Total War: SHOGUN 2

Total War: SHOGUN 2

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[PsI] Total War: SHOGUN 2 Fall of the Samurai Multiplayer Guide (Land Units)
[PsI] Operative13 tarafından
This guide will cover the essentials of the various units present in Fall of the Samurai, their strengths and weaknesses, their usefulness and idea behind each unit. Most of the details provided here comes from my own personal experience in using these units and that the guide will only cover units in their base form.
   
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Unit Categories
As you are choosing your units it is important to note the main roles these units play in a battle.

Line Infantry:
Line Infantry make up the bulk of any modern army. They pepper enemy units with devastating volleys at a distance using battle-hardened ramrod guns that are noticeably slow to reload. They often rely on numbers to make up for their weak melee statistics and morale. Line Infantry are not expected to survive enemy fire for long or engage in prolonged melee as they are meant to be cheap and expendable units that can deliver cost-efficient ways to decimate enemy numbers. Line Infantry are best used to directly engage the enemy in concentrated fire and have decent support to back the fighting.


Elite Infantry:
Like Line Infantry, Elite Infantry rely on numbers and well-aimed volleys to destroy the enemy. They boast better morale and fighting capability, both melee-wise and range-wise, are equipped with chambered rifles that allows them to reload at a greater speed, and possess the capability to encourage nearby units, providing morale boosts. While Elite Infantry may be more powerful than normal Line Infantry, their cost is substantially higher. Elite Infantry are best used as support units for the main battle line and should avoid taking losses due to their high cost and morale penalty inflicted upon loss.


Skirmish Infantry:
Skirmish Infantry are meant to harass enemy positions and cause decent damage to enemy units while avoiding casualties themselves. They generally possess low numbers, morale, and melee capabilities but have excellent range statistics. They are best kept at a distance in favorable terrain such as forests or cliffs and should not engage in open combat, melee or ranged.


Melee Infantry:
Melee Infantry are close-combat units that rushes in and engages the enemy as quickly as possible, sporting high melee statistics and numbers. They can tear through whole lines of infantry and cavalry with little effort before moving to their next target. Despite this, they possess the same weak morale as that of other units and virtually little to no protection from projectiles. They should be used to stage ambushes, support the main battle line, or attack weakpoints in enemy positions covering as minimal distance as possible to avoid unnecessary losses.


Cavalry:
Cavalry are the hard-hitters of a modern army, capable of turning the tide of any battle at the right moment. They provide the speed and mobility to quickly travel from place to place, harassing the enemy, denying movement, and performing devastating charges at vunerable points and targets. They are best used to strike at vital or exposed areas, force movement of enemy positions and provide support for other units in the battlefield. They should avoid engaging in prolonged combat and are extremely vunerable to missile fire as mounted soldiers allow for larger targets.


Artillery:
Artillery are the terrifying killing machines of the modern army. They incur devastating barrages of long-range fire upon the enemy, wreaking havoc amongst their ranks and damaging the morale of any unit substantially. If left unchecked, Artillery can wipe out entire units and even whole armies. However, simply because they possess such capabilities does not mean they are invincible. Artillery are cumbersome, slow-moving, low-morale units, requiring good positioning and protection from any engagements to be used effectively for them to be a worthwhile investment due to their extremely high costs. A special retainer "Artillery Officer's Handbook" must also be played to allow use of one artillery unit in battle.


Veteran-Only Units
A special category of units that only allows one of its kind to be avaliable to the player's arsenal and cannot be removed under any circumstances, thereby making any upgrades done permanent and irreversible. As these units are considered veterans, they must be allowed to replenish after battle or use certain retainers to allow extended usage.

Now that the general idea of each unit category is covered, let us move on to more detail about the units that make up these categories.
Line Infantry
White Tiger Force (500)

Morale: 4
Melee Attack: 3
Melee Defence: 1
Charge Bonus: 8
Armour: 1
Range: 125
Reload Skill: 15
Accuracy: 15
Ammunition: 7



The weakest of all the Line Infantry, the White Tiger Force make up for their poor overall qualities with low cost. While they cannot stand up to a prolonged fight against other Line Infantry on their own, they provide a cheap and efficient long-range component against cavalry, melee infantry, and low-end skirmish units such as matchlock kachi. When en masse, White Tiger Force can prove to be devastating, relying on the brute force of their volleys to finish off an enemy before they have time to kill enough of them, especially when flanking. The White Tiger Force also makes decent meatshields to protect more valuable components in an army, absorbing melee charges or missile fire.

Black Tortoise Force (660)

Morale: 6
Melee Attack: 4
Melee Defence: 2
Charge Bonus: 10
Armour: 2
Range: 125
Reload Skill: 30
Accuracy: 30
Ammunition: 7



The Black Tortoise Force is a more powerful militia unit than the weaker White Tiger Force, retaining higher statistics overall. They make for cheap additions to an army's firepower, however unlike White Tigers, their higher costs makes them less useful as meatshields, the idea more focused on putting down targets with sheer firepower and numbers due to said statistics.

Azure Dragon Force (760)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 35
Accuracy: 40
Ammunition: 7



Possibly the most strangest of all the line infantry, the Shogunate's Azure Dragon Force retains a more costly expenditure and weaker melee stats than their Imperial Bear Infantry counterparts. Being the only auxiliary unit avaliable to Shogunate Specialist players, their main usefulness is to provide said players with cost-efficient veterans with capabilities equal to that of their Imperial counterparts. They can still administer the same damage and firepower as its Red Bear Infantry counterpart, but will suffer in melee engagements more so.

Red Bear Infantry (750)

Morale: 8
Melee Attack: 8
Melee Defence: 6
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 35
Accuracy: 40
Ammunition: 7



The least expensive of the three Bear Infantries, Red Bear Infantry can inflict decent firepower against other units and hold their own for a time in melee combat, retaining the highest melee stats of the three. While these infantry can deal a substantial amount of damaged in initial firefights, they will deteriorate overtime in prolonged combat due to somewhat poor range stats. As being a relatively cheap and flexible unit, they can take on most battlefield roles, supporting other units, engaging in frontline assault, or becoming makeshift meatshields for otherwise more valuable units.

White Bear Infantry (800)

Morale: 8
Melee Attack: 7
Melee Defence: 5
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 40
Accuracy: 45
Ammunition: 7



The jack of the three Bear Infantries, White Bear Infantry retains good-standing melee and range stats but does not excel in any of the two areas. They can withstand melee combat but not as well as Red Bear Infantry, and can deal good damage in range combat, but not as well as Black Bear Infantry. Their ability to alternate between these two roles whenever needed makes them flexible and durable units on the battlefield. Because of their lack of excellence in any field, White Bear Infantry should avoid prolonged engagements with more specialized units in certain combat situations.

Black Bear Infantry (850)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 45
Accuracy: 50
Ammunition: 7



The most expensive of the three Bear Infantries, Black Bear Infantry are designed to inflict powerful volleys against enemy formations whilst retaining a somewhat cheap cost and high numbers. They retain the weakest melee stats of the three and will not last long in melee combat. They are best used as a reservist force and to inflict damage at a range, steering clear of any melee contact. Their rather high cost prevents them from being efficient in frontline battles, as their range-effectiveness is diminished with each loss. As such, Black Bear Infantry should be positioned in areas such as forests or hills where they can deal the most amount of damage whilst minimalizing losses.

Shinsengumi Police Force (900)

Morale: 10
Melee Attack: 10
Melee Defence: 8
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 35
Accuracy: 40
Ammunition: 7



A special type of Line Infantry, Shinsengumi Police Force possess an unusual charcteristic of somewhat poor range stats in exchange for retaining the highest melee stats of all Line Infantry units. They are ideal for melee combat against other Line Infantry and weaker melee units but should not be relied upon to carry a battle in prolonged firefights.

Imperial Infantry (960)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 55
Accuracy: 45
Ammunition: 12



The standard Line Infantry for the Imperials, they boast the best reload and the most ammo out of the Line Infantry class, capable of giving off steady fire and good accuracy to wear down enemy forces. While they cost less than that of the Vermillion bird by a small margin and more effective in range combat, they still retain a fairly weak morale stat, so be careful not to take too many unnecessary casualties or expose them to dangerous situations.

Shogunate Infantry (960)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 55
Accuracy: 45
Ammunition: 12



The standard Line Infantry for the Shogunate, they boast the best reload and the most ammo out of the Line Infantry class, capable of giving off steady fire and good accuracy to wear down enemy forces. While they cost less than that of the Vermillion bird by a small margin and more effective in range combat, so be careful not to take too many unnecessary casualties or expose them to dangerous situations.

Vermilion Bird Force (1000)

Morale: 12
Melee Attack: 8
Melee Defence: 6
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 40
Accuracy: 50
Ammunition: 7



Expensive and moderately powerful, the Vermillion Bird Force possesses a special passive ability to inspire nearby units. While not as nearly as good as Elite Infantry, they make good substitutes for inspiring other units. Because of their rather expensive cost, Vermillion Bird Force should be placed as support units or reservists to assist the main battle force, and should avoid engaging openly in direct combat.
Elite Infantry
Kihetai (1070)

Morale: 10
Melee Attack: 10
Melee Defence: 5
Charge Bonus: 15
Armour: 2
Range: 125
Reload Skill: 40
Accuracy: 55
Ammunition: 7



The cheapest of all Elite Infantry units, the Kihetai possess decent melee stats as well as reload and accuracy superiority over the regular line infantry units. Kihetai can make for effective slaughterhouses against line infantry or other exposed units caught in the open or slow down an assault with a well-timed melee charge when it's needed. Being relatively cheap and sturdy for an elite infantry, Kihetai can afford to take risks against enemy positions unlike the Vermilion Bird Force, but is still vunerable to getting cut down by mass missile fire, sword infantry, and cavalry charges so take care in backing it up.

Shogunate Guard Infantry (1220)

Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 60
Accuracy: 65
Ammunition: 12



The standard Elite Infantry for Shogunate, the Shogunate Guard Infantry is slightly more cheaper than its imperial counterpart, the Imperial Guard Infantry, and retains the same statistical value as them. They can gun down almost any other type of line infantry and dominate them in melee combat. However they are quite expensive and can only engage one unit at a time. This puts them at a terrible disadvantage when against long-range skirmishers, cavalry, or massive enemy formations. Shogunate Guard Infantry are best used as a reserve or for isolated assaults leading other like-minded units attacking in weakpoints or flanks along the enemy position.

Imperial Guard Infantry (1280)

Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 60
Accuracy: 65
Ammunition: 12



The standard Elite Infantry for Imperial, The Imperial Guard Infantry basically retains the same value and statistics as that of its Shogunate counterpart for a slightly higher cost. It's role serves more as a veteran-based unit for Imperial faction users. They follow the same principles as that of the Shogunate Guard Infantry so keep in mind of their strengths and weaknesses.
Skirmish Infantry
Matchlock Kachi (400)

Morale: 7
Melee Attack: 6
Melee Defence: 2
Charge Bonus: 6
Armour: 4
Range: 100
Reload Skill: 25
Accuracy: 25
Ammunition: 7



Sporting outdated matchlock muskets and armour, Matchlock Kachi is a cheap makeshift gun unit that can hit hard against heavy-armoured units then retreat into safety. They serve primarily to damage incoming assaults against enemy units due to their short range, especially against cavalry and melee infantry when placed correctly, and serve as an extra pair of guns, either taking fire from enemy missile units so that other units can lay down volleys, or attacking from the flanks themselves, peppering them with volleys of their own and drawing attention to themselves so that resources can be diverted elsewhere. Despite their cost, Matchlock Kachi aren't as expendable as other units due to their low size and can easily be torn apart by more advanced firearms and other missile units. Be mindful of their short range and keep away from situations that put them at risk of melee attacks or more superior-ranged missile units.

Bow Kachi (650)

Morale: 7
Melee Attack: 6
Melee Defence: 2
Charge Bonus: 6
Armour: 3
Range: 150
Reload Skill: 50
Accuracy: 35
Ammunition: 25



One of two bows units only avaliable to the modern army, Bow Kachi relies on mass volley fire at long distances as well as its ability to fire over elevated terrain to lay down an impressive amount of casualties upon the enemy. They fire faster and holds more units than its cousin the mounted Bow Ki but is hampered by its inaccuracy and ineffectiveness against well-armoured units. They are best used to harass the enemy behind obstacles safe from gunfire and against soft targets, dwindling their numbers and forcing enemy advances on fortified key positions. Other units can also make good cannon fodder for Bow Kachi to fire over as they rely on arc-firing rather than the line-of-sights that gun units rely on.

Sharpshooters (900)

Morale: 6
Melee Attack: 4
Melee Defence: 2
Charge Bonus: 10
Armour: 2
Range: 150
Reload Skill: 25
Accuracy: 45
Ammunition: 20



A somewhat inexpensive and rudimentary skirmisher, Sharpshooters are the cheapest unit that can be acquired to have the ability to fire whilst hidden in certain terrain. This gives any army a tremendous advantage in offensive and defensive capabilities, allowing them to pick off enemy units without receiving return fire as well as forcing enemy movements and denying access to certain regions. Sharpshooters are mainly used as harassers against enemy units. They don't possess great reload or accuracy, and are more susceptible to routing and taking losses. The Sharpshooters' only real strengths are their long range and ability to hide whilst firing in certain terrain, used to force action on the enemy. Cavalry charges and massed advances against an underprotected Sharpshooter's position will almost surely crush them before they can deal any significant damage.

Tosa Riflemen (1300)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 150
Reload Skill: 65
Accuracy: 45
Ammunition: 40



More built for frontline assaults than other skirmishers, Tosa Riflemen possesses the same long-range capability and hidden firing that most other skirmishers have, but sports tremendous reloading skills and somwhat poor accuracy equal to that of low-end line infantry. Their goal is to simply decimate enemy numbers and prevent them from moving into strategic areas, doing so more effectively than most other skirmishers due to their fast reloading. Because of their low accuracy, they are less effective at frontal engagements with more highly skilled line infantry once spotted and in range of the enemy's own weapons. Although they may be more built for frontal combat, their greatest strength lies in their long-range weapons. Tosa Riflemen contains fewer soldiers than most units and are highly expensive, so effort should be taken to keep them relatively away from serious damage.

Yugekitai (1300)

Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Armour: 2
Range: 150
Reload Skill: 30
Accuracy: 55
Ammunition: 20



One of the only two units in the modern army that possesses Kisho Training -the abilty to deploy outside the deployment zone and stay hidden while walking-, Yugekitai boasts superior accuracy against other skirmish units, able to deliver staggering blows to enemy casualties in a single volley. This allows for some area-denial tactics as it can delay movement in strategic areas of the battlefield and giving the player more time to position, or assassination strikes against vunerable positions, watering down more powerful units before they can take action or taking out morale-boosting units, effectively making the enemy army more susceptible to break and rout. Because of their high cost and main use of surprise attacks, Yugekitai should be carefully positioned in a way that the main force can easily back them up should they be overrun before they can do any serious damage against the enemy, or kept at a good distance so that the Yugekitai may keep up with enemy forces for strikes at certain points whilst remaining hidden and be of use before the main army component is destroyed.
Melee Infantry
Spear Levy (420)


Morale: 4
Melee Attack: 4
Melee Defence: 7
Charge Bonus: 6
Bonus vs Cavalry: 20
Armour: 1





The cheapest of the spear units avaliable, Spear Levy plays a double role of being effective counters against cavalry units and expendable meatshields, soaking up missile fire and melee charges wherever it's needed. As they are expendable, Spear Levy is easy to rout and care should be taken to avoid unnecessary losses as they cannot make up kills as easily as White Tiger Infantry, their only killing capability being melee attacks.

Kyoto Police (700)


Morale: 6
Melee Attack: 8
Melee Defence: 10
Charge Bonus: 8
Bonus vs Cavalry: 20
Armour: 3





Practically a hardier version of the Spear Levy, Kyoto Police plays a more effective role at halting cavalry, last longer in engaged melee and missile attacks, and can more effectively take out non-melee combatants, serving as a temorary disruptor for the main army force to reposition and engage. However, due to the Kyoto Police's cost, they are not as expendable and the money can easily be wasted if one does not take care to avoid unnecessary casualties.

Yari Kachi (800)


Morale: 8
Melee Attack: 10
Melee Defence: 10
Charge Bonus: 10
Bonus vs Cavalry: 15
Armour: 4





The strongest spear unit avaliable to the modern army, Yari Kachi bears heavy armor capable of absorbing shock from incoming charges and missile fire and lasts longer during prolonged fighting. Yari Kachi can act as a disruptor at vunerable enemy positions, such as missile units or flanks, decimate cavalry units, and is able to stall enemy advances for several minutes before breaking. Yari Kachi may be good at defense, but they are poor when it comes to incurring actual kills. They are best used to hold and bunker down a position so that a more effective strike force can attack at vital enemy regions they have not enforced.

Katana Kachi (850)



Morale: 8
Melee Attack: 15
Melee Defence: 4
Charge Bonus: 10
Armour: 5





The basic sword infantry of the modern army, Katana Katana serves to quickly cut down and maim enemy infantry then repositioning and moving to the next target. They possess decent armour capable of soaking a good amount of missile fire before engaging and are devastating on the charge. Cavalry is the bane of sword infantries, and as such, Katana Kachi bears no real defense against incoming cavalry charges. Even the weakest cavalry can pack quite a punch against the Katana Kachi's unprotected flanks and put them out of commission before they can do any real damage. And despite their armour Katana Kachi are no more impervious to bullets and arrows as they are human, so it is vital to use the terrain to take cover from opposing fire and close the distance so as to incur as little casualties as possible before striking.

Shogitai (1000)



Morale: 12
Melee Attack: 19
Melee Defence: 6
Charge Bonus: 15
Armour: 2





The strongest sword infantry avaliable to the modern army, Shogitai can cut down rows of opposing infantry in a matter of minutes and has a terrifying charge that will mow through dozens of soldiers if not stopped in time. Oddly enough, Shogitai lacks the armour Katana Kachi possess, making them more vunerable to cavalry charges and missile fire. As with their high cost, Shogitai must be treated with care, as their killing capacity is only effective if they are able to close the distance with the enemy, so the same tactics apply from the Katana Kachi unit.

Kisho Ninja (990)

Morale: 12
Melee Attack: 16
Melee Defence: 8
Charge Bonus: 20
Armour: 4
Range: 50
Reload Skill: 60
Accuracy: 40
Ammunition: 2



Disruptors and assassions of the battlefield, the Kisho Ninja is small in size, but deadly when delivering sudden strikes at vital targets and hurling explosives at large enemy concentrations, possessing Kisho Training that allows them to deploy almost anywhere on the battlefield. They can delay the enemy, providing a nuisance for them as they seep in and out of hiding or halt advancing lines at strategic locations. For the most part, Kisho Ninjas can handle themselves fairly well in a one-on-one fight, but when it comes to attacking enemy concentrations alone, they fall poorly in favor due to rather moderate morale and lack of decent armour. The Kisho Ninja's rather high cost makes it essential to take out high-value targets before they go to waste or risk losing it to no avail. They are best used assaulting flanks or rears or against advancing concentrations of enemy units in conjunction with the main army force to coordinate an attack on all fronts or to gain more favourable ground.
Cavalry
Bow Ki (550)

Morale: 10
Melee Attack: 5
Melee Defence: 2
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 4
Range: 150
Reload Skill: 35
Accuracy: 50
Ammunition: 25


Possessing mobility, longer range, and ability to fire over hilly terrain, Bow Ki can prove to be a menace for any army if used correctly. They can lay fire to lower-ranged units and flee before the enemy can make any dent on them. Bow Ki can force action by attacking behind the cover of high terrain with their arc-firing, showering volleys of arrows onto a mass of enemy units that are well into their own firing range, thereby protecting the Bow Ki from dangerous small arms fire. If need be, Bow Ki can be used as a makeshift melee unit, charging into exposed enemy flanks and down on massed enemy columns before pulling back to smash into the enemy once more. Because they are mounted and rely on bows as their range component, Bow Ki requires somewhat more closer distance between the target and itself to begin firing, therefore needing more detailed management to sucessfully fire and retreat before any significant damage can be done to it. Bow Ki will also take more losses on the charge, as they are easily chopped down by their low melee stats, so it is better to use them when vitally necessary to gain an advantage, such as routing an enemy unit or halting progression of hostile forces.

Sabre Cavalry (650)


Morale: 10
Melee Attack: 18
Melee Defence: 7
Charge Bonus: 10
Armour: 2






Primarily used as an anti-infantry unit, Sabre Cavalry can mow down groups of infantry in a matter of minutes before moving on to the next set of targets. Having considerable low cost and decent morale, they can withstand shocks better than other low-end cavalry units and is able to mount crushing charges against thinly-stretched enemy lines without severely risking the main force's strength at a cost-efficient level. Although having the second-highest attack stat avaliable -slightly behind the Shogitai- Sabre Cavalry is still vunerable to the same weaknesses as any other cavalry, but is somewhat more prone to charges and missile fire due to weak armour.

Yari Ki (790)


Morale: 8
Melee Attack: 10
Melee Defence: 4
Charge Bonus: 15
Bonus vs Cavalry: 15
Armour: 4






Commonly used as the main cavalry force in the modern army, Yari Ki wields long spears able to deliver sustantial damage to almost any cavalry unit they face, acting as a mobile anti-cavalry unit, while serving to ram into weak enemy positions at high speed, sending troops flying as they barrel through. They are to routinely pummel the enemy and then retreat to repeat the process all over again, racking up kills as the enemy becomes disoriented and unpositioned from the repeated charges. Because they are a mounted spear unit, they cannot fight effectively in prolonged battles and will suffer heavy casualties against massed infantry or other spear-armed cavalry. Terrain also becomes an issue as Yari Ki are more heavily dependent on charges than most units and will suffer in an uphill fight, as all charge bonuses are negated going up on elevated terrain.

Carbine Cavalry (900)

Morale: 8
Melee Attack: 13
Melee Defence: 8
Charge Bonus: 15
Bonus vs Cavalry: 0
Armour: 2
Range: 125
Reload Skill: 75
Accuracy: 30
Ammunition: 40


A gun-mounted cavalry unit, Carbine Cavalry delivers accurate, long-range fire on enemy flanks and other cavalry units before retreating back into the main lines. They act as harassers on unprotected flanks and lone cavalry columns, able to flee at a substantial speed to more protected areas if needed. Carbine Cavalry can prove to be deadly to melee infanrty as without any sort of ranged abilty, melee infantry can get gunned down and rout by the Carbine Cavalry's, successive cycle of laying down volleys before retreating to a safe distance. Unlike the Bow Ki, Carbine Cavalry can do more damage to vunerable infantry on the charge, but lacks the armour that allows them to last long in prolonged fights and fire from other missile units.

Revolver Cavalry (1000)

Morale: 6
Melee Attack: 10
Melee Defence: 3
Charge Bonus: 8
Bonus vs Cavalry: 0
Armour: 2
Range: 70
Reload Skill: 30
Accuracy: 15
Ammunition: 12


A tedious, but well-rewarding unit, Revolver Cavalry are not the strongest statistics-wise, however they hold the hidden capability of delivering massive volleys in an incredibily short amount of time, annihilating a large number of units before drawing sabres for the charge. When well-positioned, angled, and protected, Revolver Cavalry can prove to be the bane of any army, obliterating highly expensive and valuable troops before they can make their mark on the battlefield with little cost to your own, and when positioned onto exposed flanks and vulnerable positions, can murder a massive number of infantry and high-value targets before they have the chance to adjust and engage. While powerful if used right, Revolver Cavalry still retains rather weak fighting capabilities overall. Their low range makes it easy targets for other range units to rain fire upon it and easier to catch off-guard in melee before they can make a shot. Their low morale also acts as a hindrance, easily routing from a few loses or from experiencing sudden shocks in morale. These units can easily turn the tide of battle, but can also be one's own downfall, as they are costly units to have and are easily lost by a number of circumstances.

Imperial Guard Cavalry (1050)

Morale: 12
Melee Attack: 15
Melee Defence: 10
Charge Bonus: 20
Bonus vs Cavalry: 0
Armour: 2
Range: 125
Reload Skill: 80
Accuracy: 40
Ammunition: 60




A more advanced type of Carbine Cavalry, the Imperial Guard Cavalry possesses higher statistics and fighting capabilities as well as the ability to inspire nearby friendly units, making them more resistant to morale penalties and keeping them in the fight longer than usual. As they are highly expensive to use, more care should be taken to avoid any unnecessary damage and serve as reserve roles backing up the main battle force around the flanks.

Shogunate Guard Cavalry (1200)


Morale: 12
Melee Attack: 16
Melee Defence: 6
Charge Bonus: 30
Bonus vs Cavalry: 15
Armour: 2





These tanks of the battlefield can inspire nearby friendly units as well as bulldoze through dozens of cavalry units and deliver bone-crushing attacks against enemy lines. Shogunate Guard Cavalry can easily crush weak enemy units and last fairly long in prolonged combat unlike the weaker Yari Ki that's dependent on their charging capability. However the Shoguante Guard lacks a decent armour value, making them more vunerable to missile fire, and their high cost requires consideration in when and where to attack as taking too many losses can severely limit their effective usefulness.
Artillery
Wooden Cannons (250)

Morale: 2
Melee Attack: 2
Melee Defence: 2
Charge Bonus: 4
Armour: 1
Range: 500
Reload Skill: 10
Accuracy: 10
Ammunition: 8



The cheapest unit in the game, Wooden Cannons are virtually useless in the face of actual combat, limiting them to siege roles and nusiances as they, like any other artillery, can kill cavalry units with one shot. They can only fire solid shots solely within their range, are stationary which limits their usefulness to within the starting position, and possess little ammunition. What wooden cannons do possess that other artillery lacks is the ability to fire over steep inclines and can still inflict artillery fire morale penalties.

Parrott Guns (1210)

Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Armour: 1
Range: 550
Reload Skill: 25
Accuracy: 25
Ammunition: 20



The basic artillery piece in a modern army, Parrott Guns provide a long range harrassment weapon against opposing forces, able to wreak havoc on tight group formations from afar. This enables one to target high-value targets and put them out of commission before the fighting starts, and with a decent ammo count take out a solid number of troops with good positioning and angle. However, with the advantage of firepower and range comes its often fatal drawback: the unit is slow-moving at best, making it vunerable to cavalry charges and melee attacks and is defenseless with unlimbered. Even the smallest casualty suffered while in their firing position will permanently fix them to their current gun's position, further limiting the Parrott Gun's capabilities. Extra care to guard and protect it must be taken to ensure its sucess, avoiding direct combat when possible and elevating it at high vantage points on a map.

Armstrong Guns (1300)

Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Armour: 1
Range: 550
Reload Skill: 50
Accuracy: 30
Ammunition: 20



A step up from the Parrott Gun, Armstrong Guns possess essentially the same qualities as that of its predecessor for faster reload speed and better accuracy at a marginally higher cost. The same care must be taken for the Armstrong Guns to be as effective as possible on the battlefield.

Gatling Guns (1400)

Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Armour: 1
Range: 250
Reload Skill: 75
Accuracy: 20
Ammunition: 500



The most expensive unit in the game, the Gatling Gun is a cumbersome anti-infantry weapon, possessing a moderate range and requiring good positioning to be effective. Unlike the other artillery units, Gatling Guns possess the same straight-shot line-of-sight and so cannot fire over hills so one must take absolute care to check their Line of Sight and correctly position them at key points before unlimbering them least they do not fire when the enemy approaches. However, once positioned and ready to unleash their deadly killing power, Gatling Guns are a valuable assest to one's army. Their long range, high rate of fire, and penalties to unit morale make it capable of shredding entire units to pieces before the actual fighting begins, and their large ammo capacity reduces the need to refill during battle, allowing a steady stream of fire upon enemy positions for a long duration of time. They are best used in elevated positions on open ground.
Veteran-Only Units
Infanterie de Marine (1440)

Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 70
Accuracy: 75
Ammunition: 12



Marines from France, Infanterie de Marine are the costliest unit that could be obtained for the modern army. They possess the best gun skills there are from any other gun unit in the modern army, but the same melee stats as those of the Imperial or Shoguante Guard Infantries, similar to the Black Bear Infantry. They can inspire nearby units and destroy lesser range units more quickly than any other unit avaliable. However, they possess the same advantages and weaknesses as an Elite Infantry, so be wise on its usage and avoid taking heavy casualties early on.

Royal Marines(1380)

Morale: 12
Melee Attack: 12
Melee Defence: 7
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 65
Accuracy: 70
Ammunition: 12



Marines hailing from Great Britain, they are the compromise between range and melee strengths of the marines, holding neither an advantage in firefights or melee combat, similar to the White Bear Infantry. The same advantages and weakenesses of an Elite Infantry apply.

United States Marines (1310)

Morale: 12
Melee Attack: 13
Melee Defence: 8
Charge Bonus: 20
Armour: 2
Range: 125
Reload Skill: 60
Accuracy: 65
Ammunition: 12



Marines coming from the United States, these marines hold sustantially good melee stats at the cost of slightly weaker small arms capability than their other marine counterparts, similar to that of the Red Bear Infantry. The same advantages and weakenesses of an Elite Infantry apply.

Samurai Hero (1000)

Morale: 20
Melee Attack: 9
Melee Defence: 2
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 6
Range: 150
Reload Skill: 60
Accuracy: 80
Ammunition: 25


A rather strange and unusual unit, the Samurai Hero is essentially a more powerful Bow Ki unit only with fewer soldiers, can boost morale, and is somewhat better in prolonged melee engagements. The same tactics and care of the Bow Ki are applied to the Samurai Hero, however they serve more of a passive role of inspiring the main force as they still cannot fight as well against other units effectively.
Overview

That covers all the land units avaliable in Shogun 2: Fall of the Samurai. But be aware that there is no one decisive way to win and that the capabilities of one's army is as only good as the one leading it, and that this guide only covers part of the essentials to mastering the skills in Fall of the Samurai. Use the strengths and weaknesses of each unit to your advantage to determine the best course of action to ensure success.

I'll be making more guides in the future and updating as I go to improve their quality, however I'm not quite sure when I'll start working on them. But for now...

Enjoy!
8 Yorum
Dance 15 Oca 2019 @ 10:38 
This is nice and all but you gave no insight on what the meta is.
GIGACHAD 5 Mar 2017 @ 14:01 
Meh. Honestly, you just wrote what the encyclopedia showed.
DaTetsuTho 26 Haz 2015 @ 21:37 
Could you list off what upgrades are available to each unit?
[PsI] Operative13  [yaratıcı] 15 Eki 2014 @ 3:00 
Will be adding more new photos with improved graphics to better illustrate units during combat.
leocervantes27 26 Haz 2014 @ 22:15 
well i hope this guide will my journy into the unknow of shogun 2 fots
Kloby 18 Haz 2014 @ 19:56 
can you help me
[PsI] Operative13  [yaratıcı] 24 May 2014 @ 19:42 
Guide now updated to include base unit statistics.
girasic 22 May 2014 @ 0:17 
!!!!!!!!!:dipaddle: