Combat Tactics 1
To battle!
Early in the game, get your Daimyo out
of the castle and have him lead an army. The honor bonus an effective general
confers to his troops is invaluable; it will the turn the tide of many
of the early battles. However, you'll also want to cultivate at least one
more general so you have greater flexibility later in the game. Create
a secondary army and use it in the easier early battles to train its general
to a higher rank.
When you're facing a tough battle with
defenders holding a river or a stubborn hilltop position, you're often
better off throwing overwhelming numbers at him and using the "Resolve
Combat Automatically" option.
This generates the outcome through a formula
that puts more weight on numerical superiority than tactical advantage.
This is also a good way to use hordes of Yari Ashigaru; throw them at a
province and wear it down using the automatic combat resolution. Cheap,
yes but so effective.
This automatic resolution is also a good
way to get around the 16-unit limit on the tactical battles. Alternatively,
you can attack a province with more than 16 units, but they'll fight in
the order in which you drag them onto the province.
The first 16 will show up to fight and
replacements will arrive whenever your total number of units drops below
16.
You can send tired or depleted units off
the map to make way for reinforcements with the withdraw (CTRL+w) command.
You should also withdraw any valuable high
honor units that start to get clobbered too heavily. Minimize the casualties
among your high honor units by using them properly.
When you replenish depleted units, you're
watering their honor down with the replacements, so it's important to keep
as many of your veterans alive as you can.
An effective army will include a fair
number of disposable troops, particularly when you're expecting a lot of
casualties.
This is where the Yari Ashigaru earn their
keep. Ashigaru are just hastily mustered peasants; sometimes they'll turn
tail and run when faced with high honor troops or Warrior Monks.
Use them as garrisons or a way to pad
defenses to discourage attackers, but don't count on them as the basis
for an active army. Instead, your default grunts should be Yari Samurai
and Warrior Monks.
Strengths and weaknesses
You will lose your cavalry if you expect
them to fight well on their own.
They are good for speed more than anything
else. Although Heavy Cavalry are clearly the best units in the game, the
Yari and Archery Cavalry are mainly useful for their mobility, giving you
the flexibility to adapt to the situation or strike when you see an opening.
For instance, when you can catch a unit
in the process of changing formation or position, a quick charge can be
effective.
It's fair game to rush an enemy's general
with your cavalry, as a dead or fleeing general has a dramatic effect on
the way the rest of that side's units will fight. Keep all cavalry out
of the forests.
Archery Cavalry are great as a sort of
hit-and-fade mobile artillery that can attack from a distance and pull
back before anyone can reach them to retaliate. Use them to thin the ranks
of heavy hitting troops like No-Dachi.
No-Dachi won't hold up under attacks, so
use them almost exclusively for quick offensive pushes. Conversely, Naginata
are the best defenders, so use them to hold off attackers.
Archers are good against Warrior Monks
if you don't have your own monks to attack them.
Arquebusiers and Musketeers are much cheaper
than Archers, but they're not nearly as flexible or powerful. Whereas the
Archers have real reach and can pack a punch if the wind isn't too strong,
guns are only effective at relatively close range; they're better used
to thin out oncoming melee troops.
Since they have a slow rate of fire, arrange
them in ranks three men deep to maximize their firing rate.
Archers, however, should be arranged in
ranks two deep for maximum coverage. Put missile units into loose formation
if it doesn't spread your unit frontage so broadly that some of your men
can't reach the enemy; this will minimize their casualties from return
fire.
Note that you can suffer from friendly
fire if you give specific orders to attack enemy units engaged in melee
with some of your men; otherwise missile attackers won't voluntarily risk
friendly fire casualties.
When deciding when to attack, don't always
assume that you should wait for a fine day in spring.
Rainy or windy days are good for going
up against an army heavy with Archers whose effectiveness will be minimized.
It's okay to attack through bad weather
if you can afford for your troops to be tired from marching across the
map if you outnumber your opponent, have a higher honor, or have a lot
of light troops that don't wear heavy armor, you can afford the long march
across the map through snow or mud.
River provinces are ridiculously easy to
defend, so regard these as crucial chokepoints on the strategic map.
To take advantage of a hill, which will
be the deciding factor in many battles, don’t sit on the very top. This
is risky, because if you're driven a little ways backwards, suddenly the
enemy has the height advantage.
Talk of hills is a little deceptive, since
it's really the angle of the slope that matters. If the enemy has staked
out a slope, try to maneuver to his flanks to minimize his advantage. This
is especially easy to do if you outnumber him and can approach him from
two sides.
When defending, choose a hill at the back
of the map so the enemy has to wear his men out by walking a long way;
this is particularly effective in bad weather.
Making the best of it
The first opponent you have to conquer
in battle is the interface.
Pause the battle often to assess your
situation and give orders.
Until you've made physical contact with
the enemy, use your army as a single unit. Select them all (CTRL+a) and
use one of the formations, generally 'skirmish center', to approach or
await the enemy army.
Larger armies can be divided into a couple
of chunks using the unit grouping controls. Generally, you should let the
formations arrange your individual units, who tend to function pretty well
without being manually given orders.
One exception to this: when a unit is
closing to melee, select it and give the target a quick double-click to
order a last minute charge.
When an enemy army is trying to outflank
you, there's an undocumented command to rotate your formation: hold
down the alt key and press the right mouse button. The selected units will
rotate to face the location of the cursor as you move it around and a ghosted
image will show you their target facing.
Let off the right mouse button when you
have the facing correct.
If you've selected a spread-out line consisting
of multiple units, hold the cursor at a distance from the units to keep
them from curving in a semi-circle around the cursor's location.
When you double click a unit across the
map, you can bypass the slow moving camera by tapping any camera movement
key to instantly jump to that unit.
The kill ratio bar located over the minimap
measures the absolute number of men on each side who have been killed;
the longer the bar, the more men have been killed. When the bars meet in
the middle, they readjust to represent relative numbers.
To win a battle when you're the attacker,
you have to either run all the defending units off the map or put them
in a state of rout. If you just let them fall back and reform, you'll lose
the battle.
Make sure to check the forests for hiding
units.
Battles in fog can be really hard to win
for this reason.
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