Total War: SHOGUN 2

Total War: SHOGUN 2

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Onlyfans For Total War: Fall of the Samurai
By Fonzy
This guide will cover the essentials of the various units present in the Fall of the Samurai, their strengths and weaknesses, their usefulness, and the idea behind each unit. Most of the details provided here come from my own experience in using these units and that the guide will only cover units in their base form. I like to see this guild as an upgraded version of the one below.
http://steamcommunity.com/profiles/76561198034159931/myworkshopfiles/?appid=34330&section=guides&browsefilter=myfavorites

& I added Info from this one + my own.
https://steamcommunity.com/sharedfiles/filedetails/?id=1315849015

Please report any spelling errors.


A test will update later 3-13-16
-Made Test Model

update v0.01 4-2-16
-Add & Finish Line Infantry section

update v0.02 4-3-16
-Fixed some spelling in the Line Infantry section
-Finish Elite Infantry section
-Finish Skirmish Infantry section
-Finish Veteran-Only Units section

update v0.03 4-11-16
-Finish Melee Infantry section
-Finish Cavalry section

update v0.04 4-23-16
-Fixed Melee Infantry stats
-Fixed Cavalry stats
-Finish Artillery section

update v0.05 5-01-16
-Fixed Artillery section
-Finish Veteran-Only Units section

update v1.00 5-09-16
-Opened for all to see & visitors

update v1.01 3-21-19
-Finish Add On "Like & Fav"
-Added Art from https://steamcommunity.com/profiles/76561198143360503
-Added Militia Infantry section
-Updated Line Infantry section

Coronavirus Quarantine update v1.02 3-21-20
-yes it took a pandemic for me to update & finish this... 1 year later
-Updated Militia Infantry section
-Added Line Infantry section Part 2
-Added Republican Infantry to Line Infantry section Part 2 & how to unlock them for multiplayer
-Updated Line Infantry section
-Updated Line Infantry section Part 2
-Updated Elite Infantry section
-Updated Skirmish Infantry
-Updated Melee Infantry
-Added Cavalry section Part 2

$1200 Trump Bucks update v1.03 4-15-20
-Updated Militia Infantry section
-Added Republican Guard Infantry to Elite Infantry section & how to unlock them for multiplayer
-Added Republican Guard Cavalry to Cavalry section & how to unlock them for multiplayer
-Updated Cavalry section
-Updated Cavalry Part 2
-Finish Cavalry Part 2

Onlyfans update v1.04 9-24-20
-Added Onlyfans Reload Mechanics ;) section
-Added Onlyfans Reload Mechanics ;) section Part 2
-Fixed Spelling for some sections

update v1.05 9-25-20
-Added Kisho Ninja Bomb info to the Melee Infantry section
-Updated Kisho Ninja Bomb info to The Onlyfans Reload Mechanics ;) section

update v1.06 1-30-21
-Added Onlyfans Reload Mechanics ;) section Part 3
-Updated Artillery info to The Onlyfans Reload Mechanics ;) section Part 3

update v1.07 2-24-21
-Fixed Spelling for All sections
-Added "April Fools" to April Fools Unit cards.

update v1.08 2-26-21
-Updated Artillery info to The Onlyfans Reload Mechanics ;) section Part 3
-Added Gatling Guns to Onlyfans Reload Mechanics ;) section Part 3
-Updated Artillery section

update v1.09 9-30-21
-Updated Spelling for all sections using Grammarly, Inc.
-Added Heath points to Artillery & Veteran-Only Units section
-Fixed Gatling Guns info/RPM

update v1.10 3-28-22
-Fixed Out of Order Numbering in the Describe of Guild
-Added Shinsengumi to the Line Infantry Cap Chart
-Fixed Health Points for all sections (Armour =/= HP)

update v1.11 4-02-22
-Added Onlyfans Accuracy Mechanics ;)

update v1.12 4-11-22
-Added Onlyfans Melee Mechanics o-O
-Added Advised Upgrades to Militia Infantry, Line Infantry, Line Infantry Part 2, Elite Infantry, Skirmish Infantry, Melee Infantry, Cavalry, Cavalry Part 2, Artillery & Veteran-Only Units sections
-Fixed More spelling errors

update v1.13 5-8-22
-Fixed Steam bugs from the Last Steam Update

update v1.14 11-6-22
-Fixed More spelling errors & removed useless info about HP
-Added Boshin Matchlock Bullet, Shogun Matchlock Bullet, and Shogun Arrow to Onlyfans Accuracy Mechanics :0
-Onlyfans Armour Mechanics OwO

update v1.15 1-15-23
-Updated Onlyfans Reload Mechanics ;) section Part 3 to Gatling Guns has 2000 rounds per unit over the 500 shown in the game
-Updated Artillery section - Updated Gatling Guns info to show faster RPM
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Militia Infantry
White Tiger Force (500)
Heath Points: 200 (200 men)
Morale: 4
Melee Attack: 3
Melee Defence: 1
Charge Bonus: 8
Bonus VS Cavalry: 2
Armour: 1
Range: 125
Reload Skill: 15 (~21 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 15
Ammunition: 7

White Tiger Force is the cheapest and the only militia infantry in the game. They're the cheap unit with poor stats but they can be used to bolster the numbers in your army if needed. If they are led well, they will do just as well as any line infantry and can turn the battle in your favor. 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 used in mass numbers, White Tigers 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 Tigers also make decent meatshields to protect more valuable components. White Tiger Force makes good Skirmish Infantry once at level 9 with that 150 range. But due to their low Armour, they died faster to gunfire than other Line Infantry. 150-range White Tigers are great for those low-fund fights to make up for your costly 1800 gold General. I would not say using an army of all 150 range White Tigers is good or bad when in large funds but they do better in small or medium funds. Because all the low-star players have cheaper Generals. so you will need all the help you can get to compensate for the lost gold.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)
Line Infantry
Black Tortoise Force (660)
Heath Points: 200 (200 men)
Morale: 6
Melee Attack: 4
Melee Defence: 2
Charge Bonus: 10
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 30 (~18 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 30
Ammunition: 7

The Black Tortoise Force is the 1st of the line infantry class unit. They are best used as a cheap line infantry with more focus on killing targets with sheer firepower and numbers due to their stats & cost. Black Tortoises make better meatshields to protect more valuable components than White Tigers do to their better stats. If used in mass numbers Black Tortoises can blitzkrieg through heavy enemy line defenses with ease. The Black Tortoise Force Also makes great Skirmish Infantry at level 9 for that 150 range.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)

Azure Dragon Force (760)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 35 (~17 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 40
Ammunition: 7

Azure Dragon Force is more costly with weaker melee stats than their Imperial Red Bear counterparts but who cares about melee stats on Infantry. If you are getting your line Infantry into melee with non-line units you are using them wrong. Overall they are decent all-around line infantry who can deliver the same firepower as their Red Bear Infantry counterpart but will suffer in melee engagements more so. I find that Azure Dragon Force is just as good as the Red Bear Infantry so if you like how they look use them. 150 range Azure Dragon Force is "Useful" but I think they cost too much & are nowhere close to max reload speed at level 9.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)

Red Bear Infantry (750)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 8
Melee Defence: 6
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 35 (~17 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 40
Ammunition: 7

The least expensive with the highest melee stats & most beginner-friendly 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. 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. Red Bear Infantry can hold Melee Infantry in a battle for a while but they are better used to attacking other Line Infantry in melee & will win most of the time. 150 range Red Bear Infantry is "Useful" but I think they cost too much & are nowhere close to max reload speed at level 9.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)

White Bear Infantry (800)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 7
Melee Defence: 5
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 40 (~16 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 45
Ammunition: 7

The most all-around of the three Bear Infantries. White Bears have both good-standing melee and range stats but do 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 ranged 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. If you know your opponent loves to use Red Bears in mass numbers. White Bears make a good counter pick to their Red Bear Spam.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)

Black Bear Infantry (850)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 45 (~15 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 50
Ammunition: 7

The most expensive with the lowest melee stats of the three Bear Infantries, Black Bear Infantry is 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, the 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, OR, You can level them up to level 9 for that 150 range. Only Downside is picking max to reload or more ammo for this unit.
Advised Upgrades: None, LvL 9 (2 Reload, 2 Accuracy, 2 Speed, 1 Clan Reload, 1 Clan Extra Ammo or Accuracy, & 1 Range)

Line Infantry Part 2
Shinsengumi Police Force (900)
Heath Points: 200 (200 men)
Morale: 10
Melee Attack: 10
Melee Defence: 8
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 35 (~17 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 40
Ammunition: 7

Shinsengumi Police Force are rifle-armed samurai infantry with the same firepower as Red Bear/Azure Dragon Force with 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 vs anything better than Red Bear/Azure Dragon Force.
Advised Upgrades: None

Imperial Infantry (960)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 55 (~9.65 Sec)
Max Reload: 55 (~9.65 Sec)
Accuracy: 45
Ammunition: 12

The standard Line Infantry for the Imperials, boasts the best reload and the most ammo out of the Line Infantry class, capable of giving off a 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 are more effective in ranged 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.
Advised Upgrades: None

Shogunate Infantry (960)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 55 (~9.65 Sec)
Max Reload: 55 (~9.65 Sec)
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 a 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 ranged 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.
Advised Upgrades: None

Republican Infantry (960) [April Fools]
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 55 (~9.65 Sec)
Max Reload: 55 (~9.65 Sec)
Accuracy: 45
Ammunition: 12

The standard Line Infantry for the Ezo Republic. They are unlocked for use in multiplayer for anyone who gets rank 1 on the leaderboard & owns the Ezo Republic on the multiplayer map & is clan leader to the clan who owns the Ezo Republic on the multiplayer map. They boast the best reload and the most ammo out of the Line Infantry class, capable of giving off a 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 are more effective in ranged 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.

Vermilion Bird Force (1000)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 8
Melee Defence: 6
Charge Bonus: 20
Bonus VS Cavalry: 5
Armour: 2
Range: 125
Reload Skill: 40 (~16 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 50
Ammunition: 7

Vermillion Bird Force is a hybrid of their Imperial Bear counterparts with the melee stats of the Imperial Red Bears with a +5 more charge bonus. The reload speed of the Imperial White Bears and the accuracy of the Imperial Black Bears. All this makes the Vermillion Birds an excellent all-around unit to wear down enemy forces. Vermillion Birds are more expensive with possessing 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 Birds should be placed as support units or reservists to assist the main battle force and should avoid engaging openly in direct combat useless you have to. Vermilion Bird Force can hold Melee Infantry in a battle for a while but they are better used to attack other Line Infantry in melee & will win most of the time.
Advised Upgrades: None
Elite Infantry
Kihetai (1070)
Heath Points: 200 (200 men)
Morale: 10
Melee Attack: 10
Melee Defence: 5
Charge Bonus: 15
Bonus VS Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 40 (~15 Sec)
Max Reload: 90 (~7 Sec)
Accuracy: 55
Ammunition: 7

Kihetai is the cheapest Elite Infantry unit armed with modern breech-loading rifles, the Kihetai possesses 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 vulnerable to getting cut down by mass missile fire, sword infantry, and cavalry charges so take care in backing it up. In a one-on-one fight, Kihetai will barely win a fight vs Vermilion Birds so keep an eye on them.
Advised Upgrades: None

Shogunate Guard Infantry (1220)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Bonus VS Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 60 (~8.5 Sec)
Max Reload: 70 (~7 Sec)
Accuracy: 65
Ammunition: 12

The standard Elite Infantry for Shogunate armed with modern breech-loading rifles, the Shogunate Guard Infantry is slightly cheaper than its imperial counterpart 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. This puts them at a terrible disadvantage when against long-range skirmishers, cavalry, or massive enemy formations. Shogunate Guard Infantry is best used as a reserve or for isolated assaults leading other like-minded units attacking in weak points or flanks along with the enemy position.
Advised Upgrades: None, LvL 1 (1 Reload)

Imperial Guard Infantry (1280)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Bonus VS Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 60 (~8.5 Sec)
Max Reload: 70 (~7 Sec)
Accuracy: 65
Ammunition: 12

The standard Elite Infantry for Imperial armed with modern breech-loading rifles, The Imperial Guard Infantry basically retains the same value and statistics as that of its Shogunate counterpart for a slightly higher cost. Its 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 their strengths and weaknesses.
Advised Upgrades: None, LvL 1 (1 Reload)

Republican Guard Infantry (1600) [April Fools]
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Bonus VS Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 60 (~8.5 Sec)
Max Reload: 70 (~7 Sec)
Accuracy: 65
Ammunition: 12

The standard Elite Infantry for the Ezo Republic armed with modern breech-loading rifles, The Republican Guard Infantry is more expensive than its Imperial/Shogunate counterpart and retains the same statistical value as them. Its role serves more like a look at what I get as rank 1 than anything useful to players. They are unlocked for use in multiplayer for anyone who gets rank 1 on the leaderboard & owns the Ezo Republic on the multiplayer map & is clan leader to the clan who owns the Ezo Republic on the multiplayer map. They follow the same principles as that of the Imperial/Shogunate Guard Infantry so keep in mind their strengths and weaknesses. I only know one person who has this unit. so overall you are better off not unlocking this unit & better off with its Imperial/Shogunate counterpart
Skirmish Infantry
Matchlock Kachi (400)
Heath Points: 120 (120 men)
Morale: 7
Melee Attack: 6
Melee Defence: 2
Charge Bonus: 6
Bonus VS Cavalry: 0
Armour: 4
Range: 100
Reload Skill: 25 (~21.5 Sec)
Max Reload: 80 (~9.5 Sec)
Accuracy: 25
Ammunition: 7

Sporting outdated matchlock muskets and armor, Matchlock Kachi is a cheap makeshift gun unit that can hit hard against heavy-armored units and 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 isn'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. They do have more Heath Points than most missile/Gun units so that is a plus.
Advised Upgrades: None

Bow Kachi (650)
Heath Points: 120 (120 men)
Morale: 7
Melee Attack: 6
Melee Defence: 2
Charge Bonus: 6
Bonus VS Cavalry: 0
Armour: 3
Range: 150
Reload Skill: 50 (~7 Sec)
Max Reload: 82 (~3.83 Sec)
Accuracy: 35
Ammunition: 25

One of two bows units only available 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 hold more units than its cousin the mounted Bow Ki but are hampered by their inaccuracy and ineffectiveness against well-armored 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. Bow in FoTS gets their killing power from Accuracy & the higher the Accuracy the more kills they can get. This Unit does very well if they are upgraded to level 5 with 2 Accuracy & Reload Skill + 1 Whistling arrow or more Ammunition.
Advised Upgrades: None, LvL 1 (1 Whistling Arrows), LvL 4 (2 Reload & 2 Accuracy), LvL 5 (2 Reload, 2 Accuracy, & 1 Whistling Arrow or Extra Ammo)

Sharpshooters (900)
Heath Points: 120 (120 men)
Morale: 6
Melee Attack: 4
Melee Defence: 2
Charge Bonus: 10
Bonus VS Cavalry: 0
Armour: 2
Range: 150
Reload Skill: 25 (~19 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 45
Ammunition: 20

Sharpshooters are best used as somewhat inexpensive and rudimentary skirmishers with more focus on killing targets with sheer firepower and numbers due to their stats & cost. 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 from 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 under-protected Sharpshooter's position will almost surely crush them before they can deal with any significant damage. 175 range Sharpshooters are Very useful but don't have the killing power of 175 range Tosa Riflemen or Yugekitai. 175 range can be unlocked by being in a clan that has Shogunate Specialism. 8 Unit Skills & 1 Clan Skill (+range)
Advised Upgrades: None, LvL 9 (3 Accuracy, 2 Reload, 2 Speed, 1 Spotting Range, & 1 Range)

Tosa Riflemen (1300)
Heath Points: 120 (120 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 0
Armour: 2
Range: 150
Reload Skill: 65 (~7 Sec)
Max Reload: 55 (~7 Sec)
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 decent 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 decent 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. 175 range Tosa Riflemen is the superior 175 range Skirmish unit but will get the same number of kills as 175 range Yugekitai. 175 range can be unlocked by being in a clan that has Imperial Specialism. 8 Unit Skills & 1 Clan Skill (+range)
Advised Upgrades: None, LvL 9 (3 Accuracy, 2 Speed, 2 Spotting Range, 1 Fatigue & 1 Range)

Yugekitai (1300)
Heath Points: 120 (120 men)
Morale: 8
Melee Attack: 6
Melee Defence: 4
Charge Bonus: 15
Bonus VS Cavalry: 0
Armour: 2
Range: 150
Reload Skill: 30(~18 Sec)
Max Reload: 75 (~9 Sec)
Accuracy: 55
Ammunition: 20

One of the only two units in the modern army that possesses Kisho Training -the ability 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 vulnerable 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. 175 range Yugekitai is the superior 175 range Skirmish unit, not as good as 175 range Tosa Riflemen but will get the same number of kills as 175 range Tosa Riflemen. 175 range can be unlocked by being in a clan that has Shogunate Specialism. 8 Unit Skills & 1 Clan Skill (+range)
Advised Upgrades: None, LvL 9 (3 Accuracy, 2 Reload, 2 Speed, 1 Spotting Range, & 1 Range)
Melee Infantry
Spear Levy (420)
Heath Points: 200 (200 men)
Morale: 4
Melee Attack: 4
Melee Defence: 7
Charge Bonus: 6
Bonus vs Cavalry: 20
Armour: 1






Spear Levy are civilians armed with long spears. They have 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.
Advised Upgrades: None

Kyoto Police (700)
Heath Points: 200 (200 men)
Morale: 6
Melee Attack: 8
Melee Defence: 10
Charge Bonus: 8
Bonus vs Cavalry: 20
Armour: 3






Kyoto Police is more of a town watch than a fighting unit. They are a more effective role at halting cavalry, last longer in engaged melee and missile attacks, and can more effectively take out non-melee combatants than Spear Levy, serving as a temporary 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. This unit does best if at level 7 with 2 Atk -> 4 Def -> 1 Morale. This Unit once updated. They can be used to block a sword rush for a long time also they are very good at killing the line Infantry. They are just as good as a sword but they don't need to fear melee cavalry because they have spears to fight back with. But because they have low Morale they will never be as good as Yari Kachi.
Advised Upgrades: None, LvL 6 [Vs FoTs] (2 Attack, 2 Defence, & 2 Clan Defence), LvL 7 [Vs Vanilla] (2 Attack, 2 Defence, 2 Clan Defence & 1 Armour), LvL 8 [Vs FoTs] (2 Attack, 2 Defence, 1 Morale, 1 Clan Morale, & 2 Clan Defence), LvL 9 [Vs Vanilla] (2 Attack, 2 Defence, 1 Morale, 1 Clan Morale, 2 Clan Defence & 1 Armour)

Yari Kachi (800)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 10
Melee Defence: 10
Charge Bonus: 10
Bonus vs Cavalry: 15
Armour: 4






The strongest spear unit & best melee unit available 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 vulnerable 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. This unit does best if at level 7 with 2 Atk -> 4 Def -> 1 Morale. This Unit is the best melee unit in the game once updated. They can be used to block a sword rush for a long time also they are very good at killing the line Infantry. They are just as good as a sword but they don't need to fear melee cavalry because they have spears to fight back with.
Advised Upgrades: None, LvL 6 [Vs FoTs] (2 Attack, 2 Defence, & 2 Clan Defence), LvL 7 [Vs Vanilla] (2 Attack, 2 Defence, 2 Clan Defence & 1 Armour), LvL 8 [Vs FoTs] (2 Attack, 2 Defence, 1 Morale, 1 Clan Morale, & 2 Clan Defence), LvL 9 [Vs Vanilla] (2 Attack, 2 Defence, 1 Morale, 1 Clan Morale, 2 Clan Defence & 1 Armour)

Katana Kachi (850)
Heath Points: 200 (200 men)
Morale: 8
Melee Attack: 15
Melee Defence: 4
Charge Bonus: 10
Bonus vs Cavalry: 0
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 armor 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 armor 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 few casualties as possible before striking.
Advised Upgrades: None

Shogitai (1000)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 19
Melee Defence: 6
Charge Bonus: 15
Bonus vs Cavalry: 0
Armour: 2






The strongest sword infantry available 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 armor Katana Kachi possesses, making them more vulnerable 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 to the Katana Kachi unit.
Advised Upgrades: None, LvL 2 (2 Attack), LvL 4 [Vs FoTs] (2 Attack, & 2 Speed), LvL 4 [Vs Vanilla] (2 Attack, 1 Defence & 1 Speed), LvL 5 [Vs FoTs] (2 Attack, 2 Speed, & 1 Clan Attack), LvL 5 [Vs Vanilla] (2 Attack, 1 Defence, 1 Speed, & 1 Clan Attack)

Kisho Ninja (990)
Heath Points: 60 (60 men)
Morale: 12
Melee Attack: 16
Melee Defence: 8
Charge Bonus: 20
Bonus vs Cavalry: 0
Armour: 4
Range: 50
Reload Skill: 60 (~16 Sec)
Max Reload: 100 (~7 Sec)
Accuracy: 40
Ammunition: 2

Disruptors and assassins 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 armor. 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 favorable ground.
Advised Upgrades: None, LvL 2 (2 Attack)
Cavalry
Bow Ki (550)
Heath Points: 80 (80 men & Horses)
Morale: 10
Melee Attack: 5
Melee Defence: 2
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 4 (Mount Armour: 3)
Range: 150
Reload Skill: 35 (~9 Sec)
Max Reload: 94 (~4.3 Sec)
Accuracy: 50
Ammunition: 25

Possessing mobility, longer range, and the 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 in 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 a somewhat more closer distance between the target and itself to begin firing, therefore needing more detailed management to successfully 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 the progression of hostile forces. Like all bow units, they get their killing power from Accuracy so the higher Accuracy the more killing power. More Bow Damage is a good upgrade too because Bow Ki Arrows do 0.3 Damage per Arrow so that +0.1 from the upgrade rises its killing power by 33%. 175 range can be unlocked by being in a clan that has both Bow & Shogunate Specialism. 8 Unit Skills & 1 Clan Skill (+range)
Advised Upgrades: None, LvL 9 (2 Accuracy, 1 Reload, 1 Extra Ammo, 1 Bow Damage, 2 Clan Accuracy, 1 Clan Bow Damage, & 1 Range)

Sabre Cavalry (650)
Heath Points: 80 (80 men & Horses)
Morale: 10
Melee Attack: 18
Melee Defence: 7
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 2 (Mount Armour: 8)






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 available -slightly behind the Shogitai- Sabre Cavalry is still vulnerable to the same weaknesses as any other cavalry but is somewhat more prone to charges and missile fire due to weak armor for the men not so much the horse.
Advised Upgrades: None, LvL 4 (2 Attack & 2 Defence), LvL 6 [Vs Vanilla] (2 Attack, 2 Defence & 2 Clan Attack), LvL 6 [Vs FoTs] (2 Attack, 2 Speed & 2 Clan Attack)

Republican Guard Cavalry (650) [April Fools]
Heath Points: 80 (80 men & Horses)
Morale: 10
Melee Attack: 18
Melee Defence: 7
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 2 (Mount Armour: 8)






Same stats & cost as the Sabre Cavalry. They are unlocked for use in multiplayer for anyone who gets rank 1 on the leaderboard & owns the Ezo Republic on the multiplayer map & is clan leader to the clan who owns the Ezo Republic on the multiplayer map. Primarily used as an anti-infantry unit, Republican Guard 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 available -slightly behind the Shogitai- Republican Guard Cavalry is still vulnerable to the same weaknesses as any other cavalry but is somewhat more prone to charges and missile fire due to weak armor for the men not so much the horse.

Yari Ki (790)
Heath Points: 80 (80 men & Horses)
Morale: 8
Melee Attack: 10
Melee Defence: 4
Charge Bonus: 15
Bonus vs Cavalry: 15
Armour: 4 (Mount Armour: 4)






Commonly used as the main cavalry force in the modern army, Yari Ki wields long spears able to deliver substantial 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 is 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.
Advised Upgrades: None, LvL 2 (2 Attack), LvL 6 (2 Attack, 2 Morale & 2 Defence), LvL 9 (2 Attack, 2 Morale, 2 Defence, 2 Clan Attack, & 1 Armour)
Cavalry Part 2
Carbine Cavalry (900)
Heath Points: 80 (80 men & Horses)
Morale: 8
Melee Attack: 13
Melee Defence: 8
Charge Bonus: 15
Bonus vs Cavalry: 0
Armour: 2 (Mount Armour: 4)
Range: 125
Reload Skill: 75 (~9.5 Sec)
Max Reload: 80 (~9.25 Sec)
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 infantry as without any sort of ranged ability, melee infantry can get gunned down and rout by the Carbine Cavalry's, the successive cycle of laying down volleys before retreating to a safe distance. Unlike the Bow Ki, Carbine Cavalry can do more damage to vulnerable infantry on the charge but lacks the armor that allows them to last long in prolonged fights and fire from other missile units. 150 range can be unlocked by being in a clan that has Imperial Specialism. 5 Unit Skills & 3 Clan Skill (+range)
Advised Upgrades: None, LvL 1 (1 Reload), LvL 8 (2 Speed, 1 Reload, 2 Accuracy, 2 Clan Accuracy & 1 Range)

Revolver Cavalry (1000)
Heath Points: 80 (80 men & Horses)
Morale: 6
Melee Attack: 10
Melee Defence: 3
Charge Bonus: 8
Bonus vs Cavalry: 0
Armour: 2 (Mount Armour: 4)
Range: 70
Reload Skill: 30 (~18 Sec)
Max Reload: 100 (~6.5 Sec)
Accuracy: 15
Ammunition: 12

A tedious, but the well-rewarding unit, Revolver Cavalry are not the strongest statistics-wise, however, they hold the hidden capability of delivering massive volleys in an incredibly short amount of time, annihilating a large number of units before drawing sabers for the charge. Revolver Cavalry is a very unique way of shooting. Revolver Cavalry shoots 6 rounds 1 shot per ~3 Secs then they do a full reload of their handgun at skill 30 for ~18 Sec. 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 massiv 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 losses 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.
Advised Upgrades: None, LvL 9 (2 Speed, 2 Accuracy, 2 Clan Accuracy, 1 Extra Ammo, 1 Armour & 1 Range)

Imperial Guard Cavalry (1050)
Heath Points: 80 (80 men & Horses)
Morale: 12
Melee Attack: 15
Melee Defence: 10
Charge Bonus: 20
Bonus vs Cavalry: 0
Armour: 2 (Mount Armour: 6)
Range: 125
Reload Skill: 80 (~9.25 Sec)
Max Reload: 80 (~9.25 Sec)
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. 150 range can be unlocked by being in a clan that has Imperial Specialism. 4 Unit Skills & 4 Clan Skill (+range)
Advised Upgrades: None, LvL 8 (2 Speed, 2 Accuracy, 2 Clan Accuracy, 1 Clan Speed, & 1 Range)

Shogunate Guard Cavalry (1200)
Heath Points: 80 (80 men & Horses)
Morale: 12
Melee Attack: 16
Melee Defence: 6
Charge Bonus: 30
Bonus vs Cavalry: 15
Armour: 2 (Mount Armour: 6)






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 which's dependent on their charging capability. However the Shogunate Guard lacks a decent armor value, making them more vulnerable 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.
Advised Upgrades: None
Artillery
Wooden Cannons (250)
Heath Points: 40 (40 men)
Morale: 2
Melee Attack: 2
Melee Defence: 2
Charge Bonus: 4
Bonus vs Cavalry: 0
Armour: 1
Range: 500
Reload Skill: 10 (~25 Sec) [1st Shot: ~4 Sec]
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 nuisances 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 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. Wooden Cannon is the best Anit-artillery unit in the game, because if you level them up to get +3 range. They can kill any cannon with one solid shot. In most games, you can at less kill 2-3 cannons from Parrott or Armstrong units. But wooden cannons don't kill the crew very well so, this is why you need to hit the cannons them self & avoid wasting ammo on trying to kill the crewmen. Wooden Cannons will always fire their 1st shot in 4 sec so keep that in mind.
Advised Upgrades: None, LvL 7 [Vs Cannons] (3 Accuracy, 1 Reload, & 3 Range), LvL 8 [Vs Cannons] (3 Accuracy, 1 Reload, 3 Range & 1 Clan Accuracy)

Parrott Guns (1210)
Heath Points: 40 (Unlimbered 40 men) or 288 (Limbered 40 men & 8 Horses)
Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Bonus vs Cavalry: 0
Armour: 1 (Mount Armour: 4)
Range: 550
Reload Skill: 25 (~18 Sec) [1st Shot: ~5 Sec]
Accuracy: 25
Ammunition: 20


The basic artillery piece in a modern army, Parrott Guns provides a long-range harassment 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 vulnerable 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 success, avoiding direct combat when possible and elevating it at high vantage points on a map. I think this unit does well at level zero else maybe do 1 or 2 upgrades on Accuracy. If you do level them to the max, they make very good General snipers, but overall I think cannons are too weak for getting the 400+ kill like in the old days of FoTS. Parrott Guns will always fire their 1st shot in 5 sec so keep that in mind. If you think you can win the arty fight in the 1st 4 shots go for Parrot Guns else pick Armstrong Guns. Also, there is a fun bug where the HP of the artillery goes to 288 as it moves unlimbered. Aka the games adds HP for the 10 Men + 2 House times 4 together giving each gun 72 HP in total or 288 for the whole unit. Over the Normal of 18 HP per Gun or 72 HP for the whole unit like all other units in the game.
Advised Upgrades: None, LvL 7 (1 Missile Damage, 3 Accuracy, & 3 Range)

Armstrong Guns (1300)
Heath Points: 40 (Unlimbered 40 men) or 288 (Limbered 40 men & 8 Horses)
Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Bonus vs Cavalry: 0
Armour: 1 (Mount Armour: 4)
Range: 550
Reload Skill: 50 (~16 Sec) [1st Shot: ~13 Sec]
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. I think this unit does well at level zero else maybe do 1 or 2 upgrades on Accuracy. If you do level them to the max they make very good General snipers but overall I think cannons are too weak for getting the 400+ kill like in the old days of FoTS. Armstrong Guns will always fire their 1st shot in 13 sec so keep that in mind. This means the Parrott Guns will always have the advantage in an arty fight during the 1st 4 shots. After that, the Armstrong Guns will always have the advantage. Also, there is a fun bug where the HP of the artillery goes to 288 as it moves unlimbered. Aka the games adds HP for the 10 Men + 2 House times 4 together giving each gun 72 HP in total or 288 for the whole unit. Over the Normal of 18 HP per Gun or 72 HP for the whole unit like all other units in the game.
Advised Upgrades: None, LvL 7 (1 Missile Damage, 3 Accuracy, & 3 Range)

Gatling Guns (1400)
Heath Points: 40 (Unlimbered 40 men) or 288 (Limbered 40 men & 8 Horses)
Morale: 4
Melee Attack: 4
Melee Defence: 4
Charge Bonus: 9
Armour: 1 (Mount Armour: 4)
Range: 250
Reload Skill: 75 (~4.93 Shots per Sec) [Toggle: ~9.85 Shots per Sec]
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 asset 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 the battle, allowing a steady stream of fire upon the enemy positions for a long duration of time. They are best used in elevated positions on open ground. This unit is better with +3 range so if you do upgrade them go for speed & range. Don't do Accuracy because you only get +2 Accuracy & no need for more Reload speed too. [Auto: 296 RPM] [Toggle: 591 RPM]
Advised Upgrades: None
Veteran-Only Units
Samurai Hero (1000)
Heath Points: 40 (40 men & Horses)
Morale: 20
Melee Attack: 9
Melee Defence: 2
Charge Bonus: 10
Bonus vs Cavalry: 0
Armour: 6 (Mount Armour: 6)
Range: 150
Reload Skill: 60 (~6.5 Sec)
Max Reload: 94 (~4.3 Sec)
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.
Advised Upgrades: None

United States Marines (1310)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 13
Melee Defence: 8
Charge Bonus: 20
Bonus vs Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 60 (~8.5 Sec)
Max Reload: 70 (~7 Sec)
Accuracy: 65
Ammunition: 12

Marines coming from the United States, these marines hold substantially 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 weaknesses of an Elite Infantry apply. The most cheap-efficient of the marines. This unit does best if upgraded to level 5 for that 150 range.
Advised Upgrades: LvL 5 (2 Accuracy, 1 Reload, 1 Speed, & 1 Range)

Royal Marines(1380)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 12
Melee Defence: 7
Charge Bonus: 20
Bonus vs Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 65 (~8 Sec)
Max Reload: 70 (~7 Sec)
Accuracy: 70
Ammunition: 12

Marines hailing from Great Britain, are the compromise between range and melee strengths of the marines, holding neither an advantage in firefights nor melee combat, similar to the White Bear Infantry. The same advantages and weaknesses of an Elite Infantry apply. This unit does best if upgraded to level 5 for that 150 range.
Advised Upgrades: LvL 5 (2 Accuracy, 1 Reload, 1 Speed, & 1 Range)

Infanterie de Marine (1440)
Heath Points: 200 (200 men)
Morale: 12
Melee Attack: 11
Melee Defence: 6
Charge Bonus: 20
Bonus vs Cavalry: 7
Armour: 2
Range: 125
Reload Skill: 70 (~7 Sec)
Max Reload: 70 (~7 Sec)
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 Shogunate Guard Infantries, similar to the Black Bear Infantry. They can inspire nearby units and destroy lesser range units more quickly than any other unit is available. 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. This unit does best if upgraded to level 5 for that 150 range.
Advised Upgrades: LvL 5 (2 Accuracy, 2 Speed, & 1 Range)
Onlyfans Reload Mechanics ;)







Y = Equation.
R² = Error-free for the Equation.

Reload Types:

Weapon: Standard Issue Boshin Rifle
Class Type: Line Infantry
Weapon Users: White Tiger, Black Tortoise, Yugekitai, Azure Dragon, Red Bear, Vermilion Bird, White Bear, and Black Bear

















Weapon: Select Grade (Polished) Boshin Rifle
Class Type: Line Infantry
Weapon Users: Imperial/Shogunate/Republican Infantry

















Weapon: Well Used (Dirty) Boshin Breech Loading Rifle
Class Type: Elite Infantry
Weapon Users: Kihetai Infantry



















Weapon: Select Grade (Polished) Boshin Breech Loading Rifle
Class Type: Elite Infantry
Weapon Users: US Marines, Imperial/Shogunate/Republican Guard, Royal Marines, and Infanterie de Marine

















Weapon: Standard Issue Matchlock
Class Type: Skirmish Infantry
Weapon Users: Matchlock Kachi



















Weapon: Standard Issue Bow
Class Type: Skirmish Infantry
Weapon Users: Bow Kachi





















Weapon: Standard Issue Boshin Repeating Rifle
Class Type: Skirmish Infantry
Weapon Users: Tosa Riflemen





















Weapon: Standard Issue Sling with Shogun Fire Bomb
Class Type: Special Infantry
Weapon Users: Kisho Ninja
Onlyfans Reload Mechanics Part 2 ;)
Weapon: Select Grade (Polished) Officer Revolver
Class Type: General
Weapon Users: General Avatar (solo)





















Weapon: Standard Issue Officer Revolver
Class Type: General Bodyguard
Weapon Users: General Avatar Bodyguard



















Weapon: Standard Issue Cavalry Bow
Class Type: Missile Cavalry
Weapon Users: Bow Ki and Samurai Hero





















Weapon: Standard Issue Boshin Carbine
Class Type: Missile Cavalry
Weapon Users: Carbine Cavalry and Imperial Guard Cavalry




















Weapon: Standard Issue Boshin Revolver
Class Type: Missile Cavalry
Weapon Users: Revolver Cavalry





















Onlyfans Reload Mechanics Part 3 ;)
Weapon: Standard Issue Wooden Cannons
Class Type: Artillery
Weapon Users: Wooden Cannon Crew

















Weapon: Standard Issue Parrott Guns
Class Type: Artillery
Weapon Users: Parrott Gun Crew

















Weapon: Standard Issue Armstrong Guns
Class Type: Artillery
Weapon Users: Armstrong Crew

















Weapon: Standard Issue Gatling Guns
Class Type: Artillery
Weapon Users: Gatling Guns Crew
Onlyfans Accuracy Mechanics :0







Y = Equation.
R² = Error-free for the Equation.

Accuracy is not the fixed Number like Reload. Accuracy is a Coin Toss. The Higher the Accuracy the better odds the bullet will Hit & kill a Unit. Range does not change the Accuracy Odds. So, even if you have a Red Bear with 200 Range but only 40 Accuracy. They will get the same amount of kills as Red Bears, with 40 Accuracy, at 125 Range.

Example) Red Bears, with 40 Accuracy, at 125 Range will get about
~33 Kills Per 100 Shots (+2 or +4)

So, for the following Charts. Think of them as Averages.

Accuracy Types:

Weapon: Rifle Bullet
Class Type: Line Infantry, Elite Infantry, Skirmish Infantry
Weapon Users: White Tiger, Black Tortoise, Azure Dragon, Red Bear, Shinsengumi, White Bear, Imperial/Shogunate Infantry, Tosa Riflemen, Black Bear, Kihetai, US Marines, Imperial/Shogunate Guard, Royal Marines, and Infanterie de Marine












Weapon: Carbine Bullet
Class Type: Missile Cavalry
Weapon Users: Carbine Cavalry and Imperial Guard Cavalry

















Weapon: Boshin Matchlock Bullet
Class Type: Skirmish Infantry
Weapon Users: Matchlock Kachi















Weapon: Shogun Matchlock Bullet
Class Type: Skirmish Infantry
Weapon Users: Matchlock Ashigaru, Matchlock Samurai, Matchlock Warrior Monks, and Portuguese Tercos
















Weapon: Shogun Arrow
Class Type: Skirmish Infantry
Weapon Users: Bow Kachi















Onlyfans Melee Mechanics o-0







Melee is not a fixed Number like Reload but a Coin Toss like Accuracy. The Higher the Melee Attack Stat the better odds the Attack will roll a Kill. All Units in-game have 1 HP per Man or House (Hero Units have 2 HP per Man or House). So, Here is how Melee works.

1) If both units walk into each other. Each unit rolls a dice for the "Initiative Roll". The Highest number attacks first.

2) Attacker Rolls a dice using the stat ranges from 0 to Max Melee Attack.

3) Defender Rolls a dice using the stat ranges from 0 to Max Melee Defence + Armour.

4) If Attacker Rolls is higher than Defender Rolls. The defender is killed.

5) If Defender Rolls is higher than Attacker Rolls. Defender Blocks Attack and Both reroll for the "Initiative Roll".

6) Else if the Attacker is changing into the Defender. Attacker Rolls a "Charge dice" using the stat ranges from 0 to Max Melee Charge Bonus + Melee Attack Dice Roll. Defender does a Rolls a dice using the stat ranges from 0 to Max Melee Defence + Armour.

7) Else if the Attacker (Spear) is changing into the Defender (Cav). Attacker Rolls a dice using the stat ranges from 0 to Max Melee Charge Bonus + Melee Attack Dice Roll + "Bonus vs Cavalry Roll" (from 0 to Max Bonus vs Cavalry). Defender Does a Rolls a dice using the stat ranges from 0 to Max Melee Defence + Armour.

The Goal of my testing was to find & prove the cost-efficient melee stats for all Melee units in-game.

Even = 50% Win or Lose Battle
VCL/VCW = 80% Win/Lose Battle
Won/Lost = 95% Win/Lose Battle












Conclusion:
"Melee Attack Roll" is King of all Stats.
2 Sword Melee Attack = 3 Spear Melee Defence.
Spears Need 33% More Melee Defence than Melee Attack of Swords to Beat Swords.
21 Melee Attack = Cost-efficient melee stats for Swords.
21 Melee Defence = Cost-efficient melee stats for Spears.
1 Armour =/= 1 HP for unit.
If fighting Gun Heavy Armys - Melee Defence is useless because most men were killed by Bullets over Melee.

Only Melee Attack is Gun Heavy Armys. Melee Defence & Armour are useless vs Guns unless in Melee.

Stats are too high on Katana Kachi and Shogital that upgrades are not needed to kill Red Bears.
Onlyfans Armour Mechanics OwO







Y = Equation.
R² = Error-free for the Equation.

Armour does help stop an arrow from killing a unit. The more armor the better but looks like the cap is at 13 Armour. I used a Bow Kachi at 55 Accuracy & 50 Reload.

Accuracy is not the fixed Number like Reload. Accuracy is a Coin Toss. The Higher the Accuracy the better odds the Arrow will Hit & kill a Unit. The range does not change the Accuracy Odds. So, even if you have a Bow Kachi at 200 Range and with 55 Accuracy. They will get the same amount of kills as Bow Kachi, with 55 Accuracy, at the 150 Range.

Example) Bow Kachi, with 55 Accuracy, at 150 Range will get about
~19 Kills Per 100 Shots (+2 or +4)
13 Comments
Fonzy  [author] Jan 5, 2022 @ 5:14pm 
yep, there is no point in upgrading RL on Parrot and Armstrong
√ HyperVenom X Jan 5, 2022 @ 4:20pm 
So there is no point in upgrading Parrot and Armstrong guns reloading skill?
Fonzy  [author] Aug 15, 2021 @ 5:21pm 
i did not even know that was a thing. so no i don't know
Chinaman Aug 15, 2021 @ 5:09am 
Boss, do you know how to adjust cannon ball trajectory mid air? I used to be able to do it but now whatever I do it just exits the projectile homing. It was 50% of the fun for me in this game
Fonzy  [author] Dec 20, 2020 @ 11:46am 
i take the time between shots so the timer starts & stops once the unit fires it round.
ex)
Fires (timer starts)
Reloading
Fires(timer stops)
ddjjccmm24 Dec 20, 2020 @ 9:57am 
How have you determined the reload time from the reload skill, is it by testing or by a formula?
judas maccabeus Feb 20, 2020 @ 6:34pm 
well i won with the jozai with matchlock so you can make it work
Fonzy  [author] Jan 19, 2020 @ 5:29am 
No. I used them as scouts because they have higher HP & Morale then Spear Levy, They make better expendable meatshields then Spear Levy. They will do a good job killing cav but will lose in a line infantry fight vs 125 range units. (they only have 100 range)
judas maccabeus Jan 18, 2020 @ 7:00pm 
does matchlock work as line infantry
Fonzy  [author] Jan 6, 2020 @ 8:58am 
Red Bears is the base line infantry. I like to use black bears but it is up to you.