Total War: SHOGUN 2

Total War: SHOGUN 2

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Cavalary types
Which cavarlary is good at what, and how should they be used?
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Already covered it in your other topic about Takeda and cavalry.
Sn3z May 29 @ 3:38am 
hehe trolling question xD, in this total war though is not want these cavalry are good at, its how BEST to match their capabilities for the the type of army you have(attacking/rush or defensive are the only choices at the end of day, its same in every single total war game), since there's so much anti cavalry on the field anyway in this iteration, there's only so many slots you can give over to cavalry before it becomes efficient to absolute folly. Six seems to be the best compromise, I have tried at varying levels of numbers, considering the amount of extra micro aswell, and just arrived at 6 units of cavalry max for rush and less 2-4 for defensive is really all you need.

Yari cavalry = attacking/rush armies (intiate or get attacked on ideally grassland spots, ambuscade you initiate) Win flansk and wrap around

Katana cavalry = luxury unit, used in defense armies of mass missile and spear box, perhaps two units deployed behind yari ashigaru as wrecking balls on badly beaten parts is all you will need, to get routs going and go directly into archers.

Bow cavalry = attacking/rush armies luxury unit, possibly pointless,
to recruit, as in rush your missile's are going to few in number and the cheapest anyway as you're not using mass missile to win, in defense armies awkward as they have no 360 fire, where they be a great choice in other total war games.

Light cavalry can work in both armies, in rush you get a lot like 6, in defense you can have 1-2 units protecting your general, very underrated unit imo, going forward though these drop off so badly, difficulty depending because of model count, so be careful, start getting better cavalry if rush and take out high rank light cavalry units to protect newly spawned generals to make way for better cavalry.
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