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solypsist
11-05-2000, 05:15
As a forum user here for quite some time, I frequently read threads exclaiming "such-and-such is a great strategy, but I've never been able to make it work."
It usually has to do with some sort of combat factor not having time to actually take effect.
I've played several battles using the same army composition/honor etc. but with different unit sizes. In another thread, it was suggested that you could use Naginata to hold a line and No-Dachi to sweep around from the flanks. This is a valid tactic, but you'll almost never have time to use it if you play with 60 man units, the reason being that it doesn't take long for a 60 man unit to break and run if things start to go badly. Try it with a 120 man unit; hand to hand combat lasts longer, giving you the time to move your men in a position to flank.
Also, try 120 muskets going off in the face of a charging unit, you'll see the morale-drop factor a lot faster despite the large sized attacking unit.
While many prefer battles with 60-man units due to computer speed, or ease of tactics, it might be fun to try large scale battles just to try new things that are dependent on troop movements.


[This message has been edited by solypsist (edited 11-04-2000).]

The Black Ship
11-05-2000, 05:57
The larger units are very visually appealing, and a 3 deep line of 120-unit muskets can sure pump out the smoke!

Unit size is a very personal thing (I can hear the snickering on that one http://www.totalwar.org/ubb/wink.gif), larger unit sizes take some geting used to. They're LESS manueverable as a general rule, and I find most of my battle degenerate into a mad rush for the enemy daimyo (maybe it's just who I play?).

What I'd like to have is mixed sized units. 120 man gun-powder or spear ashis along side 60 man Samurai units. I believe we could easily find historical precedent, and 120 man unit Ashigaru would be a tough nut to crack.

[This message has been edited by The Black Ship (edited 11-04-2000).]

Shogi
11-05-2000, 06:18
I have found that when maneuvering units that the less ranks your men are lined up in the faster they respond. because they wait for the unit leader to walk from one end to the other before they move groups of two or thre ranks move noticably faster than those of four or five. I wish when I gave an order to move that the units would just run off in a mass to the next location and worry about forming up once they got there! Not how it is now when they must form up move then form up again. And being able to choose varying unit sizes would add another tactical dimension to the game it's an idea the developers should addd in a patch.

------------------
"The sword that kills is the sword that gives life."

Yagyu Munenori, 1632

[This message has been edited by Shogi (edited 11-04-2000).]

Rob
11-05-2000, 07:42
I presume you've never tried AI programming then http://www.totalwar.org/ubb/smile.gif

The Black Ship
11-05-2000, 08:13
Well Rob... the AI doesn't have any problems with under-manned units (other than it won't auto-combine them http://www.totalwar.org/ubb/frown.gif) so just make the Samurai units under-manned to 60 units by default. Problem solved http://www.totalwar.org/ubb/smile.gif

Rob
11-05-2000, 08:50
I was referring to the unit movement, not unit size http://www.totalwar.org/ubb/smile.gif

BanzaiZAP
11-07-2000, 01:23
That's why I don't always want unit fragments combined - I sometimes use 120's, but I'll leave the fragments to use as small, maneuverable units for flanking, etc. Hide about 40 no-dachi in a forest - it doesn't matter as much if you lose them, but there's enough of them to make a nasty flank-rush. I also had a "unit" of cavalry archers with only five guys. I used them for scouting mostly, and a distraction - the AI would often send a full 120 spearmen all over the landscape after five guys on horses set to "skirmish." The DISadvantage is that you're a hundred men short of a standard 16 unit army.

-- B)

Having been a programmer, I