kill the enemy geisha but lose yours also , use a ninja or something.

You can keep your ports semi safe by garrisoning them or keeping ninja /
shinobi or border forts in them when an emissary ninja or shinobi (enemy)
comes to try instigate a rear area raid you can assassinate emissaries
and capture enemy shinobi and ninja.

Heirs , daiymo and famous generals cannot be bribed no matter how much
koku you try to give them.

It is possible to make a general , like manufactured bands , if you just
combine weak armies into bigger ones the status of generals becomes
better as the army size increases so you gain honour bonuses without
having to fight.Though it is rather hit and miss.

You can deny enemies heavy cav and naginita cav by conquering provinces
with iron sand deposits.

Diluting isn't as serious a deal as the manual makes of it mixing 0 honour with
5 honour units will reduce the overall honour but I find honour doesn't make
that much difference the major factor being numbers and koku.

Never let heirs become ashigaru heirs are useful when a random event kills
you this also applies to kensai.And ashigaru die so easily in battle , they
are much better as heavy cav monks or naginita since there are good honour
bonuses for troops under them.

Never let ashigaru become generals either have them as support units let the
samurai be the commanders , so you don't get the "your general is doing you
a great dishonour and is running away like a dog" as this may not turn the
battle but causes morale to fall.

When going up against an evil ninja favoured daiymo pump out shinobi and
build border forts to keep your best generals alive.Or invade provinces
where there are advanced ninja facilities , this also applies to geisha
though  they are less of a problem due to their training time of 8 seasons.

Enemy units cannot be starved to death outside castles , when you lack koku
units are destroyed since you can't feed them I assume they starve to death.
late in the game I forced major retreats to the hojo capital and surrounded
a province with 5 960 man armies in each.His retreats consolidated all his
troops into a 220 koku area with a mine complex potentially giving him 440 koku
from improved farm land and 800 koku from mines and 500 from trade.that is
about 1500 koku = 1500 max troop support per year, (I exhausted his spares
through forcing him to produce units to defend against my raids I
think).However
he kept over 12000 troops in that single province only a few hundred being
ashigaru units.After 23 seasons of this stalemate none of his troops died
from lack of koku , maybe they are cannibalistic against the peasants of the
region.

Once you have land locked an enemy clan you can build castles and
ports at all of your coastal provinces beefing up your income heavily
even if you reduce the tax rate.

tax rates

Very low = 75%
Low = 90%
normal 100%*
high = 110%*
punitive 120%*

*I'm not really sure how somebody would pay 100%+ of his income I
suppose it includes labour though a low tax being 75 and 90% are
pretty insane anyway.But at punitive you get 10 koku more than the
farm income and at 5 at high tax levels.Though tax isn't really a way
to effectively control the peasants in my view shinobi and garrisons
are much better.

on maps where the description says it is easily defendable with you
as an attacker ALWAYS attack personally since the computer gives
this as a massive advantage often putting 5000+ men into a region
vs 900 and automatically resolving the attack with me losing 2000+
and the enemy losing less than 200.The inverse is true though.

You can see what areas have what specialities by just looking at the
map a bucket indicates minerals either ironsands or something that
you can mine for extra koku.A horse represents better cav al la
shinano.

A cheap(ish) way to gain extra honour for you ninja and or geisha (up
to 6 I think correct me if I am wrong) is to attack a ronin province
(ronin is better since they donot reinforce each other as much as
daimyo do) with 1 yari ashigaru unit then you can do two things:

have the computer auto resolve the attack where you will most
likely lose , repeat until the enemy general gets high in rank and
practice you geisha and ninja against this general , repeat over
until you have +4.Or look for super high ranked generals at a
max of 6 which will boost your geisha stats up considerably.
And make her impossible to stop even with other geisha since
sh (yours) can evade the enemy geisha's tea ceremony. At +4
your ninja (if he survives that long) and geisha can go after
bigger targets to attain the +6 rating.

Go into battle and immediately rout your general will get -1 but
who cares its only yari ashigaru and he leads no units but his
own and eventualally you won't even have to rout them they will
run scared themselves.This counts as a win and you can repeat
over and over (at the expense of time only) and use your
ninja and geisha on them to beef up their honour levels.Ninja
for countering geisha , geisha for kills.As the message :

even loyal retainers sometimes cannot be trusted

is annoying and pretty scary since it can mean game over
no matter how many troops you have on the field about
to inflict that killer blow on that last enemy daimyo...

Still against daimyo you can assign more than one geisha
for assassination mission.On expert mode I have had 3 chase
my daimyo sometimes.

alliances with portugese and the dutch are also worth 200
koku units per year.

You don't actually have a capital as I first thought your sons
are born wherever and they become generals when they mature
at the place where a unit is next produced I think from the left
of them map to the right.Though do make him a general as if
you donot then when you (daimyo) dies your heir will not take
over your position.

You might sometimes see clans come back from the dead
unfortunately when your last daimyo dies the game is over.

Be swift when you have no heirs left and it is past 1590 since
I never seem to get heirs after then , if you can certainly die
from old age and lose the game , if you are the only daimyo
left all of japan becomes ronin.Sort or much like the 1580
start where about 52 of all provinces are ronin.

Its a lie ronin and bandits can act in in unison and will gang
up on different provinces acting almost like daimyo but
without the strategic units.Though rear area raids seem
rare still though.

Ninja are a big pain especially when the enemy has a high
honour ninja and eh is killing off your generals one by one
although the CPU knows where your shinobi are you can
stop ninja by putting high value targets relatively alone in
an area full of shinobi.Unlike towers they cannot be seen
by the enemy and you can execute any ninjas they send to
you .Targets that the CPU always seems to go for are my
emissaries heirs and high ranked generals.

There is an excellent cheaty way to get troops of all types
for very little investment , on your front lines put up to 25
shinobi (2500 koku + 1000 odd for the facilities to train them)
.Then if an enemy attacks and conquers the province (which
you can leave it skeleton crew'd if you want to act as bait)
they easily revolt and turn into troops under your command.
At which you can fight or rout them to a nearby province with
enough shinobi you can get 600+ troops of varying kinds
for free each turn.Until the enemy puts in many shinobi of
his own or is killed and does not try to hold the province.
Though I have yet to get kensai heavy cav or gunners.If you
retreat them into a friendly province you can build up huge
numbers of them so quickly that it would take years to train
them all (some of them sometimes come with upgrades
as well) that you can do this for 8 seasons then move your
own troops in to force them to retreat.At that you can clean
up his provinces by force retreating.

A general at -4 ranking will automatically commit suicide oh the
shame the shame.....


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#7 Castle attacks

Castle attacks are pretty easy and extremely unrealistic (see
Ran for some castle attacks) in that they are tiny castles with
pathetic walls which you can't set fire to or use siege weapons
against.

Note castle attacks are all the same* they are always one of the
maps you can choose on the custom battle map choosing screen
so you can practice attacking and defending them with different
combinations of troops.I personally think a castle with many naginita
cav archers and 2 kensai with monks filling in any of the spaces or
yari to stop your horses is a tough combination.Yari ashigaru are
slightly more dangerous here too as they cannot rout and they
must fight , normally in an ashigaru engagement after killing 10-20
of them they rout but here they fight to the death as rout is not
an option.

*in historical battles and campaigns castles are different from the
default few that you see in sengoku jidai.Still the castles in the
historical missions are much the same or even easier to overcome
and defend since they are built on flat ground and not always a
plateau.

Ending a siege by storming the castle:

Essentially you want to wait until archers and other long range units are
dead through attrition of waiting.When you do this you can use your own
archers to fire into the castle , on easy you can sit just outside the gates
and exhaust all your arrows depleting a major number of troops inside
before putting your melee units in.Kensai (2+) are almost perfect for this.

If there are archers behind the men at the gates exhaust their arrows(since
they are particularly lethal due to the choke point effect of the gate)
with yari ashigaru units at maximum range it may take 5 minutes off your
attack timer (this does not work for unlimited ammo settings) then charge
in.You have to remember the siegees cannot rout except back into the castle
if you have them send in ashigaru units to tire out the defenders , then
match units and charge in once you have a foot hold ctrl+a and charge in
and overwhelm enemy units.Ideally this only works if you have many many
more troops than they have in the castle , though you can reduce their
numerical advantage through waiting extra seasons.

At higher difficulty levels enemies will charge out to meet your forces
so you need to defend those archers as they fire into the castle, if you
haev multiple armies you can even self rout (or with draw rout is faster
but = -honour) and have more archer reinforcements arrive if time allows
it.There is also no real need to target the general since that only reduces
their morale and since they fight to the death (defenders) they won't rout
anyway.

Gunpowder units should be attacked in the rain or baited with ashigaru
units at maximum range to exhaust them and their ammo or even wait for
rain.

a really easy way to get a castle is to use a ninja to open the gates
you lose 0 men but the enemy suffers 100% casualties.

If you are rich rich rich and have kensai lots of them that is have them
in the thick of it as much as possible too beef up their experience
points and have them with 3 armour and 3 weapons upgrades ,
alone they can handle up to 900 men if you use about 5 of them
since alone they are strong , but they synergise and become even
more lethal.

Keep your eyes open also , often I've seen the CPU do this it doesn't
keep all its troops inside the castle and tries to do a two way attack
on you surrounding your frontal units , as a counter keep a few back
if you can spare any or anticipate that.Or if you have time kill them
first then attack the castle.

Breaking a siege

This is actually quite tough especially if you have a small army in the
ideal world you have archers naginita etc , keep naginita in tight
formation around the gate (loosen them if arrows start a flyin') and keep
archers firing at the gate , you want to produce a funnel effect.A kill
zone if you will naginita hold position while enemy have to run the gaunt
let of massive arrow barrages walk up the hills and get tired.You only need
to hold out for 35 minutes max.Though your arrows may not last that long
have your archers hold fire unit they are very close as you get a better
hit ratio.If the enemy is a meat grinder your naginita can hold the front
off and a huge queue will develop behind the front liners which is easy
meat for archers as every arrow will hit somebody if not kill them outright.
Whatever you try don't just stand there and get pelted to death by arrows
remember the castle is built on high ground so you have an attack bonus
outside the castle but not inside (except the attackers will be tired
climbing up the hill into your castle).

A extra effective funnel effect is much the same as bridge defence in that
you let them get tired running up the hill and let them come slightly into
the gate so you can attack the enemy unit(s) that gets through from
at least 3 sides and use arrows.

Units right next to walls of the castle (from the direction arrows are
coming from) also seem to take less casualties from arrow induced death
I suppose the walls act as a barrier that can't be arced over when they
are so close.

If you don't have the units to form a kill zone march out your troops onto
the field and take them on as normal , with maximum unit matching and use
of trees to hide your units and reduce cav advantages.You want to try kill
generals to reduce morale since attackers can be routed.yari units can also
be sacrificed to buy a few minutes from enemies chasing them around the
map.

If you have units to spare then use another army to break the siege this is
fought exactly as if it was an attack on a province and may or may not
make it easier to take the province back.Though potential losses are
more potential kills are more too.

extra notes:

If you play a custom battle and have thunder bombers attacking a castle
they are incredibly effective against anything inside , since inside
most of the smaller castles (
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