Total War: SHOGUN 2

Total War: SHOGUN 2

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Otomo Clan Guide
Von Pa3s
This is a guide which gives you information about the additional Clan from the Shogun 2 Otomo Clan Pack DLC. Learn about their strengths, weaknesses, special units, important research and suggested strategies.
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Introduction
I wanted to write a short beginner's guide to my favourite clan in Shogun 2, the Otomo. I'll give you an overview of the clan's strengths & weaknesses, important units, useful research and strategies. Hopefully, you will find some useful information that will help you to enjoy playing this awesome clan.

The Otomo were the first to make contact with the Portuguese and quickly started to trade with them. From the Europeans they received gunpowder weapons as well as a new religion. Both are not necessarily compatible with Japanese traditions and may upset your neighboring clans quite a bit. But with the help of your foreign friends and Jesus Christ, you might have what it takes to become the next Shogun!
Strengths and Weaknesses
Strengths:
  • matchlock units are available right from the start
  • strategically advantageous starting position
  • devastating european cannons
  • expensive but superior ships
  • vigorous missionaries

Weaknesses:
  • foreign religion interferes with your diplomatic relations
  • christianity is not established anywhere, it must be spread first
  • low honor decreases the morale of your troops and the loyalty of your generals
Important Units
Matchlock Infantry
Your matchlock guns are revolutionary, but not perfect. The available bowmen, however, are very skilled (especially the Samurai), can shoot faster and have a longer range. Perhaps you think it's better to rely on the bow and abstain from using the loud and "dishonorable" matchlock rifles, but make no mistake! If they're used correctly, your gunpowder infantry can crush the enemy morale and cut through their lines like a hot knife through a stick of butter.

Matchlock units are rather weak if they're used in field battles. They can fire up to two or three volleys at the approaching enemies, but then have to quickly retreat or defend themselves in melee which usually doesn't end well. They can also attack defending units behind castle walls, but will have many casualties due to their shorter range and the good cover of the defending troops. However, they truly excel in defense, standing on your castle's walls and scare away attacking units with their guns. Even Samurai lose their courage if they have to charge a castle which is defended by these units.

It's important to note that by default, only the first line of soldiers fire their guns, no matter if they're standing on an open field or on the battlements. The rest of the unit waits and replaces fallen comrades from the first line. More advanced matchlock infantry will have the ability to shoot in turns. But to avoid this, you can easily spread the line of soldiers by clicking and dragging your cursor while placing the soldiers behind the walls. This also makes room for a line of melee units behind the gunmen. This is very helpful once the enemy has overcome the walls.

Portuguese Tercos
These are elite matchlock units and one of my favourites. They are better marksmen and melee fighters than matchlock Samurai, have twice their armor and their accuracy is only surpassed by Tokitaka's Tanegashima (which come in very low numbers, though). They are expensive to recruit, but their wages are identical to what you have to pay the matchlock Samurais (150). As you can see in the picture below, they are quite effective.


European Cannons
These units can be imported as soon as you have the Namban Quarter. That means you don't need the Siege Workshop to recruit them. They are powerful and more accurate than Mangonels, but need a little more time to reload. One of their downsides is the low shooting arc. Their ability to shoot up a hill is very limited and they're useless while defending. But still, they can be very valuable in the right hands.

Namban Trade Ship
These ships are strong enough to destroy any of the enemy's Kobayas and Bunes. A single ship or groups of two are enough to counter most attacking fleets. They are expensive, but absolutely worth the money. However, they aren't invincible after all. If the Namban ship catches fire and your crew isn't able to extinguish it in time, they might surrender and you lose the ship. The greatest threat for your Namban ships are Bow Kobayas shooting fire arrows and Fire Bomb Kobayas. The first ones are especially dangerous if they start circling your ship. They are very small and thus difficult to hit with your cannons and they can shower you with fire arrows outside of the range of your matchlock guns. In addition to this, they are fast and don't have to rely on the wind to advance. If you do manage to get near the Bow Kobaya, you can quickly lower their morale with a few volleys from your muskets. Fire Bomb Kobayas are very dangerous as well, but they have to get very close to your ship in order to throw the bombs on it. That gives you the opportunity to take out their crew before they can attack. This makes the ship a controllable threat if you react soon enough.

Fire Rockets
These siege units are not unique to the Otomo clan, but since you will probably go for the Siege Engineer's Workshop line of buildings, they can be recruited along with the advanced gunpowder infantry. Unlike most other siege units they are very mobile and still have a decent range, allowing them to shower the defending enemy with highly explosive rockets and then quickly relocate. In addition to their offensive capabilities, they can also be extremely useful for defense. They can be placed behind the walls of your fortress just like any infantry unit (remember to click and drag the cursor to spread the line). Because of their low numbers, they take up only minimum space and can be used in conjunction with matchlock units to instill maximum fear into your enemies. Even if they can't attack walls, they are much more useful than Flame Bomb Throwers. Their effective range is much longer and they don't run the risk of bombing themselves while defending the castle.
Research
Your first research goal should be "Tea Ceremony" which will reward you with a permanent +1 honor for your Daimyo. It can be learned relatively fast and you should get it before your first major attack or siege. Good morale is critical and easily decides the whole battle (see "Strategy" for more info). Another important upgrade is "Gunpowder Mastery" because it's essential for recruiting well trained gunpowder units, even if takes quite long to reach it. Other than that, I recommend a balanced research of both Bushido and Chi arts. You should regularly upgrade farming to sustain market buildings and castles. Don't forget that religious buildings improve the research of Chi upgrades!
Strategy
A good first goal for your campaign is the island of Kyushu. But to accomplish this, you have to carefully decide your steps to avoid being defeated by the Shimazu or an other clan on the island. A side effect of the foreign religion is the decreased honor of your clan's leader. This also poses your main weakness. Your troops will have low morale at the start, but this problem can be solved over the course of the game. The lacking morale makes sieges and field battles very difficult, even if you have more units than your enemy. Additionally, your special starting units, the imported matchlock Ashigaru, are prone to run for their lives once they're forced to fight at melee range.

For the first seasons, you should avoid being overly agressive and mostly defend until your situation improves. However, you shouldn't hold back too much, either, because that allows one of the other clans to gain the upper hand on Kyushu. Try to take the enemy forts by surprise and with superior numbers. Defending a castle will be much easier for you than attacking it. As soon as you can, make use Katana & Bow Samurai as attack units for their better morale and defend your castles with Matchlock, Yari and Bow Ashigaru.

To take the island, start from Buzen and proceed anticlockwise to the south. Attack the Ito clan last because you have quite good relations with them. It may seems counterproductive to attack your only friend, but you need Kyushu as a foundation to conquer the rest of Japan. However, a very good idea is making the last remaining enemy clan on Kyushu an vassal. Vassals will further improve the honor of your Daimyo and make up for the foreign religion. This can be much more valuable for you than one additional region (you will collect tribute from your vassal anyway). It's also important to note that three regions on Kyushu are exceptionally fertile. Higo, Tsukushi and Hizen farms should always be the first ones to upgrade, since they'll earn you the most money.

Always remember to build chapels, especially in newly acquired regions. They help you to spread christianity and allow you to use more missionaries, which help to keep the resistance down if they're used in cities. All regions besides your own will have 0% christians, but thanks to the improved conversion rate of the Jesuit missionaries, they can be converted rather quickly. The Namban Quarter is very expensive, but also an incredibly important building. Build it as soon as you can afford it. You will also get an appropriate mission which rewards you with Portuguese Tercos (gunmen) upon completion. The namban Quarter is also used to build superior Portuguese ships. They allow you to seize the western trade posts and make huge profits. Make sure to have additional ships to keep your trade routes clear from pirates and the fleets of other clans. The Bungo region is also a good place to build the Siege Engineer's Workshop building line. Once you upgrade it to the Powder Maker, you will be able to recruit more Portuguese Tercos.

After you've conquered Kyushu, you can either invade Honshu, the main island, or take over Shikoku first (home island of the Chosokabe Clan). After you have successfully established your clan, you'll have good chances to win the game. Just remember to focus on your strengths and use them to their full extent. Have fun! :)
33 Kommentare
Flightless 26. März 2024 um 11:34 
Artillery also makes the enemy attack you as long as it has ammunition.
Private Virgil Ginger Jr. 22. Juni 2023 um 19:37 
You can install no realm divide mod so it's a bit easier on legendary.
deccles2001 16. Juni 2023 um 10:58 
LOL fair enough I hounded Shogun 2 it's my favourite Total War, but with every clan on the left-hand-side of the map I just can't win (except Ikko and Chosokabe).
Pa3s  [Autor] 15. Juni 2023 um 12:38 
I'm not good enough of a TW player to help with this, sorry mate. Realm divide usually wrecked me even on non-legendary difficulty.
deccles2001 12. Juni 2023 um 19:43 
Yo I know I'm late to this thread but just wanna say trying to win a domination game with Otomo on Legendary difficulty is hard AF, I like Otomo but for me after realm divide its impossible. Would love a more detailed for after you conquer Kyushu (cause that's relatively simple).
Private Virgil Ginger Jr. 3. Nov. 2020 um 23:51 
Use same range mod for matchlocks and all rank fire, these mods make matchlocks deadlier in battle!
Praphet 28. Apr. 2020 um 0:46 
Great guide. I would just like to comment on the fire rockets. If anyone would be playing pure matchlock or any strategy not involving spears, fire rockets are amazing against cavalry. They'll greatly aid you when you are fighting the Takeda as they'll be flung from their horses and rout immediately. Against infantry, they are less effective but they are great at breaking formations and lowering their morale before the volley of your first line of matchlock fire. You can also snipe generals if the AI did a mistake, but other than that, guide is great for beginners. I prefer the Otomo rush to get the fertile soil immediately, then handle the rebels after.
Stepdan 28. Nov. 2018 um 9:33 
I would like to note also that i have build the nanban quarter in the bowmaster province, and that the accuracy upgrade did not really improve them, i highly suggest investing into melee or armor instead.
Stepdan 28. Nov. 2018 um 9:31 
I have just finished a otomo co-op playthrough, here are some tips:

-you can have 2 or more nanban quarters if you lose the province, to rebels, containing one and recapture it once you have build a second one somewhere else (rebels usually do not remove buildings).
The benefit is that you can now build both tercos and nanban ships in a more dedicated province.

-To make tercos more usefull in fieldbattles:
You can put 3 terco units in a wide line formation inside of eachother, this will allow them ALL to fire without losing a lot of men when being charged by the enemy.
The benefit of this that all the tercos can fire without using ranked fire, which will result in a higher rate of fire.

-To make tercos even better in siege defences:
You can place a unit on the wall, and if you hold and right click the mous dragging it forward it will spread out a single unit over the entire wall, again allowing the full unit to fire.

Hope this will interest more people to try out Otomo
Pa3s  [Autor] 1. Okt. 2018 um 13:30 
According to my experience, matchlock units should be used very carefully during field battles (or not at all). The problem here is that they are outranged by bow units and very vulnerable in the open. Archers can keep a safe distance and whittle the shooters down. Also, if matchlock units are attacked by melee units, they usually won't be able to shoot more than two volleys (if at all, because you have to pull them back). This is not enough to cause the attackers to rout and they will be butchered in close combat if you don't retreat. Matchlocks also shoot straight, so they're almost completely useless in sieges. They are extremely useful as defenders, but that's it as they're very specialised.