Total War: SHOGUN 2

Total War: SHOGUN 2

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MFD Suraj Jan 29, 2022 @ 12:07pm
Which units do you think can benefit more from armor upgrades ?
In most cases i prefer choose +4 in attack (weapon mastery) and +2 from jujutsu-dojo in the first usefull territory, but i still keep thinking there must be a case where a mix or a full(+5 armor) can be better for specific units , like maybe monks , bomb throwers , or other like ikkos ashigaru , lite cavalry or any with very low armor.
Further more , do you think armor will make also units to lose some agility ?
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Showing 1-9 of 9 comments
リア充死ね! Jan 29, 2022 @ 1:03pm 
I prefer putting armor on naginata samurai. They become almost literal brick walls nothing gets through.
easytarget Jan 29, 2022 @ 2:30pm 
Yep, that's what I do with it.

Nag Sam become laughably OP armor'd up.
markeason Jan 29, 2022 @ 8:24pm 
In reverse order:

Adding armour does not make units lose agility. It should. They should move more slowly and fatigue more quickly. But they don't. I wish they did.

In fact, unless you play with mods, the men do not get tired at all in Shogun 2. Horses lose movement as they get fatigued, and the cavalry melee and ranged capability gets worse.

But the infantry can run and fight with the same capability all day. The only thing the infantry lose is a little morale when they get very tired. Even when the infantry are exhausted and rout, they can still run away at the same speed as they have been running all battle.

Anyone that has been genuinely exhausted knows this is B.S,

The game data files contain all the entries to have infantry suffer the effects of fatigue (reduced movement, reduced accuracy, reduced melee, reduced morale), but contain a glaring error in the entry of one field, so it never got implemented.

What does this have to do with armour?

Bear with me and it will hopefully make sense.

Over the course of a typical Domination campaign on Legendary difficulty, I recruit ~200 units; I lose ~10 to 20 of them in combat; they kill ~1,000 A.I. units. So units that are recruited earliest can gain a lot of experience.

As units gain experience, they get improved morale, melee attack, melee defence, accuracy and reduced fatigue. The one thing that does not improve is their armour.

So, I favour the armour upgrade from the encampment chain (instead of the accuracy/melee/charge bonus) for a lot of different units.

For units recruited from a Blacksmith province, I favour the +4 melee attack from master weapon-smith and +2 armour from the encampment armoury for the great majority of units - even naginata samurai, as this makes them competitive with base katana samurai in melee.

There are games where, if I start with a Blacksmith, I might upgrade it to an Armourer, because having yari/bow ashigaru with improved armour is more beneficial than having improved melee in the early game. In these cases I would later add the jujitsu dojo from the encampment chain for improved melee. It is not as good as the bonus for weaponsmith/armoury, but the unit gains melee attack bonus with experience, having better armour may be what the unit needs to stay alive long enough to get the experience.


Apart from niche units like fire bomb throwers, I can think of only one unit that I would consider going master armourer with armoury. That is the no-dachi samurai. When I play Date clan, I usually go with no cavalry (apart from generals). This means that until I break through the enemy melee line, my units will be under enemy missile fire, so armour is helpful.


Because I play with mods that add fatigue effects, it means that when I am attacking, my units have to walk everywhere until the final charge. If they run, they arrive fatigued, have reduced combat stats, and they will lose the melee. Because they are walking they are exposed to more missile fire, so I need to counter this with armour.

If I am defending, the A.I. tends to run everywhere, so arrives more tired, has reduced combat stats so, my units should win the melee without needing big melee boosts from dojos. The biggest threat to my units, especially in siege defences, is enemy missile fire so, again, I like to give the units some improved armour.

I nearly always now put the armoury dojo in the crafts province with the bowmaker, as I think the +2 armour is better for the archers than the +5 accuracy from the hunting lodge.
Fonzy Jan 30, 2022 @ 12:52am 
I go for Attack because AI can't use bows in large numbers.
Liberty Shingen Jan 30, 2022 @ 1:32am 
Originally posted by markeason:
In fact, unless you play with mods, the men do not get tired at all in Shogun 2. Horses lose movement as they get fatigued, and the cavalry melee and ranged capability gets worse.

i never realise this is a thing at all in SP, besides i never have much interest in infantry

in MP avatar conquest there is no such bug, and for the third time saying, i never need to use any mods
BastardSword Jan 30, 2022 @ 1:48am 
Lots of different thoughts:

- For me armor is mostly useful for reducing the threat of enemy bows. The AI uses a lot of bows, and a lot of open field battles end up with a lot of sitting around getting pelted with bows. Siege battles even more so. Increasing melee attack does nothing to protect you from bows.

- melee attack goes up constantly as units rank up, and as your general ranks up. Same with other useful stats like morale and melee defense. But units will never get more armor unless you give it to them through a blacksmith and armory.

- In my experience the unit that benefits from armor far more than other units is yari ashigaru. Because I use them as frontline melee troops and use more of them than other units, they get hit more by bows than any of my other units. Armor helps with this. Armor also gives them an edge in melee. They have low morale and low melee stats compared to other units, so anything that gives them an edge is noticeable. I find that yari ashigaru will last longer in battle and avoid routing longer than without armor. If I instead go for increasing melee attack I find that units that would have done well in a battle with max armor end up getting wiped out or taking heavy casualties.

- for samurai I think extra armor is nice to have but not really necessary. They already have quite high armor and high attack/defense stats and morale. The one exception is if you give max armor to naginata samurai, they can take flaming arrows to the face and barely take any casualties. Other samurai don't seem to do this with max armor. If you find your samurai are dying a lot from arrows, go for armor. I use samurai as second-line shock troops so they don't get hit by bows much.

- you would think that low-armor elite units like no-dachis and naginata monks would benefit from high armor, but I find that this isn't really noticeable. They still rely on their naturally high attack stats and high morale more than anything else. If they are in extended melee they tend to die quite quickly with or without extra armor.

- for cavalry the best stat is always charge bonus. Cavalry are a hard counter kind of unit where they are naturally very strong against certain units and very vulnerable to others, and neither melee attack nor armor really affect these factors. Giving cavalry high charge bonus makes them much more deadly in their initial charge which is the best way to use cavalry. Charge and charge again. You would think that katana samurai would do well with extra melee attack, but their mounted melee attack stat is already so insanely high that I don't think increasing it really does much.

- it is tempting to give bows or matchlocks extra armor. They can suffer a lot from enemy bows especially in siege defenses, but you should also know how to pull them back and have them avoid getting destroyed by arrows while you charge in your yari ashigaru or cavalry. Extra accuracy meanwhile is always useful for bows and matchlocks. Yes it always goes up but having more is noticeable. Give basic bow ashigaru a modest accuracy bonus in the early game and they will last you through the whole game. If you get all the bow dojo upgrades, bow ashigaru and especially bow samurai will become mass murderers turning enemy units into red clouds of blood. Have all your bows attack one unit at a time in open field battles and you will destroy them in one or two volleys.
Last edited by BastardSword; Jan 30, 2022 @ 1:48am
BastardSword Jan 30, 2022 @ 1:50am 
Lately I always go for the Heaven and Earth tech first so I can get its sweet replenishment bonus which is VERY useful in the early game. Then I build an armory in my home province so I can get lots of units with a basic armor upgrade. These last me very well until I can get a blacksmith province and get max armor units.
markeason Jan 30, 2022 @ 4:23am 
Originally posted by Liberty Shingen:
Originally posted by markeason:
In fact, unless you play with mods, the men do not get tired at all in Shogun 2. Horses lose movement as they get fatigued, and the cavalry melee and ranged capability gets worse.

i never realise this is a thing at all in SP, besides i never have much interest in infantry

in MP avatar conquest there is no such bug, and for the third time saying, i never need to use any mods

I have never used MP avatar conquest but, if it uses the same files as the Custom battle, then it has exactly the same bug.

You can check it easily enough. Take two units. Leave one stationery. Have the other one run up and down a hill until it is in red fatigue. Put the exhausted unit beside the fresh one and order them to run side-by-side in the same direction. The fresh unit should leave the exhausted unit standing if fatigue IS having an effect.

The effect of fatigue in PvP battles is not a problem, because players know how to deal with its effects.

It is a significant problem in battles vs the AI because the AI doesn't know how to handle it. One of the audio help tips tells the player not to run everywhere because it exhausts the unit (or something like that), but the AI runs its units everywhere. Standing in yari wall formation incurs fatigue, so the AI in defence has its units stand in yari wall incurring fatigue all battle.

This may be why they didn't correct the error in the file - because the AI was not coping well with the fatigue mechanic. If that is the case, that was an inelegant non-solution.

Nobody NEEDS to use a mod. Players choose, or choose not, to use a mod.
Liberty Shingen Jan 30, 2022 @ 6:21am 
Originally posted by markeason:
I have never used MP avatar conquest but, if it uses the same files as the Custom battle, then it has exactly the same bug.

You can check it easily enough. Take two units. Leave one stationery. Have the other one run up and down a hill until it is in red fatigue. Put the exhausted unit beside the fresh one and order them to run side-by-side in the same direction. The fresh unit should leave the exhausted unit standing if fatigue IS having an effect.

The effect of fatigue in PvP battles is not a problem, because players know how to deal with its effects.

i can confirm that in MP exhausted units run at a snail pace as compared to a fresh state, i know certain SP mechanics work differently but that is for another day

and since you mention the effect of fatigue in pvp battles, in a way to answer the op question, whether you are a fully armored naginata tank, yari samurai, yari ashigaru whatever, the moment you get exhausted (for nag samurai is even worse, they are the slowest to begin with, and folks tend to use them to camp dojos), you will rout like butter by light cavalry
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Date Posted: Jan 29, 2022 @ 12:07pm
Posts: 9