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Trade nodes are not necessary for a decent economy in RotS. Focus on buildings that give you food and by the late game your provinces will be growing their town wealth by about 100 koku per turn.
If you do want to do navy, you are probably best researching fire arrows then recruiting 3 - 5 of the cheapest boats (small attendant IIRC) in each fleet. Be sure you are attacking and attack one end of the enemy line. Once the enemy fleet has scattered to the 4 corners of the map, take them down like eating the elephant - one bite boat at a time.
ROTS was already the least played, when you couple that with most who have extensively played it like me don't play out naval and just auto-resolve and you've got yourself a vanishingly small group. ;)
Will be interesting to see if one of these rare players shows up to answer.
In general boarding is the way to go and samurai are the best due to higher moral and their ability whistling shot medium ships are good since i rarely encounter large ships but getting up to 3 large ones helps out if you encounter them.
the ai loves attendant ships but they have serious morale issues though they only have like 1 or 2 morale less they rout much faster in practice.
Pirates are the worst ships due to higher costs no abbilities and even worse moral than attendant ships.
I havent bothered researching fire arrows til now but naval battles are over fast anyway and having the boarded ships extra for new fleets or sinking them can help.
ROTS naval battles get repetetive quick due to lack of variety compared to base game and FOTS but i still enjoy them kinda though they are the worst from all shogun campaigns.Auto resolve is far less efficent and be ready to lose ships often and enemy fleets surviving with few loses to come back the next few turns.
Also a note i havent gotten fire bomb ships yet so i cant coment on them but propably best as support against already engaged enemy ships.
One more thing sligthly unrelated but the ai loves to send atleast one ship somewhere on the edge of the map after the fighting begins so keep your eyes open should the battle not end
Also i have no proof for this but i get the feeling that samurai also fight better than the other ship types but that might just be my imagination since i cant back it up
I think your friend is in error, the naval combat in RotS is principally ranged fire. Boarding is inadvisable (unless the boat is already routing) as the majority of men on the boats are armed with missile weapons.
Ignoring the fire bomb boats (because they have a short range and can be shot down before they cause any harm), there are essentially 3 vessels - Light, Medium and Heavy and 2 classes of each, attendant and samurai.
Manoeuvrability
In general, the lighter the vessel, the faster it accelerates, the higher its top speed and the more quickly it comes to a halt.
Crew
Light: 40 archers, 10 melee
Medium: 60 archers, 10 melee
Heavy: 80 archers, 20 melee
Staring combat stats
Archers
Attendant: Accuracy 10%
Samurai: 50%
Fire bomb: 30%
Range
Archers: 180
Fire bomb: 60
[Actually I notice that the genpei firebomb is a samurai class medium vessel - unlike its light counterpart in the sengoku jidai, so it may be worth using)
Melee
Attendant: Katana seaman: Attack 10 Defence 5
Attendant: Archer: Attack 8 Defence 5
Samurai: Katana seaman: Attack 12 Defence 7
Samurai: Archer: Attack 10 Defence 7
Samurai: Fire bomb: Attack 10 Defence 7
Morale
The larger the boat, the higher the morale. The better the quality (samurai > attendant) the higher the morale. A light samurai boat has higher morale than a heavy attendant boat.
[Note: There appear to be some errors in the file with the values for:
Risk of catching fire: Heavy > Light > Medium
Prow Panels above water hits: Heavy and Medium 100, Light 170
Stern Panels above water hits: Heavy 100, Medium 70, Light 170
I don't know what, if any, impact these values have on the combat mechanics and they may be nothing more than legacy values from other Total War games.]
Abilities
Heavy Ship: Warcry, Flaming arrows. (Samurai also has Whistling arrows and Rally)
Medium Ship: Warcry, Flaming arrows, Battle speed. (Samurai also has Whistling arrows)
Light Ship: Flaming arrows, Battle speed. (Samurai also has Whistling arrows)
It looks like you could do something with whistling arrows and the warcry abilities to scare off the lowest morale boats but, since even a raw recruit light attendant has a starting morale of something like 12, it will still require a lot of kills inflicted before they go.
Pirates
It seems the pirates can only have light or medium ships. They are in all respects equivalent to the corresponding Attendant vessel, except . . .
In what appears to be another error in the file, the pirates aboard the light pirate ship have the same morale as the attendant light ship. The pirates aboard the medium pirate ship have a lower morale than the attendant medium ship (also lower than the morale of pirates on the light pirate ship).
Trade Ships
I assume that the crew are equivalent to the attendant crew with slightly lower morale. There are 30 archers and 10 katana seamen. The boats are a little more flammable as would be expected of a sailing vessel.
Make of that lot what you will. It was a quick skim read of the files so there may be minor errors.
My advice remains to steer clear of the naval side of the campaign for RotS.
The purpose of class of ships as well is to protect the one above it so you ideally draw fire onto light keeping mediums safe and so on... Thats how to naval on a budget and keep stacks relatively low upkeep aswell. Not that income is a actual problem with rots.. the naval strat is also applicable to fots.
CA created categories for the RotS naval vessels that included:
Genpei_Attendant
Genpei_Samurai
Genpei_Firebomb
Genpei_Pirate
For each category, crew were assigned (archers/Firebombs ranged with katana or Spear melee). These crewmen were present in the numbers and with the stats given in my prior post.
This gave a significant differentiation between the samurai and attendant vessels in terms of unit stats (although the 10% vs 50% accuracy seems horribly over-powered in favour of the samurai).
Anyhow, whether by accident or design, CA instead assigned default categories from the shogun 2 base game to the RotS vessels:
Light_Ship_Bow
Medium_Ship_Bow
Heavy_Ship_Bow
Light_Ship_Firebomb
The crew for each category is:
Light_Ship_Bow: Archer: Accuracy 30% Melee Attack 4 Melee Defence 1
Light_Ship_Bow: Spear Seaman: Melee Attack 12 Melee Defence 2
Medium_Ship_Bow: Archer: Accuracy 30% Melee Attack 4 Melee Defence 1
Medium_Ship_Bow: Katana Seaman: Melee Attack 12 Melee Defence 2
Heavy_Ship_Bow: Archer: Accuracy 30% Melee Attack 4 Melee Defence 1
Heavy_Ship_Bow: Katana Seaman: Melee Attack 12 Melee Defence 2
Light_Ship_Firebomb: Melee Attack 4 Melee Defence 1
Light_Ship_Firebomb: Spear Seaman: Melee Attack 12 Melee Defence 2
So, all the bow ships (whether Attendant or Samurai; Light, Medium or Heavy) have the same stats (except morale and different abilities) - which is a bit rubbish.
Spear seamen and katana seamen have identical combat stats - which is very rubbish.
The overwhelming difference between melee attack and melee defence stats mean that boarding and melee is probably the way to go, which is also a bit rubbish since most of the men are bow armed and have rubbish melee stats, but that is apparently superceded by the combat stats of the few melee troops on board.
Oh, so they weren't supposed to be the same? Good to know. Thanks a lot for that answer, that cleared a lot of confusion for me. Since I always keep a general on board I don't have trouble with morale, unless the battle is really going awry at which point I have too much of a skill issue to rout anything. Guess I'll stick to the attendants. :D
Oh, so it's that way around? That's one of the things I never understood. I guess that's a thing IRL but does it actually work like that in this simplified game? Since for most purposes the amount of your ship's "health" is related to number of archers, isn't routing the only thing that differs larger from smaller vessels in same resource battle?
Previously I was trying to save even more by just spamming light ships but after encountering some full medium and large stacks I see quantity doesn't work... Especially since you can field only 10 ships at any give time. Yeah, guess I'll go up to higher tier too.
Honestly, having that one firebomb in my fleet is the only thing that makes these battle interesting. Trying to get it to throw shots with its stupidly low, practically melee range. Though imo that's still more fun melee than boarding. xD
Don't do that. There is a bug where AI navies can still use fire arrows in the rain but you can't. Never fight in the rain if you can help it.
It's possible to bait the AI into using up its fire arrows with a couple of light ships, then close in with the rest while he is on cool-down and hopefully burn two or three of his. Then I would just go for boarding rather than wait out my fire arrow cool-down. I lost a lot of ships but I beat the game on legendary with both pairs of blue and red factions.
I don't understand, why does everyone go for boarding? Whenever I try to board anything that's not a light enemy auto-uses their ability and it seems to be an even fight. Even my superior stats from rank 9 crews don't help much.
I don't think that there is a fix for the fire arrows in the rain bug - but I may be wrong.
The most important thing with naval battles is to be the one attacking. That way you get to choose the weather.
If you are attacked, always accept the battle. If the weather is bad (rain or fog) then deploy your units at the edge of the map, start the battle and withdraw. The enemy will chase you down for a second battle, but the chances are you will have better weather second time around. (Sadly the game classifies such a battle as a decisive defeat even though you incur no damage in what is a tactical withdrawal).
You are quite right that ranged fire is the way to go. Boarding is not an effective way to minimise your losses. The only time to board is when the enemy vessel is routing, so you get to capture the boat without a fight.
No matter what you are up against, 3 - 4 Light attendant vessels, with fire arrows, should be enough to deal with it.
If you are attacking, come at the enemy flank with your vessels in line abreast. Withdraw from the enemy as they break formation and then hoover them up around the edges of the map. If you have a general on one of your boats, have him behind the 3 Light boats. Generals can easily pick up 25 experience points towards his next rank in a single turn by taking part in naval battles.
If you are defending then you need to consider the following.
> The AI is dumb
> I mean really dumb
> The AI will try to target your admiral, so keep your forces between them and your admiral. (I have had a line of 4 or 5 trade ships bow to stern, while my admiral was on my only bow kobaya, he led the enemy fleet of 10 medium bunes and bow kobayas round and round the line of trade ships which they didn't once think to attack, until they were all eliminated by the trade ship fire).
> Did I say that the AI was dumb?
> The AI is useless at maintaining its formation. Get them to turn, have them pass by an island, boats run aground the formation gets messed up and they come after you piecemeal. That is the time to start taking them out.
> Different vessels move at different speeds, light is faster than medium is faster than heavy. Use this to stretch out the enemy and deal with the different sized boats rather than trying to engage the whole fleet.
> Because the bigger boats are slower, it pays to only use light boats. If your admiral is on a heavier boat you lose your manoeuvrability because the light boats have to protect your admiral which cannot keep up with them and cannot get away from the enemy light boats.
> The AI will almost always try to get broadside to you to fire its arrows. While it is doing this, keep rowing away from them and firing out the back of your boats when your fire arrows are charged. They do not enjoy this. Be aware that towards the end of the battle the AI will change its tactics and try coming direct at you with battle speed so be ready to react and activate your battle speed to maintain the distance.
Once mastered, the naval battles are a very easy, fast way to get experience for generals. They are also a great form of economic warfare against the AI, since 3 of the cheapest boats can take down 10 of the more expensive ones without loss, just a few koku to patch them up. And your boats will be at about level 7 after 2 or 3 battles.
The trouble is the battles have to be fought manually to achieve this and they soon get repetitive.
Very repetitive.
I don't know if there was some patch or am I just doing it wrong but from time to time, I think if I get too close, the AI switches targets. Generally admiral, while has some initial priority, quite easily gets overridden by some other ships. Then it becomes difficult to reaggro on it.
Oh right, I noticed once it gets wacky on islands but as I usually fight on the open water it's hard to utilise this.
My issue with this is that since I need to circle around the map, slower large boats can cut corners and so I couldn't really see distance between ship classes increasing significantly.
I don't know, I always experience enemy AI just having a slightly lower range than me forcing the attack but I need to right-click for this which changes direction of ship and makes enemy catch up with me. Just swimming away and shooting while enemy helplessly follows never seems to work.
By the way, I've just learned that while WE are limited to fielding only 10 ships at any given time, AI is allowed to have at least 11 on the field and I bet if it was an even bigger battle, they could run around with 20 or something stupid like that. Ugh. Since at this stage 1/4th of enemy navies are full stacks and they're often sailing in groups I guess I'm forced to auto-solve... Well, at least I don't have to deal with the monotony of battling anymore. Just gotta keep printing more ships than the enemy is able to. And since I don't fight myself anyway then I started making stacks of light ships for cheaper upkeep(not that it matters at this stage) and only keeping heavier ships in my main stacks that have generals on them. And yeah, the xp farm is great, my favourite way to level up commissioners. Just pop them on a boat anytime I need a new one levelled. :D