These are all great tips, which I'm going to try out right now. Thanks for the help.
These are all great tips, which I'm going to try out right now. Thanks for the help.
ASAP. Only when I play as Mori. Yes.So you convert to Christianity? Do you still use warrior monks? I heard you could still be Christian and use them.
I never wait for the Dutch. By the time they arrive, I've already got muskets. IMHO, monks are overrated for what they cost. Yes there's the whole 'carrying their temples with them' thing that supposedly strikes fear into Christian hearts, but my teppo and archers cut them down in droves all the same. I prefer NoDachi...faster, with better attack stats. You can produce both. If you capture existing facilities from an enemy.
No. You are perhaps assuming the Gun Factory produces better guns (the manual says they do...but it isn't so).I've also heard their is a difference in the proficiency of the Portoguese and Dutch rifle units, is this true?
You will find the later campaigns as Oda, verrrry difficult to play without teppo. As I stated in another thread....the ultimate nightmare campaign would be to play Oda 1580 with no gunsNever converted myself...too much of an infantry buff!
I have a little technique I use for taking down enemy cav with teppo. I first bait them with Cav archers who gradually fall back towards my waiting teppo (who are in 2 lines instead of the usual 3, are in loose formation, and FaW is off). When the CA are backed up against the muskets, they wheel and retreat through. The muskets then close ranks and fire. At such close range, and with a complete volley from all guns, the effect is devastating. The CA then wheel back around and charge, often in conjunction with another flanking unit. Not too many units can withstand this. It requires delicate timing but the effect is very pleasing, although not to the AIFor the most part rebels run at the sight of guns but with a good general or a bit of cavalry they can surprise you.
to A Nerd:
here's an indication at how powerful guns can be (and these have stats altered to be as close to the original as possible)
From my 'Nobunaga's Ambition' campaign. Note the # of kills by the muskets, and the carpet of bodies on, and on both sides of the bridge.....
https://imgcash3.imageshack.us/Himg1...=640&ysize=480
And from the same campaign.....who says Ashi can't fight? Check out the kills racked up by my two ashi units:
https://imgcash3.imageshack.us/Himg5...=640&ysize=480
Last edited by ReluctantSamurai; 04-06-2010 at 16:42.
High Plains Drifter
Minor correction: the WMs are supposed to strike fear to biddhist hearts and have no effect on Christian armies, according to the manual.
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The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
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Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
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I stand corrected. Been a long time since I've read the manual, anyways
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High Plains Drifter
It has been long suspected that they don't, however the MTW engine iirc has this option, so its possible that it was present in STW too.
![]()
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
When I play a gun game I just keep my monks and step up garrisons/secret police where needed. If I can have both, why not? That being said, nods work just fine in the shock troop role too.
iirc:
Unit charged by WM, -2 morale
Unit fired upon by arrows, -2 morale
Unit fired upon by guns (any type) -6 morale
The real power of guns is the effect on morale, not the damage they do.
Be intent on loyalty
While others aspire to perform meritorious services
Concentrate on purity of intent
While those around you are beset by egoism
misc kanryodo
There are other routes to take with the Oda, besides taking the centre first of course. By far the most ludicrous one is striking northeast. I mean, take out Imagawa, then takeda, then hojo then uesugi then work southwest (as hinted by Masamune), and leave Ise and yamashiro be until you have conquered the northeast. However, it is also risky, and requires fast action and skill and luck in battle. It is even riskier in 1.12 original, because of the high infrastructure costs (that do not apply to the AI especially for expert). I've had success in the past with this route - i managed something like total domination by 1552 (expert/1.12/120men). The first 10 years of the campaign were incredibly intense and epic.
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Last edited by gollum; 04-16-2010 at 12:50.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
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