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  1. #6
    Member Member Jarmam's Avatar
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    Default Re: Oda guides, hints and tips

    The Start

    Turn 1-3
    Spoiler Alert, click show to read: 

    Turn 1:
    The first thing you should do is demolish the Yari Dojo in your capitol. This building is entirely worthless and will never be used. We wont ever make Yari Samurai, and the Naginata we will produce in 50+ turns from now might as well get the +armor bonus available to us by then. You might be thinking of Long Yari Ashigaru, but if you are then I must crush that dream - Long Yari's cost twice the upkeep of regular Yaris, require more tech than Yari Samurai and have laughably poor stats. This unit might have its place in MP Battles, but in SP campaigns it is entirely worthless to the point of being an insult and should be ignored.
    Deal with your diplomacy. I advise an alliance with the blue west (Kitabakate or smth) clan as if he forces you into a war it will be with Hattori whom will go to war with you anyway.
    Now, normally I would advise that when attacking the rebel stack in your province you let some of the enemy troops run so that you may attack them again a 2nd time for the +15 xp to each of your generals. However, with Oda you don't have time to run after the rebels if you can avoid it, so crush them in the first battle - you will get plenty of xp for both your starting generals, do not worry about that. Remember that attacking with 1 general+army while the 2nd one reinforces (or vice versa) will provide both generals with the xp from the battle completely undiminished.
    Click image for larger version. 

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    An acceptable result of the battle. Notice how my Yari Samurai are still alive and kicking - a flaw in my play as this unit is being disbanded shortly

    Remember to research Way of Chi (we will get a Market in our capitol as it is rich and the earlier you get a Rice Exchange here the better).
    Upgrade your Farm
    Buy 2 Bow Ashigaru

    Turn 2

    Change your general's commission from War to Finance. The increased taxes with help you more, since recruiting peasants is cheap - its their upkeep and battlefield cluttering that makes them less useful than Samurai in larger numbers (but our Yaris cost 30% less upkeep and are about 20% more effective so this won't be a problem for a long while). Once your general reaches rank 4 you'll enjoy a 4% bonus to taxes - much much more important that war. I'd prioritize my highest ranked general to Finance, next two to supply/development (repairing sabotage and castles also gets cheaper from development-commissionaries, but supply might be more important depending on your current situation), and lastly Warfare.
    Recruit 2 Yari Ashigaru. If you do this before you switch commissions you'll get the 4% discount on these units, as well as the tax bonus next turn. Not exactly massive, but you never know when that gold might save you.

    Things just got real. At this point Tokugawa will move into your province with a fairly decently sized army. Of course we already dwarf his army completely and in a siege he has about 0% chance of winning, but you can do something a bit more fancy.
    First there is the "real" way of playing it, which is something like this
    Click image for larger version. 

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    A picture of turn 3 after Tokugawa's attack. My Daimyo was outside the castle to provoke Tokugawa to attack him where my garrison could assist me but Saito can't assist Tokugawa. Again this can be done much more seamlessly with significantly less casualties, but this is also perfectly acceptable. After this battle either disband your Yari Samurai or be thankful they died in battle instead of your Ashigaru. A single Yari Samurai costs the same in upkeep as 3 Yari Ashigaru, which is obviously not worth it

    There is a slightly more... dishonorable way of dealing with Tokugawa as shown in the Additions-post underneath this.

    Turn 3
    Hold off Tokugawa's assault in whatever way you prefer. Now we take the offensive.
    Send your daimyo with a sizable army (all but 1 or 2 units) towards Tokugawa. He is cripped and will fall easily, but Imagawa is not and Imagawa will instantly attack you after you conquer Tokugawa's province.
    Send your general with the remaining units north and take out Saito - if Saito against all odds has decided to create a small army, do not sweat it - just wait for your next production cycle and smash him with that in turn 4.
    Click image for larger version. 

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    You should look something like this

    With Saito's town you can now trade with half the map - or at least a lot of new people. Get trade agreements with everyone you can, even if they're certain to be your enemies in 4-5 turns. We benefit more from gold than they do through our cheap and efficient troops.
    Amongst others I offered Kiso a trade agreement and he didn't want it - he instead presented this option.
    Click image for larger version. 

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    Why yes, I wouldn't mind that at all

    Recruit 2 more Yari Ashigaru in your capitol and start building your Market in your capitol.

    In the AI turn, Imagawa will come at you with usually 2 generals, 2 Bow Ashigaru and 3 Yari Ashigaru. Even in a broken castle this battle should be easily won with no unit casualties. Remember a unit with 20 people will have the same repression as a unit with 150, and rebels are your main concern in the early stages of rapid expansion.



    Turn 4-8
    Spoiler Alert, click show to read: 

    Turn 4
    Fairly uneventful turn. Recruit Yari Ashigaru in all three provinces, totalling 7 (they're the cheaper unit and in open-field battle its more beneficial to have more melee units than to rely on missile troops at this stage). Fix whatever damage is done in your provinces to quelch rebellious tendencies and get a metsuke from Toku's market-capitol as he will greatly help with this for an upkeep of 0 and a steady 1xp/turn.
    Get a Sake Den in Saito's keep, its time to get ninja to scout out Ikko/Hattori

    Turn 5
    In my game, Tokugawa revolted in my new province due to destructive sabotage from Imagawa's 9 man strong "army" from his earlier attack. Chase and kill off Imagawa's broken army in turn 4 to prevent this.

    Quartermaster's report in this turn and the next should look something like this:
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    Come at me bros!

    Get a 2nd Metsuke from your capitol's market. Quelling unrest is by far the most important thing to do.
    Make 7 more units

    Turn 6
    The Toku-rebels assaulted my freshly repaired castle and with the reinforcing units from my capitol I lost only 139 man to Tokugawa's 500ish. More xp for my daimyo and time to gather my reinforcements with my main army.

    By now the Zerg of the Oda start should dawn upon you. The sheer number of units at your command both north and south will usually keep Ikko from declaring war yet, and even Hattori will likely target your allied Kitabatake over you. This gives you time to quell unrest and... get more units.

    Turn 7
    By now you should be able to quelch rebellion in Toku's capitol just with your metsuke, your castle and the units you recruit from it+your capitol. It'll take 2 turns to move there but 1 turn of unrest will only hurt your town's commerce which is an acceptable loss if it frees up units for your invasion force. This means its time to move southward to Imagawa's outlying province. You can reach it in 1 turn from Toku's capitol keep. It should be a joke to win this fight - if anything else just lay siege and he'll come out for you in the open, which is complete suicide for him.

    Hattori should have declared war on either you or your blue ally, and Ikko will most likely either do the same now or do it next turn. No problem, however, as your southern border is now completely secured with Imagawa on 1 province which you will take as soon as you can (turn 9 or 10, once unrest is under control in your new province). This allows you to divert all your recruitment towards the northern border and it shouldnt take long before you can take the offensive here. Just spit out more and more units and remember to prioritize Yaris over Bows - Bows are great at hurting enemy morale, creating holes in their melee ranks, sniping generals and defending freshly taken Keeps, but their effectiveness declines as they get more numerous and their upkeep is high - I would never go above 6 and never have more archers than Yaris in a stack.

    Turn 8
    Fight on! Hattori and Ikko are next on your to-do list.
    Click image for larger version. 

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    If your map looks something like this, you should be absolutely fine. The revolt in Toku's main kept me from assaulting Imagawa for a turn and he decided to move into the open, making it a walkover to take his keep in this turn. There is an alternative pic/map in the additions-post to show how different the map can look for everyone and yet similarly for you
    Last edited by Jarmam; 11-09-2011 at 18:23.

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