History VideoGame / TotalWarShogun2

6th Feb '16 2:23:12 AM Alceister
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** The metsuke in the Sengoku Jidai campaign, bureaucrats who also double as judges and spies. They can arrest enemy agents, increase repression in cities by [[{{Unperson}} removing dissidents]] and tax income by [[InternalAffairs rooting out corruption]], protect armies from {{Ninja}} sabotage, [[ThePoliticalOfficer reinforce generals' loyalty with their presence]], and [[EveryManHasHisPrice bribe armies and settlements to join you]]. While they can't be normally dealt with by armies, they can be neutralized, [[HeelFaithTurn one way]] or [[{{Ninja}} the other]], by enemy agents.
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** The metsuke in the Sengoku Jidai campaign, bureaucrats who also double as judges inspectors and spies. They can arrest enemy agents, increase repression in cities by [[{{Unperson}} removing dissidents]] and tax income by [[InternalAffairs rooting out corruption]], protect armies from {{Ninja}} sabotage, [[ThePoliticalOfficer reinforce generals' loyalty with their presence]], and [[EveryManHasHisPrice bribe armies and settlements to join you]]. While they can't be normally dealt with by armies, they can be neutralized, [[HeelFaithTurn one way]] or [[{{Ninja}} the other]], by enemy agents.
6th Feb '16 2:18:24 AM Alceister
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** The Otomo Clan DLC has hints of this, depending on how you play the aforementioned faction. If Christianization and prolific matchlock access don't give this away (among other things), then the ability to deploy Portuguese Tercios (i.e. ''European'' infantry) against your foes definitely will.
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** The Otomo Clan DLC has hints of this, depending on how you play the aforementioned faction. If Christianization and prolific matchlock access don't give this away (among other things), then the ability to deploy Portuguese Tercios (i.e. ''European'' infantry) against your foes and lease out land to foreigners definitely will.
22nd Dec '15 1:23:22 AM Alceister
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* StuffBlowingUp: Most siege weapons are based on this, be they bomb throwers or mangonels launching earthenwear pots filled with black powder, or even rocket-firing squads for those that can manage to get them. The Hojo clan in particular seem to specialize in this, gaining hand-mortar squads in addition to the above.
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* StuffBlowingUp: Most siege weapons are based on this, be they bomb throwers or mangonels launching earthenwear earthenware pots filled with black powder, or even rocket-firing squads for those that can manage to get them. The Hojo clan in particular seem to specialize in this, gaining hand-mortar squads in addition to the above.
6th Dec '15 5:04:43 PM Arima
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* RockBeatsLaser: Traditional units will walk all over modern units in the early portion of ''Fall of the Samurai''. This gets subverted when [[RealityEnsues they have to deal with artillery and modern rifles]], though.
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* RockBeatsLaser: RockBeatsLaser: ** Traditional units will walk all over modern units in the early portion of ''Fall of the Samurai''. This gets subverted when [[RealityEnsues they have to deal with artillery and modern rifles]], though.though. ** The one advantage that bow units have over rifle units is plunging fire. This capability allows bow units to fire from behind the safety of an obstruction, such as a hill, whereas rifle units need a direct line-of-fire to attack.
23rd Nov '15 11:43:41 AM RJ815
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* ElitesAreMoreGlamorous: Samurai and warrior monks are tougher and look cooler, but heavily relying on them is an easy way to quickly go bankrupt or end up woefully undermanned. Ashigaru look simpler, are weaker, and are prone to dying or routing in droves, yet they are a much more sensible option for basing the main bulk of armies around. On a similar note, generals and their bodyguards look cool and unique among the crowd of warriors, but actually using them to fight in the thick of things is a good way to them senselessly killed.

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** Similarly, some minor clan can take out the Shimazu fairly early too, despite the Shimazu historically being powerful, distant, long-lived, and independent enough that even the Shogunate hesitated on oppressing them all that much.

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** In terms of units, ashigaru seem to be little more than conscripted peasants meant for CannonFodder and little else. However, if they survive battles to attain veterancy and get led by a progressively more-experienced general, they can become a formidable fighting force capable of standing up to the more elite samurai. This all can happen without changing their cheap cost to recruit and maintain, so ashigaru can eventually become a cost-effective yet deceptively powerful strategic option for armies. * MauveShirt: Automatically generated captains can lead armies and navies if no official general is present. They have no real special skills to speak of like generals, and can die just as readily as RedShirts, but you can get attached to them nonetheless if you recognize their name over time. Their names also seem to be associated with the geographical area and/or clan they were recruited for, giving them that tiny bit of flavor over the nameless hordes of unknown soldiers. Army captains also have the chance of being promoted into full-blown generals for their victorious efforts.
28th Oct '15 10:14:07 PM RJ815
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** Bizarrely, partial success for agent missions can actually end up more effective than a full success. Full success removes them from play, easily being able to be replaced shortly thereafter, especially if they are low rank and fairly expendable. However, partial success means they are still alive, they just can't be used for a certain amount of time and they teleport back to the faction capital. There are agent leveling options that can extend their timeout, and if the capital is far away that can effectively put them out of rotation for much longer than a removal would. ** Though it can be difficult to acquire, traits related to winning pyrrhic victories can be more useful than those related to winning normal or heroic victories. Instilling fear into the enemy can be more valuable than boosts the morale of your own troops.
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** Bizarrely, partial success for agent missions can actually end up more effective than a full success. Full success removes them from play, easily being able to be replaced shortly thereafter, especially if they are low rank and fairly expendable. However, partial success means they are still alive, they just can't be used for a certain amount of time and they teleport back to the faction their clan capital. There are agent leveling options that can extend their timeout, and if the capital is far away that can effectively put them out of rotation for much longer than a removal would. ** Though it they can be difficult to acquire, traits related to winning pyrrhic victories can be more useful than those related to winning normal or heroic victories. Instilling fear into the enemy can be more valuable than boosts to the morale of your own troops.
28th Oct '15 10:10:40 PM RJ815
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** Bizarrely, partial success for agent missions can actually end up more effective than a full success. Full success removes them from play, easily being able to be replaced shortly thereafter, especially if they are low rank and fairly expendable. However, partial success means they are still alive, they just can't be used for a certain amount of time and they teleport back to the faction capital. There are options that can extend their timeout, and if the capital if far away that can effectively put them out of rotation for much longer than a removal.
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** Bizarrely, partial success for agent missions can actually end up more effective than a full success. Full success removes them from play, easily being able to be replaced shortly thereafter, especially if they are low rank and fairly expendable. However, partial success means they are still alive, they just can't be used for a certain amount of time and they teleport back to the faction capital. There are agent leveling options that can extend their timeout, and if the capital if is far away that can effectively put them out of rotation for much longer than a removal.removal would. ** Though it can be difficult to acquire, traits related to winning pyrrhic victories can be more useful than those related to winning normal or heroic victories. Instilling fear into the enemy can be more valuable than boosts the morale of your own troops. ** Though ambushes seem like an ideal way to leverage an advantage against the enemy, you can actually potentially end up taking more casualties that way than if you just fought a normal battle. Effectively encircling an ambushed enemy pretty much requires splitting your forces, and even then there can still be outs for them. Additionally, while the victim of the ambush doesn't get time to form up in a deployment phase, even quickly forming up where they start can increase their capacity to protect themselves a lot. Unless you have cavalry that can charge in quickly or units with kisho training that can deploy practically on top of the enemy, ambushes just might not be worth ever bothering with. Splitting your forces weakens them as a whole, and unless you have multiple generals in your army some of your units will have less morale than others.
28th Oct '15 9:56:47 PM RJ815
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* DoWellButNotPerfect: Many examples. ** Taking territory imposes a diplomatic penalty with all clans, though in itself it's fairly small. While it's theoretically possible to have this penalty reduce back down to 0 over time, in practice you can (and probably should) expand faster than the penalty decays. This results in the penalty inevitably growing over time, often eventually becoming quite significant. As such, sometimes it's better not to take more provinces for a while to allow for at least a little decay or maintenance of a certain status quo, especially when you are around a diplomatic breakpoint (such as Indifferent->Unfriendly or Unfriendly->Hostile) and tipping further than that could cause a downward spiral of bad relations. ** There's also the matter of Realm Divide. Taking territory, establishing vassals, and even winning battles such that you earn statues on the campaign map all increase your fame meter. When you max out the meter, you enter a state of permanent war with all non-ally and non-vassal factions still alive, and your allies and vassals are likely to turn on you eventually. Suffice it to say, entering this state before you are ready for a never-ending onslaught of war can easily spell disaster, such as by gaining many strong enemies at once and/or collapsing a trade-heavy economy. On a lesser note, there are fame breakpoints prior to Realm Divide that influence the resistance to invaders penalty, which influences how expensive it is to keep newly conquered territory sufficiently repressed. ** It is possible to trigger Realm Divide early by taking Kyoto before you've maxed out your fame. Doing this haphazardly early could also spell your doom even if it's technically possible to do with clans like the Oda and Hattori. ** Funnily enough, even the AI can suffer a bit of this. Clans that seem to be doing exceptionally well can be marked as a target by the incumbent shogunate, granting some rewards if territory is taken from them. Whether it's the shogun's spurring or just general AI fear that triggers it, the targeted clan can get utterly wrecked in a multi-front dogpile war afterwards. On a different but related note, individual generals can be targeted for death via missions if the game deems them "too successful". ** Sometimes it might be best to leave a successful general out of the fighting for a while if the daimyo hasn't caught up to their skill just yet. Not doing so can inflict a delusions of grandeur penalty towards loyalty, increasing their capability to get bribed or to defect. ** You'd think that utterly destroying an enemy army in one battle would be ideal, but that's not how the XP system for generals works. Any normal victory, no matter how big or small the enemy army is, tends to grant a certain fixed amount of xp. Thus, there is incentive to defeat an army over two battles to double the xp, and sometimes you might even be able to fight them over three battles! ** Bizarrely, partial success for agent missions can actually end up more effective than a full success. Full success removes them from play, easily being able to be replaced shortly thereafter, especially if they are low rank and fairly expendable. However, partial success means they are still alive, they just can't be used for a certain amount of time and they teleport back to the faction capital. There are options that can extend their timeout, and if the capital if far away that can effectively put them out of rotation for much longer than a removal.
28th Oct '15 9:12:43 PM RJ815
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* JackOfAllStats: Naginata Samurai are intended to be this, being better infantry-fighters than yari troops but not quite as good as katana samurai, and better cavalry-busters than katana samurai but not quite equal to yari samurai.
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** Although it's rare to actually see it trigger victory, the attacking side in a siege battle can win by capturing the tenshu, regardless of how many defending units are around or how big a reinforcing army might be making its way to help. Playing as the defender, it's a pretty dumb move to let your tenshu get captured in this manner, but it can still happen if you aren't paying attention or if your forces are too overwhelmed. Playing as the attacker, the AI will generally refuse to let you get a victory this way without first attempting a desperate last ditch fight. Units may crowd around the tenshu voluntarily, but if they aren't doing it automatically they tend to come running as soon as you start triggering the countdown. * JackOfAllStats: Naginata Samurai are intended to be this, being better infantry-fighters than yari troops but not quite as good as katana samurai, and better cavalry-busters than katana samurai but not quite equal to yari samurai. Note however that they could be considered exceptional in terms of their armor stat.

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* JackOfAllStats: Naginata Samurai are intended VillainWithGoodPublicity: It's possible to have over 6 honor despite bonuses not extending into higher numbers. With careful manipulation of what gives honor, it's entirely possible to counteract the stain of converting to Christianity and/or heavy looting despite those being said to be this, being better infantry-fighters than yari troops but not quite very dishonorable. If you can manage to accrue 9 honor in total, you can loot to your heart's content as good the maximum honor penalty for that is -3, still putting you in range of 6 for maximum honorability. On a lesser note, you can still be seen as katana samurai, very honorable even if you're regularly ordering the assassination of enemies with ninja and better cavalry-busters than katana samurai but not quite equal to yari samurai.apprehending peaceful monks with metsuke.
11th Oct '15 12:17:03 PM t209
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I don't know but Bow Ashigaru are good at melee.
* ArtisticLicenseHistory: In real life, most of the Samurai were actually JackOfAllStats who were proficient with the Yari, the Yumi, and the Katana. What's even more contrasting is that the Yari was the first and foremost weapon of the Samurai when going into battle whereas the Katana was the secondary backup. Even the legendary Miyamoto Musashi strongly advises against CripplingOverspecialization through the exclusive usage of just one weapon.
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* ArtisticLicenseHistory: In real life, most of the Samurai were actually JackOfAllStats who were proficient with the Yari, the Yumi, and the Katana. What's even more contrasting is that the Yari was the first and foremost weapon of the Samurai when going into battle whereas the Katana was the secondary backup. Even the legendary Miyamoto Musashi strongly advises against CripplingOverspecialization through the exclusive usage of just one weapon. However, Bow Samurai in the game are able to survive and even fend off melee attacks from Ashigaru.
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