Yeah, Maltz and Monk were two of the more prolific AAR writers. Good reads.
Yeah, Maltz and Monk were two of the more prolific AAR writers. Good reads.
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Glad to hear things are working out :)
The only thing I would add is that this edition of TW really rewards planning.
Once you secure the island, sit back and set out your roadmap to victory; troops/boats needed, provinces, agents needed/locations, and most importantly-how are you going to handle the inevitable Realm Divide.
Ja-mata TosaInu
I've been thinking about that. I have never even felt threatened after accumulating 15 provinces in any other TW game, other than Rome Barbarian Invasion, and then only for a short while until I stabilized my empire.
I can move up the main island with two armies and accumulate enough provinces for realm divide. Then defend there with two armies and two fleets while a third army takes the southern island to get vassals to trade with after realm divide. Meanwhile I'll use agents to soften up the clans closest to me on the main island before expanding to the point where I need four armies on my front. I figure I will still need two more to guard the southern island from revolting vassals and the western island just in case an army slips by on the sea. I hope to accumulate the needed cash reserve and technology while expanding rather than taking time just before, since I have to go so slowly to convert new provinces to christianity.
For each army, at full stack strength, I want
4 cavalry units + the general (the low level ones have always worked as well as the advanced ones for my tactics) 2 bow and 2 light,
10 low level troops, 5 archers and 5 yari,
5 elite troops du jury, including gunners, swordsmen, and/or siege units (changing these for the specific mission).
As in other TW games, I will put my most advanced training facilities as close to the front as possible and replace the older ones with $ generating buildings.
That's as far ahead as I have pondered to this point.
Fast expanding brings most cash(and fun). The only clan I had problems with fast expanding was the ikko-ikki. Converting costs some units and the ikko-ikki have many enemys, which requires an aggresive tactic.
I wouldn't use archers with the Otomo. Except in siege battles or with Chosokabe the bow ashigaru worth less then yari ashigaru. Other bow units cost more and still have a rather low use.
Don't forget to check if they realy bring something. Some building need ages to bring more cash then they cost.
If you play aggressive you shouldn't get problems after realm divide. If you play defensiv you may can get overrun. I don't know if it can still a problem, in previous versions clans had more armies.
Thanks, Faker. Couple of questions.
I like the gunpowder units, but the bows work in the rain, and seem to go over walls better.
I would expect the Otomo to have the same problems as Iko Iki, namely religious differences. Provinces take awhile to convert, so progress is slower than in other games, and probably other clans. Why would you expect Otomo to pacify provinces faster than Iko Iki?
BTW, I am going to cheat and use a previous save to avoid disaster. Since my third game of the original Shogun, I play pretty much by legendary rules on the campaign map. I will save before an auto resolve then redo if it goes badly, but otherwise take my lumps. It makes the game more interesting. In this case, I will make and exception.
I caused war to be declared in my backfield by sending a ninja across another clan's property. I didn't think I would get that reaction for just walking across, but we otherwise had good relations, then they declared war on me and sent a full stack into my lightly guarded provinces.
Last edited by NapoleanShogunCaesar; 03-02-2014 at 19:37.
For attacking a small castle bows are better, since gunpowder units won't hit much. But when gunpowder units can hit(field battle, defendig a castle, attacking a big castle), they kill much faster.
(btw, I don't know how weather affects the units.)
It doesn't matter where the ikko ikki expand, they get more fronts. Their location is very good to expand, but when they need many of the troops to suppress revolts, they simply have not enough units left to expand fast, or even to protect all borders.
The Otomo have an protected location. The ikko ikki can be attacked from all sites, so they need cheaper armys and they will fight more often.
No clan is trustworthy, but it's predictable, when they declare war. With some experince you may know, when you should prepare your armies.
Note that the clans act similar, so expect that more clans will declare war. So if a small neutral clan is on the way, don't hesitate to attack them. xD
You're right Faker. No question that matchlock units get a lot more kills defending castles than bow units.
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