Quote Originally Posted by Nem
Can some kind person send me the replays from Sunday.
I'll post all of the replays from the last few weeks in a package.


Quote Originally Posted by Nem
It must just be my faulting memory but units seem to rally faster and more often than in VI. I seem to remember that back in the old days routing units in VI had more "chain rout" effect than routing units in Samuri Mod.
As I recall a 10k VI game would often have V2 CMAA (morale 8) and V3 FMAA (morale 8). The V0 cav knights had morale 8, and a V1 Feudal Knight had morale 10. Some of the light cav such as V2 steppe cav had morale 4. The Szekely was a popular light cav unit, and has morale 4 at V0. I don't remember how much it was typically upgraded. The spears were most often used at morale 4 which means rout city because the battle system is very sensitive to morale. Below morale 6, units in melee will rout at more than half strength, and units over morale 10 will fight to nearly the last man.

These are the morale levels for the units in Samurai Wars:

Portugese Teppo: 0
Japanese Teppo: 0
Samurai Archers: 4
Yari Ashigaru: 4
Yari Samurai: 6
Yari Cavalry: 6
Cavalry Archer: 6
Naginata: 8
Hatamoto: 8
Heavy Cavalry: 8
Naginata Cavalry: 8
No-dachi: 10
Warrior Monk: 10
Ninja: 10

Based on multiplayer feedback and analysis of battles we've given each unit the minimum morale necessary for it to perform its intended function. As recently as the 10b stats several of the units (YA, NI and CA) had less morale than they have in 11b, and we found that they weren't being used by players because they routed too easily.


Quote Originally Posted by Nem
The only negative thing is the Teppo range. With the over fire they have range increases to about 130 -140 mts, which makes cav disruption tactics hard and so gives fatigue more impact making heavy units less desireable.
The heavier cav, HC and NC, moves slower than the YC, but it has higher morale which gives it the capability of charging guns. The YC isn't intended for that as it's more of a flanker and anti-cav unit.

The range of teppo is the same as in STW v1.12, and the back kill range is about half again beyond that which is also the same as in STW v1.12. This sets up the game dynamic where infantry, which moves at half the speed of cav, can be placed in close enough proximity to defend the teppo from cav attack provided that the player sees the cav start their charge. The back kill range of teppo requires that teppo be placed well out in front of the melee units which exposes them to cav attack. Cav can approach teppo to 100 meters without being shot as long as it's not placed behind another unt that is being shot. I saw the consequence of reducing the back kill range in STW/MI v1.02, and I don't think it enhanced the gameplay since players could keep their melee units very close behind their guns which made cav attacks on guns nearly impossible.