I dunno, that worked for me.
The name is from "The Last Unicorn." He was always one of my favorite villians because of the depth of character.
| Author | Comment | |||
|---|---|---|---|---|
King Haggard |
Re: formations & army composition | #101 | ||
|
You make an ass of yourself and preach about why
it's so hard to be a moderator and what you think an
ideal moderator should be. Then they go, "Oh
yeah? See if you can do better, punk!"
I dunno, that worked for me. The name is from "The Last Unicorn." He was always one of my favorite villians because of the depth of character. |
||||
|
|
||||
47Ronin Drisos |
Re: Text | #102 | ||
|
I'm sorry King Haggard, I posted this in the other
thread by mistake, please delete it there.
***** Thanks for the info, King Haggard! Would you be OK if I included a link to your thread at my soon-to-be-ready website? It's quite useful for inexperienced players. ***** not exactly the same but that doesn't matter, right? 47Ronin Drisos |
||||
|
|
||||
King Haggard |
Re: formations & army composition | #103 | ||
|
Right, no problem... You can link to the War
College freely. As far as I'm concerned, all this
information is public domain and you can link to it
without even asking me.
However if you just copy parts of it without linking, try to give credit to the relevant authors (or linking to the source is enough) because several people contributed to that thread. |
||||
|
|
||||
47Ronin Drisos |
Re: War College talkback | #104 | ||
|
Hello King Haggard,
I hope you can help me here: I am busy making an MP guide. I was writing something about weather... I only need some info on when which weather occurs. I divided the weather into six groups: wind, rain, snow, sun, cold and fog. if you know what I don't, please please tell in which season(s) those six occur most. thank you so much in advance. (also from people who'll read it);):D |
||||
|
|
||||
King Haggard |
Re: War College talkback | #105 | ||
|
I am not sure. Cold and snow, and sometimes heavy
driving rains, happen in winter. Rain is very common in
spring, and I think wind appears sometimes as well.
Summer is almost always good days or windy (good days
seem very common in general) and I don't really know
about fall, mostly wind or clear days too I would say, or
possibly cold (I rarely saw cold days, and don't remember
if I only saw them in winter or ever got them in autumn
too.) Fog commonly appears in spring and
winter.
You know, I never really paid enough attention to it; just attacked whenever I was ready and strategic conditions were good. My information on this matter is hardly accurate, and I'm going on a shaky memory. Maybe Killemall54 would know. If you would like to test it yourself in custom battles, please feel free to post your results in the war college thread. If you rely on ranged troops, attack in summer or autumn and you'll have clear skies to fill with arrows. If you want to sneak around, spring (or winter) will offer you poor visibility conditions and often harsh conditions for ranged troops. Winter will fatigue your units on long marches and make it difficult to attack. Sorry I couldn't help much. |
||||
|
|
||||
killemall54 |
Re: War College talkback | #106 | ||
|
Well, thanks, King. I never did a study of the
distribution of weather in a season, a year or over the
game. Your remarks agree with mine as to the sense of
when things happen.
Still I have played and still do play a lot STW campaigns. As you know battles tend to be episodic in that you attack when you have the right mix of forces and there are prolonged periods of inactivity and second you are concentrating resources and combat in the areas where you are advancing your strategic goals. My sense is that you get more winter and snow battles in mountain provinces like Suo and Kai even though I have fought in blinding snow in Totomi. To do a weather guide you would have to fight in every province in every season. You would chart: YEAR Season----Province---Weather choices on pre-battlescreen Spring-------IGA-------(example) clear rain rain heavyrain Summer-----IGA---------clear clear windy rain Fall......... Winter...... YEAR You could refight a campaign by playing all the factions so you could chart battles for every province. In the end you would have a matrix of 4 seasons times 60 provinces times 4 weather prebattle choices (optionally times years). You will also have a distribution of where in which provinces the weather is most likely to occur or if the weather is just random and not associated with coastal or mountain or Northern or Southern provinces. I am not sure this kind of work would yield much useful information, but it would be informative of the mechanics of weather subsystem and its propensity to throw up certain outcomes. While arrows kill fewer guys in rain than in clear and the early blunderbusses are inoperable, it is more useful to know the weather effects. Snow does slow and fatigue cav and naganita more rapidly.Heavy storm can and should be used to rout vastly superior mongols and japanese forces. They are prone to panic when you attack under cover of lightning even with inferior forces. |
||||
|
|
||||
47Ronin Drisos |
Re: War College talkback | #107 | ||
|
I might do this sometime indeed. Thanks for the
info:D
|
||||
|
|
||||
King Haggard |
Re: War College talkback | #108 | ||
|
Adrian888
" Hey I read/scaned what you all wrote but i only found a small reference talking about battle field ninjas. I finaly got around to building some but it the 3 or so battles iv fought with them I havent found a good use becouse I use horses for flanking and theas expensive troups just arent worth clashing into open battle. Any tips? And seeing as I made a post I might as whell mention what I find the best thing to do if you get an oppertunity. That is to flank, if I had yari sameri fighting another group of yari sameri and i had some archers sitting behind the enemie I would charge them into the back even if they are no mach becouse flanking instantly makes them loosing badly. I have been playing as Takada latly at there is nothing better then flanking with horses, it just sends them running with no wear to go. 80% of my battles have looked like 700kills and only 80 casualities." Thank you for reminding me - I did write a little primer on battlefield ninja use and never included it. I'll search for it; chances are it's still somewhere on this forum. Egyszarvu wrote: " hello... no i'm not that much of a dip, i know what and where the CD key code is... the problem is that I moved and the case was damaged and my sweet geisha tossed the case in the trash without writing the # down or removing the sleeve where it was printed. How do I get a CD-key code so I can re-load the game? thanks. " You can get a new CD-key or a new CD if you send some sort of proof that you purchased the game legitimately to Activision's customer support. Normally they ask you for proof of purchase and a small fee to cover shipping, and they'll send you a new copy of the game. Find the Email appropriate to your country on this page: www.totalwar.com/community/support.htm |
||||
|
|
||||
King Haggard |
Re: War College talkback | #109 | ||
|
FarSight said:
"Ive been playing the mongol invasion and no matter how hard I try I can never hold them back forever they lose thousands of soldiers a battle and I lost ony a few hundred but they come back. I have affirmed the success or failure of your entire campain sits on if yo can hold chikgu I think it is and nagato hold them and you have a chance but my samurai at chikogu held the bridge from 5 attacks until were finally overwhelmed by the enemy." You would be very well-advised to read this thread: p223.ezboard.com/fshogunt...5334.topic |
||||
|
|
||||
Hachigatsu85 |
Re: War College talkback | #110 | ||
|
hm....
after reading King haggard's thread..... i do feel that defending a province against a mongol army not twice the size of ours wouldnt be a problem for most of the time.......but i had problems attacking the provinces that they have occupied especially those with high grounds and forest.......even though i attacked with an army about 100-250 more than theirs, casualties are really high.... any tips to attack the mongols properly......??? |
||||
|
|
||||
King Haggard |
Re: War College talkback | #111 | ||
|
The Mongols are very tough to beat on the attack.
Their skirmishers and thunder bombers are an effective
deterrent to any infantry you have. Avoid attacking
uphill where possible. Try to keep to the high ground and
keep an eye out for flanking movements of their
cavalry.
Groups of strong yari cavalry and a few cavalry archers, backed by a balanced force of archers and yari infantry may be a decent way to drive them off a good defensive hill. Encircle them and pin them to an area, and then bombard them with arrows as long as you can to soften up their lines. When carefully controlled, even slow-moving yari infantry can surround and "pen" the Mongol cavalry to where they must fight. Remember that when you attack, you decide when and with how many troops. Provided you manage to contain the Mongols and stop any reinforcements they send from joining up with their main invasion force, you have the advantage of time. Use it to train up powerful spear troops so that whenever you attack, you do so with as great an advantage as you can. The Mongols MUST attack constantly throughout their campaign, and they seem to know this, so it is often a good campaign strategy to feign weakness by pulling some of your forces back and "giving" them flat, poorly defensible provinces. They'll split their limited forces to take the province, which you can then immediately take back from them with a much stronger force. In my last campaign against them, the Mongols had thousands of troops in the last province I left them: the single-bridge river province near their original landing zone. I knew there was no way I could beat them without tremendous losses, so I baited them to send their forces out of there into adjoining provinces season after season, until all that were left guarding the bridge were several units of light cavalry and a unit of spearmen. I had my archers kill every last man of the spear unit at the foot of the bridge, and then rushed over my four yari cavalry units to engage and drive off the Mongolian light cavalry, removing their presence from Japan permanently. |
||||
|
|
||||
excetchzebe |
"Poles" & "Axies" Part I | #112 | ||
|
Past six years that i play this game and for me,
despite MTW (and RTW) it is still possibly the best
enjoyment i got from a pc game. Just to give, even so
anachronistically, my contribution in complement to what
has been suggested previously in this and other
threads.
Poles & Axies - Part I As it has been hinted countless times before there are some povinces that are strategic goals and that usually "unlock" the door to occupy others far less strategic. Generally speaking the status of a province as "strategic" is determined by: a) the defensibility of the province. b) the koku return at present and the koku return potential (ie the profit with all the upgrades/ports/trding posts/mines). c) geographical importance ie how many provinces the province borders and it's distance to a "bottleneck" (eg Wakasa, Iyo, Kawachi etc). This is very important as it maximises the territory one can keep with a minimal aount of garisson armies. d) the development of the game at hand ie which teritorries factions control? which of these are accessible and how well are guarded? what troop producing facilities/centres existin what provinces? Obviously provinces that posess highly all of the listed properties/attributes rise in terms of strategic importance. Ie a province with a river that acts as a single connector between others, produces planty of koku and has been highly developed is an 100% (or very strong) pole. The more from this ideal a province deviates the less of a pole it is with such examples (as has been noted by King Haggard) Izu and Noto, and i would add also Osumi. Some teritorries have not very strong poles; in this case some provinces will develop to poles according to the style of play and game development. In this case the phrase "poles are not clearly defined" applies. According to my theory, conquest should follow the occupation of these provinces that i term as "poles", which in turn enable the building of axies ie lines of power/communication between poles. Such communication is obviously better accomplished through ports. Following this as a rough priority conquest guide (sometimes destroying the enemy's resource or troop building centres takes priority eg Hojo is coming after you with the Geisha while you have a famous tea-house! OR Shimazu is coming with hordes of high tech troops after you borders leaving his countless ports in his heartland undefended) should yield victory more steadily and with less snags in the way, as you'll find that once you firmly occupy the poles then you have a powerbase for expansion which puts the other clans into serious trouble. Since there are clearly geographically defined areas whithin Japan which correspond to geo-socio-political distinctions of the period (and of the present day in many cases actually) that are represented more or less by the territory the clans occupy in the Sengoku starting positions. Some territories have stronger poles than others ie their poles produce more money, are bottlenecks or closer to botllenecks and are more defensible; generally speaking these clans tend to do better (when all are starting with undeveloped provinces) eg the Shimazu tend to swallow Mori (that get misplaced somewhere else if not anihilated); as we'll see their poles are srtonger and more clearly defined than those of the Mori clan. The same happens with the Uesugi - Hojo pair; the Hojo tend to win the confrontation most of the time (if the player is not Takeda or Uesugi). The reason imo is that the Hojo (as we'll see) have stronger, more clearly defined poles. I will present individually each of the areas of Japan and their poles and axies and further expand on the usefulness of these concepts after the presentation. Central Japan (Kinki): This is the area the Oda clan occupies initially. Poles are: Owari and Kawachi, with secondary poles Yamashiro and Omi. The area is clearly defined and easily defended, all the more so because of the rivers in its primary poles; holding on to Kawachi and Owari will almost certainly certify your lordship on the area. Furthermore it has economic potential and plenty of resources and attributes such as the emperor's palace, iron and sand in Iga and Omi, the Owari Ahigaru and the Kii monks. The Oda Ai unfortunately goes for Yamashiro neglecting Kawachi which results in losing both. Hiroshima Area (Chugoku): This is the area the Mori clan occupies initially. Poles are: Aki, Bitchu and to a lesser extent Mimasaka with secondary poles depending on the development of the particular game. Harima and Bingo are secondary poles that unfortunately their defensibility is rather low and thus the player is forced to watch them activelythroughout the game as they will be threatened generally with good prospects. Unfortunately they are the ones that are economically viable as well. This in my opinion is what makes the Mori position even more dire than it is ie their economically important provinces are along a large (4 provinces!) border and are of low defensibility. This sucks-in large amounts of defensive troops (as the border is usually threatened by two different opponents) that prevents expansion as it reduces the koku available for building and maintaining an "offensive" army. The obvious resource advantage of iron and sand in almost all provinces is off-set by cash availability for the "native" clan. This is why Mori has to make for Kawachi asap or accept a deal with the Portuguese and start building ports (&trading posts) litteraly everywhere. Kyushu area: This is the Shimazu/Imagawa clan occupied southernmost island of Japan. Poles are: Chikugo and Satsuma with secondary poles Hizen and Chikuzen. Satsuma besides giving its fine No-dachi borders with Osumi, Hyuga and Higo ie all the eastern part of the island; Chikugo apart from being the most rice productive province in the island AND the most defensible has a similar position to Satsuma in the west side. Chikuzen and Hizen are listed due to their riches (port and riceoutput), it is not by accident that the Imagawa can subdue or hold indefinitely against the Shimazu if succesful defence of these is carried out. Anyone with views in Kyushu should take these out first as his contenstant will lose all the economic advantage and will in return get a bunch of provinces that are demanding in garisson but that result at a loss for it (due to upkeep costs). ... In part II: The rest of the map's natural poles and axies and analysis of expansion prospects from various territories taking them into account. |
||||
|
|
||||
excetchzebe |
Poles and Axies Part II | #113 | ||
|
Ok, so here goes the second part which concerns
middle-north Japan. A few introductory lines:
Central-North Japan is significantly more rich than
southern (Kyushu, Shikoku and Chugoku); stable domination
in this entire area or in most of it usually means that
you are 75% Shogun. Provinces here are naturally rich
(Echigo, Dewa, Mutsu, Kozuke, Hitachi, Musashi, Kai and
Shinano are very to extremely wealthy) and thus the
dominant clan makes usually its way southwards faster
with more advanced troops unless the southern/central
clans have the money (based on port/post trade &
cathedral as the viable answer) and means (good troops
and guns) to stop them on their tracks and have a fair
chance.
Poles and Axies Part II ... Tokai Area: This is the area extending North of the Oda territories and is occupied by the Uesugi, Imagawa and Takeda initially; it includes Shinano, Mikawa, Totomi, Suruga, and Kai; Mino may be considered as part of this area or of the Kinki (Oda) area since despite having iron and sand and being relatively defensible, its low output and many approaches mean that is better secured once the economy wheels are turning sufficiently. Musashi is a province that belongs to Kanto; nonetheless it plays a significant part in Tokai as well since it is such a strong pole that effectively acts as one in the Tokai area as well. The other pole of the area is Mikawa (and not Shinano!). Kai is a secondary pole. Mikawa, despite its low income suggests that your southern flank is secured; the river also makes sure that the province can be easily defended. Holding on to Mikawa and Kai is advantageous, holding on Mikawa and Musashi means almost victory. The area is seemingly dominated by the presence of Shinano; which according to my definition should be strong a pole: it is quite defensible, it has iron and sand, fine cavalry, not so bad rice output... despite appearances though and counter to intuition as many experienced players have found already and stated in many guides, threads and miniguides, Shinano is not worth taking unless the intending conqueror holds half of its adjacent provinces at least. This is because Shinano is the least "bottleneck" province in the map bordering with land all around; this drops the "polarity" dramatically according to the number of adjacent provinces that belong to rival clans. The more adjacent provinces you own the more Shinano is a pole; the less the less it is. Usually the winning combination comes from the east; ie whoever has Mikawa, Totomi, Suruga, Kai and/or Musashi can take and keep Shinano with an economy of force and effort. This turns Shinano to a virtually very strong pole; the disadvantage is that this condition is fluid ie if someone is pushing you back or a clan reappears then Shinano's status might be reversed again. The reason for this is that Shinano is very prone to invasion from multiple opponents; this overruns its position advantage, defensibility, income and cavalry bonus as the position cannot be secured and thus developed (unless you like to see all the hard saved koku you spent on that horse Dojo wiped out by the various Takeda's, Uesugi's, Imagawa's or Hojo's); once you defended succesfully against one opponent another will spring as a mushroom. The usual pattern is that the first opponent will weaken you significantly while the more prudent/patient that was developing all the time you two were fighting, will smack you at that point. Once you get though the aformentioned provinces then Shinano becomes the almost-great advantage it appears: instead of defending 5 provinces individually; you just make sure you have a large appropriate stack in Shinano that "covers" Musashi, Kai, Suruga, Totomi and Mikawa. This is the reason why taking Shinano works well for some time for the Imagawa at the beginning of the game; it "covers" their core territories and provides economical defence. The mistake the Ai does is to use it as an expansion point and attacks ususally Echigo or Musashi. This is not such a bad move in it self, it happens though quite early usually (and while there is the Takeda around that find an opportunity) and thus the Imagawa are spread thin, breaking their "balance" and being unable to hold onto their new acquisition AND to Shinano: chaos ensues usually as other "opportunists" join in, typically the Takeda. The other mistake the Imagawa AI does is not to pay attention in Mikawa that is Imagawa's strongest card. Totomi is a very very susceptible place to develop unless you hold Shinano and have a good income from, say, holding on to the rich Kuyshu provinces. Don't let the archer bonus fool you - it works for the early game as it saves you the cost to go for the famous archery dojo, but it isn't a long term reliability unless you get Musashi and Kai at least. Trying to occupy the provinces west of Shinano, in orer to capture it does not fare half as well as trying with the ones in the east; this is because these are less numerically (3 = Etchu, Hida, Echigo) and also because the strong clear poles there are Echigo and Kaga from which only Echigo makes contact and that does usually result in a "weak" and unreliable holding of the province. This is why the Uesugi are much better off holding on to Echigo, Dewa and Mutsu and targeting Musashi and then Shimosa before faring south, rather than hitting Shinano as they often do. The Takeda usually fare well as long as they hold Aki (Chugoku's most powerful pole - fairly easy against a weak Mori army which gives plenty of chances for large kills and honour levels to your elite Aki samurai) which can feed their north territories with troops. The Takeda game seems so difficult in the North simply because all their provinces are very weak poles: Kai, the best of them is a secondary pole at best and provides very little security. This is why it works so well to make a strong army in Aki and keep moderate garrisons in Kai and Sagami as well as "ally" with the Hojo in order to make them keep a small garisson in Musashi. Do anything possible to let them get their guard down and then move your army in Musashi in two turns from Aki; the Hojo Ai does the mistake of fighting useless wars with the Uesugi and over garrissons Shimotsuke more often than not which is welcoming as they cannot reinforce Musashi at the time of your attack. As many stated before me, Musashi not Shinano is the way forward for the Takeda. After this you can play cat and mouse with the Hojo until you have taken Shimosa (which spells their doom) or concentrate on Imagawa and Shinano. Northeast Japan (Kanto plain): Well this is the area occupied by the Hojo and it is the best in the game from a polarity of provinces point of view, as it has three, potentially four adjacent strong poles. These are obviously Musashi and Shimosa closely followed by Kazusa and Hitachi. Clearly Shimosa and Kazusa may develop to the safest military centres in the map and with the addition of ports in them and in Musashi-Hitachi (that will increase your income anyway) make the Kanto the best area to be/have (if you wish to safeguard against port raids then build a port in Musashi and in Hitachi and keep stacks there throughout the game). The relative disadvantage of Hojo comes later in the game as someone might have conquered all Kyushu, Chugoku and Kinki and will be coming at you with all his might, but usually it is of no concern as the Kanto holder will reach Kinki faster be it controled by the AI or a player. If not, the Hojo or whoever else dominates are at least able to put a very gallant resistance which with trade and guns can result minimum to a stale mate. It is a mistake to start developing Hitachi right away - that might lead in risky, cold war style, dead locks if Uesugi does the same in Mutsu: ie both clans pile up stack after stack in these two provinces without being able to move it from (justified) fear of attack and pillage of their main facilities from the other, that will eventually happen when all these deadly high tech stacks are unleashed inevitably towards each other. Usually pillaging from both sides occurs as the armies are very big with lots of reinforcements and the result quite difficult to fortell or ensure. Hitachi is a very viable option once Mutsu, Dewa and most importantly Echigo (Uesugi's strongest pole) have fallen; then you can start making that precious armoury. I find that the "If its roots are left behind any tree will grow again" advisor quote is particularly applicable to the Hojo because of their lands; no matter how many times you take Hitachi or Kozuke they'll come back and take them and grow again. This is because their core of Musashi, Shimosa, Kasusa is one strong pole that needs to be broken systematically rather than by winning battles on a border line that will never stay still. Conversely if you are the Hojo all you have to do is defend Musashi (with your life) and turtle while waiting the opportunity that your foolish neighbours will weaken each other. Hojo can comfortably live even with the loss of, say Kozuke that can be recaptured when the opportunity arises; do not overstretch just to defend it, just make sure that Musashi has border forts and the right troops to defend against any invading army (that is ususally not a problem). The same goes for Hitachi to a certain degree if you lose it its not the end of the world. Beware of Musashi though (that usually attracts all the trouble as it is adjacent to Kai and more importantly Shinano): if you lose it you are potentially one step in the grave. Losing Musashi is a very severe blow from which the Hojo or the Kanto holder might never recover; losing (permanently) Musashi and Shimosa spells the end for Hojo, a new power has arrived and taken over their lands. Northwest Japan: This is the area occupied by the Uesugi; it stretches from the Kinki area (Etchizen, Kaga, Etchu, Noto) all the way north (Ecthigo, Mutsu, Dewa) including the island of Sado. Main poles are Ecthigo and Kaga with Mutsu and Dewa being secondary poles. The area has one clear pole that is in the clans holding right off the start: Echigo. Echigo has a great income, a one-bridge river, access to Shinano, Mutsu and Dewa and its back on the sea which makes it the perfect capital province for the Uesugi. Some advocate Sado as the main troop producing province due to the iron and sand and its isolation; in an (almost) unavoidable war with Hojo though, speed of troop movement will play a role and Sadois at a disadvantage with that; it also makes you keep a garisson there whenever someone approaches from Dewa or Noto - considering that you will keep one in Echigo anyway due to the incime and the solidity it provides to your borders/territories, it is a waste of resources. Last but not least a battle for Sado will be fought in the open while in Echigo will be fought in the all familiar bridge choke point. Shinano as i explained previously is a risk for the Uesugi all the more so because the Hojo are waiting to hit while you are fighting Imagawa and/or Takeda or both. Hida is together with Izu and Noto and Osumi one of these provinces that deserve very little attention. Your goal on the south west should be Kaga that has a decent income, facilities and the monk bonus. Kaga is relatively isolated from other places of interest in the sense that there are no other polar provinces around it except itself; this means that potential aggressors such as Mori and Oda in certain occasions are simply waisting their time and this is good for you: keep defending and producing monks and other troops and let them give you some extra honour with their ashigaru armies. A port in Echigo and in Kaga would make for a very strong axis that will serve you well. Once Kaga is set up (or even before that) concentrate on the real enemy, which is Hojo and take him out once and for all. Don't fight hardcore battles in Mutsu and Dewa, let him overstretch his forces (making that all the more necessary with a few shinobies) while you firmly occupy Kozuke and pave the way with an extra "special" stack to attack Musashi. After Musashi falls Hojo is easy pickings, take out Shimosa as well and he is completely doomed; you'll see that his territories will fall like paper castles. In that case (much as in the case of the Hojo once they take out Uesugi) the other clans in the area are off the race: you have the resources to wage the long war that leads in founding the shogunate. Your real opponents now rest to the south. ... In part III: Axis analysis and a general conquest guide from various approaches for the middle and late game. |
||||
|
|
||||
excetchzebe |
last | #114 | ||
|
Apologies to whoever was reading my posts here, but
unfortunately i won't be writing the part III as it was
promised due to my withdrawal from the forums and the
games in general.
Thank you for reading and take care excetchzebe |
||||
|
|
||||
King Haggard |
Re: Poles and Axies Part II | #115 | ||
|
Aw, I am sorry to hear that, I was looking forward
to the conclusion. Fare well then.
|
||||
|
|
||||
zanku |
#116 | |||
|
||||
|
|
||||