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Live Blogs Grudge Match: Chainsaw Versus The Creative Assembly. (Complete)
GameChainsaw2011-03-31 10:01:47

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The Gathering Storm

Summary; apparently I'm not well liked in these parts. Tokugawa army too strong to attack, though at least I've dismembered the rebels by this point. The Hattori plot to attack, the Kitabatake declare war, and I'm left wondering how to conduct an inevitable war on three fronts with one army up to the task.

I begin researching way of defence, seeing as my army still sucks ass. Its on the way to Way of the Spear, which gives an experience point to my spears which may at least give them a fighting chance over the swarms of Tokugawa and Imagawa warriors assuming my economy hasn't completely crashed by then. I start the turn with 1386 Koku. By the time I'm finished ordering a harbours construction (got to keep my eye on the long game) and recruiting two units of Yari Ashigaru in my two towns (because I can't afford a bow unit) I'm just about broke. Thankfully my building obligations should leave me next turn, though I want a horse dojo in Saito at some point. Nobuhide leaves Mino to take down the rebels and give my army in Owari a chance to attack the Tokugawa, who are still in my south. He attacks with a unit of spear and a unit of bow Ashigaru, which forces the rebels to try to attack my position. They fail miserably as my bows shoot them to pieces, safe behind my ashigaru spear wall as their meagre force of 45 yari cavalry and 31 spear ashigaru are shot to hell and rout before engaging. They disperse with only 14 cavalry remaining. Nobuhide levels up, allowing me to take the awesome Shogi Champion retainer which grants a +1 to command in attack and defence. I also get Strategist level 1 for Nobuhide, giving an underwhelming +5% to range of movement per turn, but at level 4, I get access to infantry commander, and given the number of infantry peons I field... finally, defeating the rebels gives me "Inspired Endevours" for four turns, which has the effect of filling my coffers with 25% more cash than usual. I get a trade agreement with the Hattori to try to stave off an attack; consider an alliance. Should've just gone for it as it turns out.

The Tokugawa army seems too risky to attack. They've got six units, same as what army Owari has, and my units are understrength; and I can't afford a major reversal right now! I reluctantly end the turn, therefore, without taking action.

The Kitabatake declare war, the idiots. I'm a lot larger than them; they only have a seven unit army against my much larger (by now) force and two towns. They do have the Tsutsui as their allies but they haven't joined in yet. To my great dismay however, I get the news that the Hattori are plotting war.

Great, I'm three end turns in and already I'm facing war on three fronts. I now have to defeat the Tokugawa in the south, rush over to take out the Kitabatake capital before the Hattori can completely overwhelm my position, and then roll up the Hattori army before they can reach Owari (I don't think holding Saito... which is actually called Mino, is possible.)

Recruitment is going at full pace, but unless I can manage to be in two places at once, things are already looking grim...

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