Dion,
I did make that change to cav archers. So it's now HC and NC at 20 run, CA at 22 and YC at 24. NC has the highest morale (8), HC is next(6), YC is next (4) and CA is lowest (2). The CA has 0.4 accuracy and the SA 0.6 just as they did in STW v1.12. There is a slight possibility that all the cav should be 2 points less in morale. I'm going to wait for feedback from players on that.
So, the YC can catch the CA, but it's not going to do so as quickly as it could in STW v1.12. CA will be an annoyance to NC since it's faster than NC. The cav prices are now HC (1200), NC (900), YC (900) and CA (800). We are trying to keep costs in multiples of 100 so that's why YC isn't 950 and CA 850. The monk is moved back to 1000 (2x the original 500).
Tera,
I always thought of the no-dachi as the flanking inf unit. It was often given an honor upgrade in STW v1.12 and used in a more frontal fashion. We made it a little less expensive in STWmod. At 500 you can give it a valor upgrade which will make it a 5 combat point unit for 850. The monk is a 7 combat point unit costing 1000. I don't think this makes STWmod a NC/WM/ND rush game. Without an upgrade it's only got a net 3 combat points compared to the 2 combat points of the YS for 400. If it's a problem we'll put the ND back to 600, but right now it doesn't look like it will get used if it costs 600.
The Japanese teppo in STWmod is weaker than the musket in MI v1.03. We're talking no more than 1.5 kills per 20 gun volley on YS at max range. The reload is the same as muskets in STW v1.12, i.e. 21 seconds (7 seconds for 3 rank revolving fire). The Portuguese teppo comes in at 9 kills for 10 volleys on YS, and that is exactly the same as muskets in STW v1.12. Neither gun type fires in the rain. Right now guns have ammo = 20. That's 7 minutes of firing to use it all. Guns had ammo = 40 in STW v1.12. I don't know if players want that much ammo. Archers have 36 arrows. In MTW, dead men take their ammo with them. In STW v1.12, ammo was 28, but it was redistributed from the dead to the men still alive in the unit. So in a shoot out where you are taking losses, the 36 arrows in STWmod could easliy be less total arrows fired than in STW v1.12. This is going to affect guns in the same way, and maybe the 20 ammo is a little light. However, it does give another tactical consideration if there is the possibility of running out of ammo during the battle.
Archers and teppo have the same range in STWmod. Archers and muskets had the same range in STW v1.12 as far as I can tell. We never actually saw the projectile stat for STW v1.12, but we did for WE/MI and they were the same range (5000 = 2.5 tiles = 100 meters). Arquebusiers did have less range (4000), but they are not modelled in STWmod.
If NC is too strong at 900 we may have to raise the price to 1000 or possibly drop the charge to 6. Right now NC have the biggest impact with 8 + 4 = 12 charge. That's better than HC with 6 + 2 = 8 and YC with 8 + 2 = 10. YC vs HC, NC or CA will have 8 + 2 + 4 = 14 charge.
The STWmod is set for 10k. If someone takes a rush army of 4 each NC/WM/ND that will cost 9600 leaving 400 to spare. A counter army to that could be 4 each YS/HC/SA for 8400 leaving 1600 which could buy 2 CA or 2 NI or 4 guns or 3 guns and 1 WM or 2 guns and 2 ND etc.
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