I might’ve forgotten how good Tosa Riflemen are, I actually placed them in the top 5 best units before but apparently I’m a forgetful man. Upping them to “NOT EVEN JAPANESE” here. The rest of the units mentioned in the comment I stand by, maybe a 1-up or down on some units but nothing drastic. Thanks!
EDIT: Didn't see the word Yugekitai somehow, must've been because of their stealthiness. Nah, I'm happy with their placement, I don't think they're needed. Just because they have a niche use doesn't make them a good unit.
He means Yugekitai, the skirmishers who can deploy outside your box at the start. I don't find them amazing personally. Kisho training isn't terrible useful overall, since sharpshooters don't have *that* much extra range in FotS, they work best when the enemy is unable to focus on them, and when they can be protected from enemy cavalry, in both cases that means close to your army. Perhaps it's great in multiplayer, but I only play the campaign anyway. Furthermore their reload rate considerably diminishes the amount of damage they can do, 30 compared to the Tosa Riflemen's 65 (though they do get 55 accuracy to the Tosa's 45). With their lower number of men and slow rate of fire, I'm not sure why I wouldn't be better off just taking another unit of line infantry. Yugekitai basically have a basic unit stat line while Tosa Riflemen something more like that of an elite unit.
One small thing: Red Bear Infantry have one big advantage - they require level 2 of the building while white and black brothers needs level 3 building.
That genuinely is a major advantage, you can get them so early in the campaign that it's actually viable to use them as standard in place of regular line infantry.
I think Bear infantry need a rebalance. From now on all bear infantry are recruitable from level 2 modern barracks. They should have worse shooting than Imperial/Shogunate/Republican infantry but better melee stats that allows them to hold their own against samurai
@@jaywerner8415 The Kihetai are even better than the Bears and Azure Dragons and still only need a level 2 Barracks, this makes them the best unique unit in Fall of the Samurai.
Tosa Riflemen are great. They have the best shooting stats of any sharpshooter unit, and they have the strange bonus of carrying an absolute ton of ammunition (40!). It means they actually have use in sieges, since they can sit back until hell freezes over and pick off everyone manning the walls from safety.
I have played sieges where Tosa riflemen literally fire from beginning to end, racking up hundreds of kills per regiment. Absolutely amazing, especially with accuracy bonuses from buildings.
Police force is absolute beast on siege defenses. Most of the ranged units will die to melee combat when attacker climbs up but those guys will just wreck melee everyone who gets up. Except shogitai, if they survive the gunfire.
You need level 3 artillery building for armstrong, which require to modernize and research, while parrott require level two building which doesn't require any tech, thus you can have 2-4 parrott in the field on like turn 12 with every faction.
If you rush tech for Armstrongs you can have them pretty quickly, the FotS tech tree is nothing like as brutal as the vanilla one. As for modernisation, frankly it's harder to keep modernisation *down* than raising it. I tend to do exactly that when I play as Saga, since their bonuses are monstrous for an artillery-centric army.
@@DarkFenix2k5 I mean, if you rush for tham, sure. I just tend to use that time to work towards civil tech that either helps my economy, or stabilize public order. I find it hard to justify rushing military tech early on besides the basics when there are also so many good civil tech, so I find it hard to find the time to dedicate research towards armstrong, but hey, thats just me.
I agree it's somewhat disingenuous to rate Armstrong Guns so highly while putting all other end-game units on lower tiers due to "higher tech requirements".
Great video. Those Aizu unit cards really throw someone for a loop :D As for Parrot Guns v Armstrong Guns, you need 1 tech + 1 building to get Armstrongs over Parrots. So that's 12-14 extra turns or so (depending on research rate) if you rush straight for Armstrongs. The real use for Parrots comes in giving you good guns while you wait, or while you focus on other techs, since Parrots don't need a tech and it could be a while if you want to research other things first.
I should add that red bear infantry can be recruited in development level 1 and other "bears" only in level 3. Also Tosa Riflemen have twice reload speed as line infantry and higher range and autoresolve value (you can replace line inf to them to save time in campaign) AND they also can be recruited in level 1 development. TOSA OP
F(ucking) + BB Gun units only playthrough when? I genuinely have no idea what a army of that would look like. Some matchlock fodder line with ninja + sabre charge to deal actual damage? iunno.
Sharpshooters are good but situational. If you have a defensive position on a hill, you can place them behind your other gun units and have them both shoot at the same time. They're also good for taking out other gun units in sieges. And they're good for taking out a unit at a time if the enemy is holding its position in a field battle.
I would agree with most of your list with some exceptions like others already metioned. Tosa riflemen are as easily recruited as Kihetai and also a elite unit. As skirmisher they can hidden while firing through woods, though fairly situational still something. Yes, they do have a lower skirmisher unit size, but they got the highest rof excepet marines and guard infatry. That is to say you will out range and out gun every unit you may face except the late stage. The unit size didn't even matter that much before you research kneel fire which I find you tend to delay quite a bit in my opinion.(You can't kneel fire against skirmisher anyway, they can hit run quite easily) And they are mosterous in town defends due to its incredible rof and good acc. I'll rate parrot gun higher into S or A tier as well. I totally understand the point you made, and Armstrong gun really is the best unit in game. I still think having artillery in army is a extreme advantage against enemy. It's effectively taking out one if not two of the enemy best units out of the equation and that's huge. They can weaken the army enough that they'll rout after taking one or two volley of gun fire which is helpful when your main force are fairly weak line infantry and enemy got terrifying traditional samurais. Additionally I'm quite surprise you rated Carbine cav so high, I can't find a proper role for them and the requirement are just too high to justify them as well. I would rather go imperial guard cav if I really want to play with some real range cav. Keep on the great work, and I'm going to start a new Fots game after this comment for sure ;)
In addition to using them for flanking the enemy you can use put carbine cav behind your main line to increase the number of guns firing at the enemy as they can shoot over your main line, similarly to bow ki. Imperial guard cav are obviously better but you unlock quite a bit later. I wouldn’t prioritise unlocking carbine cav unless I’m playing a modern units only campaign though
I think it really boils down to different playstyles. I keep the Sharpshooters around exclusively for siege assaults, which I know MrSmartDonkey never does. They are pretty capable of massacring any troops manning the walls, and with accuracy upgrades, they can send a unit running for the hills within a volley or two. The Kisho Ninja I keep around to spice things up sometimes. I use the Geisha's Distract Garrison ability quite often, so it's quite common for me to fight siege battles where Citadels are defended by only one or two units. And because I'm a penny pincher, I'd prefer not to have any repair costs for the castle, so I just sneak the ninja in to capture the tenshu before the enemy notices anything.
The funny thing is that levy infantry aren't even that bad in the early game. In the late game with accuracy bonuses from generals, vets and buildings, they start hitting around 80-100 accuracy which is just silly and very cost effective.
@@baonguyentrung7121 but that's a valuable building slot when money is extremely tight. Plus the upkeep difference isn't that much, but it's definitely a problem early game.
Hi there. I just want to say that, from my experience, Katana Kachi are incredibly valuable as Garrison defense units. If you're defending a Citadel in a siege assault with 4-6 Katana Kachi and you're faced with even a full-stack army, you'll inflict terrible casualties on the enemy and win because the AI's only concern is rushing all of their units into the Tenshu which completely throws away all of the advantages provided by their rifles and artillery and ends up completely tipping the scales in favor of the Katana Kachi. You can't do that with only Line Infantry as they would eventually be ground down in melee from the sheer numbers. Also, Katana Kachi, Bow Kachi, and Bow Ki are excellent at Siege Assaults. Bow Kachi and Bow Ki can fire over the battlements and whittle down the defending troops and the Katana Kachi can finish off the survivors. Also, Bow Ki are excellent at hit-and-run skirmishing since they're the only cavalry unit with 150 range which can allow you to force the enemy's hand into advancing against you even if you are the attacker. And they're more accurate than Bow Kachi.
Tosa rifleman should be S or not even Japanese tier, I think. They might have skirmisher unit size, but they have end game factional line infantry range stat with 40 ammo and come from a tier 2 modern army building, at that point in the game they vastly outgun everything except cannons and maybe Kihetai (Kihetai probably outgun them in a 1 vs 1 confrontation, while Tosa has the advantage on a battlefield, due having 4 time the ammo, extra range and 150% the reload speed) Tosa also as the advantage of having its red bear infantry been also tier 2, thus Tosa rifleman make absolutely insane support unit for a line infantry that also above the rest at that point in the game.
I would argue that the British and American variants are superior in the campaign. Infanterie de Marine have better accuracy, but with gunsmith and firing range upgrades all the foreign elites have ridiculous accuracy and essentially insta-kill anything that walks into their range. The British and American variants, however, are much better at defending themselves in melee if they get bum-rushed by Shogitai or kachi.
Cav in the era of guns are used to fight other cav, flank, take out key units and most importantly run down the enemy when they begin to rout. Just like in real life most of the killing begins when the routing starts.This ain’t the middle ages with heavy cav anymore. Non-ranges cav do the roles mentioned above perfectly fine. Levy infantry are much better than most people think because you take less of an economic hit in the early game. Every turn you have a cadet school is a turn you lose out on revenue and income growth from a different building which is a compounding problem. Your economy slows down so you can field some line infantry which further limits your growth. Build a strong economy first then transition into line infantry. Levy are good enough for a long tome especially when defending slopes and depressions. Use the terrain to your advantage and deploy in concaves and zigzags to get the most out of them. Wooden cannons are trash but you can destroy walls and towers easily enough which kills a fair amount of units. Then again, offensive sieges are cancer. Benefits of light infantry are that they can deploy in loose formation and can actually skirmish. They are also benefit from increased range when defending if your town has an inner wall. Edit: with any cannon unit you can do an offensive siege and bombard the crap out of the defenders and withdraw taking 0 losses. Repeat as many times as you like.
You got confused with shogun/republic inf.The Guard-Version only has one white Band across the Chest. The ones with the X-bands are the unlimited versions.
Sharpshooters are actually quite good in siege attack: they can kill defenders on walls without getting fired upon in return. (unless they too have sharpshooters on the wall, which doesn't happen very often)
White Tigers, Black Tortoises, Azure Dragons and Vermillion Birds~ PS: I always watched the Aizu Overview that MrSmartDonkey uploaded. Also, I love White Tiger Force because, technically, they're child warriors of the Aizu samurai being amassed as a reserve force during the Boshin War.
Marksmen are the go to units for offensive sieges, since they are able to picking off garrison Units at the walls, without being subjected to return fire. I really like to combine them with aa melee heavy army, this way, I can catch thje enemy with ma melle units and beak their morale by using the marksen to shoot in their back.
i've found skirmisher units to be very useful in flanking, as they work better outside of formation and the whole unit can fire as opposed to the front rank.
I use the Bow Kachi in my normal FotS Campaign. I have 3 of these behind my line infanatry/other gun unit and their superior range just does that much more damage. Plus, if you need to rush a siege and get it done, their range can just pick off enemies on the walls. I know sieges shouldn't even be fought offensively, but when you HAVE to, they are quite useful.
Marksmen are pretty op at sieges. You can bring one or two and shot at the defenders before they can shot at you. With the overpowerednes of gun units you can easily take down several units. You can basically shoot out all ammo before entering. This isn't that good against players tho.
Tosa Rifleman are a bit better then you think. They're great as a skirmishing force and can shoot while staying hidden in forests the whole battle, and their RoF and Acc. is so high that they can score similar casualties as line infantry even with lower numbers. They're also good for picking off flanking forces. They're honestly really good. I'd say A-B.
@@MrSmartDonkeyLP They're honestly kind of ridiculous against the AI, given the right terrain. In my recent playthrough as the Tosa I'd have some battles where I would get over 2000 kills on each of my Tosa Riflemen, simply because I could fire at their camping army from a nearby forest and the AI would simply sit and take it.
I know its been a while, but the best way to use Gattling guns is to put them in a small gap between line infantry, and have them back behind the infantry, about equal to the range bonus they have *over* the enemy infantry. The AI will target the line infantry first, letting the gattling guns fire unimpeded. This doesnt make them S teir, after all, you are correct that Armstrong Guns just do the killing much easier and better, but if you wanted to use the Gattling gun, thats how you use it.
Sharpshooters can be very usefull in certain circunstances, making them a B in my book. Having 2/3 of them in a army is a good idea. Tosa rifleman has to be an S or not even japanese. They are everthing cool about sharpshooters but better. And 40 ammo. yea...
In a nice way Armstrongs guns require one extra tech of the next modernization against parrot guns so Armstrongs guns do take a while longer. At least in coop mode thats why I build 2 parrots before my Armstrongs @MrSmartDonkeylP no hate meant though I learn so much from you
Sharp shooters of all varieties are meant to hide while shooting, you don't fill an army with them, you take one or two, and place them in woods when you can, and let them fire on valuable units without risk
You're right and the same also goes to SI and SGI. Those line infantry sure look too similar now that you actually see all of them in the same time. Luckily that doesn't happen in the game.
In my template I have 1 general, 2 yari kachi, 2 yari ki, 6 armstrong guns an 9 ranged infantry. I often end up with 1 superstack that has the 3 foreign units and the 6 guard units.
btw vermillion bird are definitely not S tier, they have frontloader guns, SIR infantry all have breechloaders, the reload is more than those 10 points tell you.
I checked this one and the difference in reload skill indeed is 15 points. However the Vermilion Birds have otherwise superior stats overall, so they should be at least at the same tier as SIR infantry in that regard.
What jonasnee means is that they use a different type of gun, which isn't represented in the stats, so even though it's only a difference of 15 it should really be more like 30. Kind of like how Revolver Cav's stats do not in the slightest represent their actual stats.
Yari Ki with the religious building and the camp that improves charge can get like 100+ charge. They're 100% S tier. Also the point of all the bow units is the shoot very far, ober obstacles, and very accurately
Hmm, full revolver stack? Likely losing half of your men due to rifle fire on the way in. Need to babysit whenever enemy get some Yari cav as they would murder those revolver cav in seconds if you look away.
White Tigers are honestly enough of an upgrade over levy infantry to be placed a tier above them, or at least higher within the same tier. They have 15 reload and accuracy instead of the abysmal 5 reload and 10 accuracy of regular levy infantry. They're not line infantry, but for a cheap unit that's available without any tech or buildings they're actually viable in the early game. Unlike levies they can actually hit something beyond point blank range, and unlike levies they can actually get off more than one volley before melee infantry rushes them. Black Tortoise are the exact same as line infantry but deserve to be placed just in front of them for having pointy hats. Azure Dragons are the same to the color bear infantry in stats but they are cheaper to recruit and maintain which also makes them better. Furthermore just like the red bear they only need a barracks to be recruited instead of the military academy which means they can straight up replace the line infantry if you have the money for them.
Revolver cav is the best shock infantry in the game plus they reload faster than imperial and carbine cav so any head on fight between the two will be in favor of the revolver cav
I would not agree with the Parot Guns. You accualy do nead another technology as well as boulding to have Armatrongs and Parots i find allso preaty solid especialy in the early game. Still great and entertaining video i was really curious to see how will you place some units
Wood cannons are great for defence, specially if you have the discounts from regions or camps. Cheap to buy and maintane. But devistating when you know you home province well.
The only advantage they bring is to cheese the AI into attacking you even though you are the attacker, which helps in the gun-oriented battles of FOTS. They have literally 0 killing power.
@@j.mtherandomguy8701 idk, ive used them to snipe generals in siege defences, since its an insta kill if they slightly even graze a horseman. Having one in a garrison doesn't hurt.
how to defend a city against an entire army: 1-Recruit x4 line infantry from a gunsmith province. 2-Place them. 3-Enjoy the 70 marksmanship shooting at everyone while the garrison acts like cannon fodder. PS: since is only 4 units, it can easily bait armies into just sieging with 1 army.
Matchlock Kachi make me so sad, because I love me some Matchlock Samurai in the vanilla campaign. But in this they're so disappointing in every way. Dx
samurai hero kill all other units in single , always kills and outrange all gunpowder units , and its cavalry so only with Gatling guns have chances of them from all artillery
Levy infantry and spear units are trash in open battles but defensive sieges are so easy to cheese with push-pull tactics against much better and larger forces that its a dramatic waste of resources to garrison with literally anything else. Why on earth would i spend the upkeep for a bunch of higher level units when these guys do the trick just by shuffling them around a bit when enemies reach the walls? Ive seen infantry levy units decimate hundreds with proper placement countless times.
Levy infantry are oddly useful as they're cheapest unit in the game and only need a stronghold to recruit which does make them useful for pacifying unruly cities, recruiting a couple of Levy infantry can be a more cost effective way of maintaining public order than exempting the province from tax. In actual combat they are straight ass.
I read all comments and if I like a challenge I might do it, but I prioritize Patron ones. Right now I'm not doing much at all though since I'll be occupied with Three Kingdoms for the foreseeable future.
@@MrSmartDonkeyLP I would like use Patron but amm... You know... Im kinda student, I need any money for my instant soup's ._.) Anyway. The challange is to play vanilla Shogun as a clan that has access to water and the idea is to use some kind of roulette where you will have all regions of Shogun 2 map. You will need to spin the roulette and the region that will appears must be conquered no matter how far is from your regions. So there are some rules to not made this challange too annoying, like if in the roulette you will get the region that you already have, you can choose what region you want to conquer next. It will speed up this challange, especially at the end. BUT when you will get the region you don't have access to, like it will be Kyoto or something, you need to just spin the roulette again. This could be really fun and challenging!
I might’ve forgotten how good Tosa Riflemen are, I actually placed them in the top 5 best units before but apparently I’m a forgetful man. Upping them to “NOT EVEN JAPANESE” here. The rest of the units mentioned in the comment I stand by, maybe a 1-up or down on some units but nothing drastic. Thanks!
Jugekitai Kisho Training allows for some neat Fights if u force the enemy to come to u due to artillery, wholeheartedly disagree with their placement.
EDIT: Didn't see the word Yugekitai somehow, must've been because of their stealthiness. Nah, I'm happy with their placement, I don't think they're needed. Just because they have a niche use doesn't make them a good unit.
@@MrSmartDonkeyLP yikes, well yes they sure take long to recruit. Anyway good effort :)
He means Yugekitai, the skirmishers who can deploy outside your box at the start. I don't find them amazing personally. Kisho training isn't terrible useful overall, since sharpshooters don't have *that* much extra range in FotS, they work best when the enemy is unable to focus on them, and when they can be protected from enemy cavalry, in both cases that means close to your army. Perhaps it's great in multiplayer, but I only play the campaign anyway.
Furthermore their reload rate considerably diminishes the amount of damage they can do, 30 compared to the Tosa Riflemen's 65 (though they do get 55 accuracy to the Tosa's 45). With their lower number of men and slow rate of fire, I'm not sure why I wouldn't be better off just taking another unit of line infantry. Yugekitai basically have a basic unit stat line while Tosa Riflemen something more like that of an elite unit.
Shamefur dispray!
One small thing: Red Bear Infantry
have one big advantage - they require level 2 of the building while white and black brothers needs level 3 building.
That genuinely is a major advantage, you can get them so early in the campaign that it's actually viable to use them as standard in place of regular line infantry.
Same goes for Azure Dragons as well.
I think Bear infantry need a rebalance. From now on all bear infantry are recruitable from level 2 modern barracks. They should have worse shooting than Imperial/Shogunate/Republican infantry but better melee stats that allows them to hold their own against samurai
Same is true the khiatai choshu elites
@@jaywerner8415 The Kihetai are even better than the Bears and Azure Dragons and still only need a level 2 Barracks, this makes them the best unique unit in Fall of the Samurai.
Tosa Riflemen are great. They have the best shooting stats of any sharpshooter unit, and they have the strange bonus of carrying an absolute ton of ammunition (40!). It means they actually have use in sieges, since they can sit back until hell freezes over and pick off everyone manning the walls from safety.
I have played sieges where Tosa riflemen literally fire from beginning to end, racking up hundreds of kills per regiment. Absolutely amazing, especially with accuracy bonuses from buildings.
Or shoot at the walls from safety
I like how the American,British,and French units are in the S teir,but japanese units are in the "Not even Japanese teir"
Haven't you seen the last samurai white people are also Japanese duh
Wooden cannons, the European Mangonels of Fall of the Samurai
The difference is that in fall of the samurai there is actual other good artillery instead of base game's only comparasion, rocket guys
@@14thbattlegroupcommander Fire Projecting*
but better
Fun thing to do is to dismount your revolver cav and then you have small army of short range akimbo cowboys.
I'm doing this, gonna have US as my foreign partner go Republican, *MURICA*
They absolutely murder in defensive sieges.
Police force is absolute beast on siege defenses. Most of the ranged units will die to melee combat when attacker climbs up but those guys will just wreck melee everyone who gets up. Except shogitai, if they survive the gunfire.
Mfs are up to the challenge, urban warriors
Shinsengumi is literally just "What if we gave Shogitai guns"
You need level 3 artillery building for armstrong, which require to modernize and research, while parrott require level two building which doesn't require any tech, thus you can have 2-4 parrott in the field on like turn 12 with every faction.
Truth. Only reason I don't use Armstrong is because of that.
If you rush tech for Armstrongs you can have them pretty quickly, the FotS tech tree is nothing like as brutal as the vanilla one. As for modernisation, frankly it's harder to keep modernisation *down* than raising it. I tend to do exactly that when I play as Saga, since their bonuses are monstrous for an artillery-centric army.
@@DarkFenix2k5 I mean, if you rush for tham, sure. I just tend to use that time to work towards civil tech that either helps my economy, or stabilize public order. I find it hard to justify rushing military tech early on besides the basics when there are also so many good civil tech, so I find it hard to find the time to dedicate research towards armstrong, but hey, thats just me.
I agree it's somewhat disingenuous to rate Armstrong Guns so highly while putting all other end-game units on lower tiers due to "higher tech requirements".
Yeah but they dont get 500-550 kills very often
Great video. Those Aizu unit cards really throw someone for a loop :D
As for Parrot Guns v Armstrong Guns, you need 1 tech + 1 building to get Armstrongs over Parrots. So that's 12-14 extra turns or so (depending on research rate) if you rush straight for Armstrongs. The real use for Parrots comes in giving you good guns while you wait, or while you focus on other techs, since Parrots don't need a tech and it could be a while if you want to research other things first.
And Armstrong guns fire twice as fast
I should add that red bear infantry can be recruited in development level 1 and other "bears" only in level 3. Also Tosa Riflemen have twice reload speed as line infantry and higher range and autoresolve value (you can replace line inf to them to save time in campaign) AND they also can be recruited in level 1 development. TOSA OP
I agree, I messed up, check the pinned comment.
This is very disorganised and chaotic. I'm putting this tier list in C-Tier.
Hahaha
Its quite fair.
F(ucking) + BB Gun units only playthrough when?
I genuinely have no idea what a army of that would look like. Some matchlock fodder line with ninja + sabre charge to deal actual damage? iunno.
11:54 "mounted ranged calvalary"
Ahh yes a guy with a gun riding a horase on top of a horse
Just to be a dick, Cavalry* and Horse*. ;)
I’ll have you know it was a guy with a gun riding a donkey on top of a horse!
Sharpshooters are good but situational. If you have a defensive position on a hill, you can place them behind your other gun units and have them both shoot at the same time. They're also good for taking out other gun units in sieges. And they're good for taking out a unit at a time if the enemy is holding its position in a field battle.
I'm pretty sure Shinsengumi Police Force has banzai
Yeah, I think I was wrong on that, doesn’t change my placement though.
I would agree with most of your list with some exceptions like others already metioned.
Tosa riflemen are as easily recruited as Kihetai and also a elite unit. As skirmisher they can hidden while firing through woods, though fairly situational still something. Yes, they do have a lower skirmisher unit size, but they got the highest rof excepet marines and guard infatry. That is to say you will out range and out gun every unit you may face except the late stage. The unit size didn't even matter that much before you research kneel fire which I find you tend to delay quite a bit in my opinion.(You can't kneel fire against skirmisher anyway, they can hit run quite easily) And they are mosterous in town defends due to its incredible rof and good acc.
I'll rate parrot gun higher into S or A tier as well. I totally understand the point you made, and Armstrong gun really is the best unit in game. I still think having artillery in army is a extreme advantage against enemy. It's effectively taking out one if not two of the enemy best units out of the equation and that's huge. They can weaken the army enough that they'll rout after taking one or two volley of gun fire which is helpful when your main force are fairly weak line infantry and enemy got terrifying traditional samurais.
Additionally I'm quite surprise you rated Carbine cav so high, I can't find a proper role for them and the requirement are just too high to justify them as well. I would rather go imperial guard cav if I really want to play with some real range cav.
Keep on the great work, and I'm going to start a new Fots game after this comment for sure ;)
I agree, I messed up, check the pinned comment.
In addition to using them for flanking the enemy you can use put carbine cav behind your main line to increase the number of guns firing at the enemy as they can shoot over your main line, similarly to bow ki.
Imperial guard cav are obviously better but you unlock quite a bit later. I wouldn’t prioritise unlocking carbine cav unless I’m playing a modern units only campaign though
Parrot guns are almost as good as Armstrong guns anyway. You can easily rack up hundreds and hundreds of kills, especially if you spam Gunbatte.
I think it really boils down to different playstyles. I keep the Sharpshooters around exclusively for siege assaults, which I know MrSmartDonkey never does. They are pretty capable of massacring any troops manning the walls, and with accuracy upgrades, they can send a unit running for the hills within a volley or two.
The Kisho Ninja I keep around to spice things up sometimes. I use the Geisha's Distract Garrison ability quite often, so it's quite common for me to fight siege battles where Citadels are defended by only one or two units. And because I'm a penny pincher, I'd prefer not to have any repair costs for the castle, so I just sneak the ninja in to capture the tenshu before the enemy notices anything.
Just recruit another unit of Armstrong guns. They'll get hundreds of kills in offensive sieges.
Anybody else wanna see a Levy Unit Only Challenge for FOTS?
Now that'd be great, considering how shite the unit is.
Or a Spearmen Only campaign as the Tsu
@@TheTank1900 Yeah that'd be great
The funny thing is that levy infantry aren't even that bad in the early game. In the late game with accuracy bonuses from generals, vets and buildings, they start hitting around 80-100 accuracy which is just silly and very cost effective.
levy infantry are actual bad just in early game, spam line infantry with only a cadet school in early game is much much better
@@baonguyentrung7121 but that's a valuable building slot when money is extremely tight. Plus the upkeep difference isn't that much, but it's definitely a problem early game.
Hi there.
I just want to say that, from my experience, Katana Kachi are incredibly valuable as Garrison defense units.
If you're defending a Citadel in a siege assault with 4-6 Katana Kachi and you're faced with even a full-stack army, you'll inflict terrible casualties on the enemy and win because the AI's only concern is rushing all of their units into the Tenshu which completely throws away all of the advantages provided by their rifles and artillery and ends up completely tipping the scales in favor of the Katana Kachi.
You can't do that with only Line Infantry as they would eventually be ground down in melee from the sheer numbers.
Also, Katana Kachi, Bow Kachi, and Bow Ki are excellent at Siege Assaults.
Bow Kachi and Bow Ki can fire over the battlements and whittle down the defending troops and the Katana Kachi can finish off the survivors.
Also, Bow Ki are excellent at hit-and-run skirmishing since they're the only cavalry unit with 150 range which can allow you to force the enemy's hand into advancing against you even if you are the attacker. And they're more accurate than Bow Kachi.
True but bow ki get like 6 kills per volley
Tosa rifleman should be S or not even Japanese tier, I think. They might have skirmisher unit size, but they have end game factional line infantry range stat with 40 ammo and come from a tier 2 modern army building, at that point in the game they vastly outgun everything except cannons and maybe Kihetai (Kihetai probably outgun them in a 1 vs 1 confrontation, while Tosa has the advantage on a battlefield, due having 4 time the ammo, extra range and 150% the reload speed)
Tosa also as the advantage of having its red bear infantry been also tier 2, thus Tosa rifleman make absolutely insane support unit for a line infantry that also above the rest at that point in the game.
I agree, I messed up, check the pinned comment.
I would argue that the British and American variants are superior in the campaign. Infanterie de Marine have better accuracy, but with gunsmith and firing range upgrades all the foreign elites have ridiculous accuracy and essentially insta-kill anything that walks into their range. The British and American variants, however, are much better at defending themselves in melee if they get bum-rushed by Shogitai or kachi.
Cav in the era of guns are used to fight other cav, flank, take out key units and most importantly run down the enemy when they begin to rout. Just like in real life most of the killing begins when the routing starts.This ain’t the middle ages with heavy cav anymore. Non-ranges cav do the roles mentioned above perfectly fine.
Levy infantry are much better than most people think because you take less of an economic hit in the early game. Every turn you have a cadet school is a turn you lose out on revenue and income growth from a different building which is a compounding problem. Your economy slows down so you can field some line infantry which further limits your growth. Build a strong economy first then transition into line infantry. Levy are good enough for a long tome especially when defending slopes and depressions. Use the terrain to your advantage and deploy in concaves and zigzags to get the most out of them.
Wooden cannons are trash but you can destroy walls and towers easily enough which kills a fair amount of units. Then again, offensive sieges are cancer.
Benefits of light infantry are that they can deploy in loose formation and can actually skirmish. They are also benefit from increased range when defending if your town has an inner wall.
Edit: with any cannon unit you can do an offensive siege and bombard the crap out of the defenders and withdraw taking 0 losses. Repeat as many times as you like.
You got confused with shogun/republic inf.The Guard-Version only has one white Band across the Chest. The ones with the X-bands are the unlimited versions.
Damn those lookalike sons of bitches!
Sharpshooters are actually quite good in siege attack: they can kill defenders on walls without getting fired upon in return. (unless they too have sharpshooters on the wall, which doesn't happen very often)
I love the little laugh at 2:10, the loss of words to describe wooden cannons, great stuff. Amazing video as always.
Fun fact: The Aizu unique infantry units are named after the 4 Heavenly Constellations in Chinese Mythology.
White Tigers, Black Tortoises, Azure Dragons and Vermillion Birds~
PS: I always watched the Aizu Overview that MrSmartDonkey uploaded. Also, I love White Tiger Force because, technically, they're child warriors of the Aizu samurai being amassed as a reserve force during the Boshin War.
If you liked this video, check out my Shogun 2 tier list here: ruclips.net/video/fjJRwlomoj4/видео.html
Marksmen are the go to units for offensive sieges, since they are able to picking off garrison Units at the walls, without being subjected to return fire. I really like to combine them with aa melee heavy army, this way, I can catch thje enemy with ma melle units and beak their morale by using the marksen to shoot in their back.
i've found skirmisher units to be very useful in flanking, as they work better outside of formation and the whole unit can fire as opposed to the front rank.
Parrot guns are really good. Having decent artillery is so much better than no artillery in this game.
I use the Bow Kachi in my normal FotS Campaign. I have 3 of these behind my line infanatry/other gun unit and their superior range just does that much more damage. Plus, if you need to rush a siege and get it done, their range can just pick off enemies on the walls. I know sieges shouldn't even be fought offensively, but when you HAVE to, they are quite useful.
42:54 "I hope you guys agree with my list. If you don't, f*ck off"
I love you Donkey :,D
gatling gun is FUN if you use the first person shooting mode
Marksmen are pretty op at sieges. You can bring one or two and shot at the defenders before they can shot at you. With the overpowerednes of gun units you can easily take down several units. You can basically shoot out all ammo before entering. This isn't that good against players tho.
Only reason I keep levy infantry around is as a cheap garrison force to cool off provincial unhappiness.
I still don't understand why Tosa rifleman is on C
I agree, I messed up, check the pinned comment.
Tosa Rifleman are a bit better then you think. They're great as a skirmishing force and can shoot while staying hidden in forests the whole battle, and their RoF and Acc. is so high that they can score similar casualties as line infantry even with lower numbers. They're also good for picking off flanking forces. They're honestly really good. I'd say A-B.
Yeah I think I forgot how good they were.
@@MrSmartDonkeyLP
They're honestly kind of ridiculous against the AI, given the right terrain. In my recent playthrough as the Tosa I'd have some battles where I would get over 2000 kills on each of my Tosa Riflemen, simply because I could fire at their camping army from a nearby forest and the AI would simply sit and take it.
I know its been a while, but the best way to use Gattling guns is to put them in a small gap between line infantry, and have them back behind the infantry, about equal to the range bonus they have *over* the enemy infantry. The AI will target the line infantry first, letting the gattling guns fire unimpeded.
This doesnt make them S teir, after all, you are correct that Armstrong Guns just do the killing much easier and better, but if you wanted to use the Gattling gun, thats how you use it.
Sharpshooters can be very usefull in certain circunstances, making them a B in my book. Having 2/3 of them in a army is a good idea. Tosa rifleman has to be an S or not even japanese. They are everthing cool about sharpshooters but better. And 40 ammo. yea...
@Facepalm Full O' Napalm kinda pointless when artillery exists. Just replace those sharpshooters with Armstrong guns.
In a nice way Armstrongs guns require one extra tech of the next modernization against parrot guns so Armstrongs guns do take a while longer. At least in coop mode thats why I build 2 parrots before my Armstrongs @MrSmartDonkeylP no hate meant though I learn so much from you
Sharp shooters of all varieties are meant to hide while shooting, you don't fill an army with them, you take one or two, and place them in woods when you can, and let them fire on valuable units without risk
Too situational. The AI like to use a decent amount of cav, often putting multiple generals in 1 army.
Nah I fill my whole army with Rosa riflemen
The saga starting parrot gun really makes it easy to screw over AI
Those are some nice military uniforms you got there
I think you mess up with RI and RGI, RI has two stripes and RGI has only one. But great video though.
You're right and the same also goes to SI and SGI. Those line infantry sure look too similar now that you actually see all of them in the same time. Luckily that doesn't happen in the game.
In my template I have 1 general, 2 yari kachi, 2 yari ki, 6 armstrong guns an 9 ranged infantry. I often end up with 1 superstack that has the 3 foreign units and the 6 guard units.
Shinsengumi Police Force? Despite stupid requirements they are the best defenders i have ever seen.
how to fully enjoy fall of samurai?
make a 20/20 Armstrong gun only army and watch the chaos every engagement.
Police as C? They're basically a jack of all trades. Wanna charge a line and go in melee? They're good. Wanna engage in a gunfight? They're good.
btw vermillion bird are definitely not S tier, they have frontloader guns, SIR infantry all have breechloaders, the reload is more than those 10 points tell you.
I checked this one and the difference in reload skill indeed is 15 points. However the Vermilion Birds have otherwise superior stats overall, so they should be at least at the same tier as SIR infantry in that regard.
What jonasnee means is that they use a different type of gun, which isn't represented in the stats, so even though it's only a difference of 15 it should really be more like 30. Kind of like how Revolver Cav's stats do not in the slightest represent their actual stats.
Thanks for the clarification, now I understand.
Comparison:
Yari Ki = Yari Cavalry
Sabre Cavalry = Katana Cavalry
Yari Kachi = Yari Samurai
Katana Kachi = obvious
Matchlock Kachi = Matchlock Ashigaru
Wooden Cannons = Vomit inducing Mangonels
Bow Ki = Bow Cav
Bow Kachi = Bow Ashigaru
Revolver Cav = Donderbuss Cav
The French, English and American marines = Portuguese Tercos
Samurai Hero = Yoritomo's Yabusame Cav
Spear Levy = Yari Ashigaru
Kisho Ninja = Kisho Ninja Yugekitai = Bow Warrior Monks
Kyoto Police = Oda Long Yari Ashigaru
Shōgitai = No-Dachi Samurai
Yari Ki with the religious building and the camp that improves charge can get like 100+ charge. They're 100% S tier.
Also the point of all the bow units is the shoot very far, ober obstacles, and very accurately
Hmm, full revolver stack?
Likely losing half of your men due to rifle fire on the way in.
Need to babysit whenever enemy get some Yari cav as they would murder those revolver cav in seconds if you look away.
7:55 Hats of the Samurai
White Tigers are honestly enough of an upgrade over levy infantry to be placed a tier above them, or at least higher within the same tier. They have 15 reload and accuracy instead of the abysmal 5 reload and 10 accuracy of regular levy infantry. They're not line infantry, but for a cheap unit that's available without any tech or buildings they're actually viable in the early game. Unlike levies they can actually hit something beyond point blank range, and unlike levies they can actually get off more than one volley before melee infantry rushes them.
Black Tortoise are the exact same as line infantry but deserve to be placed just in front of them for having pointy hats.
Azure Dragons are the same to the color bear infantry in stats but they are cheaper to recruit and maintain which also makes them better. Furthermore just like the red bear they only need a barracks to be recruited instead of the military academy which means they can straight up replace the line infantry if you have the money for them.
the only time you end up using Parrott guns are either that you're using your starting unit with Saga, or you capture a unit of them.
Shinsengumi Police force can use banzai. That makes them fun to use AF :D 41:55 LMAO AF m8
I've always seen sharpshooters as more of a counter against bows. They have the same range, after all.
Revolver cav is the best shock infantry in the game plus they reload faster than imperial and carbine cav so any head on fight between the two will be in favor of the revolver cav
I would not agree with the Parot Guns. You accualy do nead another technology as well as boulding to have Armatrongs and Parots i find allso preaty solid especialy in the early game. Still great and entertaining video i was really curious to see how will you place some units
I'd love to see a Rise of the Samurai list!
Wood cannons are great for defence, specially if you have the discounts from regions or camps. Cheap to buy and maintane. But devistating when you know you home province well.
you have to be joking right?
The only advantage they bring is to cheese the AI into attacking you even though you are the attacker, which helps in the gun-oriented battles of FOTS. They have literally 0 killing power.
@@j.mtherandomguy8701 idk, ive used them to snipe generals in siege defences, since its an insta kill if they slightly even graze a horseman. Having one in a garrison doesn't hurt.
how to defend a city against an entire army:
1-Recruit x4 line infantry from a gunsmith province.
2-Place them.
3-Enjoy the 70 marksmanship shooting at everyone while the garrison acts like cannon fodder.
PS: since is only 4 units, it can easily bait armies into just sieging with 1 army.
Republican Guard Cav should be elite revolver cavalry with good melee, like the Imperial Guard Cav with carbines.
Or Revolver Cav with twice the ammo
Armstrong guns need another tech to get the building
Got a laugh out of your attempt to gauge a unit's Frenchness by the size of their mustache.
Matchlock Kachi make me so sad, because I love me some Matchlock Samurai in the vanilla campaign. But in this they're so disappointing in every way. Dx
ironclad are units too ;[ Especially the British one with armor piercing upgrade .... (* O *)
Tosa Riflemen are awesome!
Jugekitai are really good units,their accuracy is really high.
Yeah, but they are limited how many of them you can recruit and Tosa Riflemen you can get how many you want.
I think you are too mean to wooden cannons. They have feelings too
Fuck those pricks, they tried to kill my mom, luckily they did so little damage the cannonballs just bounced right off her.
@@MrSmartDonkeyLP Or they landed on her and knocked her down, but she got right back up again 3 seconds later.
Fots traditional only or Matchlock only, because I know how much you love matchlocks
So when are you doing a wooden cannons only let's play?
Do sharpshooters word like skirmishers in Napoleon and Empire where you can safely shoot through them?
The Aizu levy infantry are rather nice, kinda like line infantry but worse in melee.
samurai hero kill all other units in single , always kills and outrange all gunpowder units , and its cavalry so only with Gatling guns have chances of them from all artillery
donkey can you do a video review all unique heroes in three kingdoms plz plz
I'll be doing the Faction Overviews similar to the one I did on Liu Bei already, that'll cover most of them already.
Kyoto Police are great for using as garrison troops.
27:30 we all encountered this problem. Right? They all look the same.
nice info
33:09 Yari samurai are higher than Yari ashigaru :D
Any gun unit I always place to my rear and pull back or to the side my sword or calv units and let guns destroy them
Very Great List ❤❤❤❤👍👍👍✨✨✨✨
Aren't Red Bear better than Line Infantry?
SHISENGUMI DA!
Zura janai! Katsura da!
It would be quite easier if you put the name of the unit on the picture tile :)
Probably, but then where’s the fun in figuring things out? 😝
red bear has +2 melee comoared to other bears infantrt
What about ship tier list?
TOSA not S tier? shamefur dispray.
Check the pinned comment.
Levy infantry and spear units are trash in open battles but defensive sieges are so easy to cheese with push-pull tactics against much better and larger forces that its a dramatic waste of resources to garrison with literally anything else. Why on earth would i spend the upkeep for a bunch of higher level units when these guys do the trick just by shuffling them around a bit when enemies reach the walls? Ive seen infantry levy units decimate hundreds with proper placement countless times.
Levy infantry are oddly useful as they're cheapest unit in the game and only need a stronghold to recruit which does make them useful for pacifying unruly cities, recruiting a couple of Levy infantry can be a more cost effective way of maintaining public order than exempting the province from tax.
In actual combat they are straight ass.
gatling guns are LETHAL, put your guys on a hill, but lower down, gatling gun above, anything that tries to close in for melee = deleted
Where are the Kihetai ? They were awesome in my thoughts
In "Not even Japanese", the highest tier.
@@MrSmartDonkeyLP Yup. Sorry. Missed it.
Shinsengumi do have banzai
I tried 1vs1 revolver cav vs carabine cav in open fields and the first won. Am i crazy or a fucking liar?
you forgot yugekitai theyre ninja with sniper range
Didn't forget them they're in there, just don't like them all that much.
Do you accept legendary challenges only by your patreon's? Because I have really cool one but I don't know if you will accept it by comment
I read all comments and if I like a challenge I might do it, but I prioritize Patron ones. Right now I'm not doing much at all though since I'll be occupied with Three Kingdoms for the foreseeable future.
@@MrSmartDonkeyLP I would like use Patron but amm... You know... Im kinda student, I need any money for my instant soup's ._.)
Anyway. The challange is to play vanilla Shogun as a clan that has access to water and the idea is to use some kind of roulette where you will have all regions of Shogun 2 map. You will need to spin the roulette and the region that will appears must be conquered no matter how far is from your regions.
So there are some rules to not made this challange too annoying, like if in the roulette you will get the region that you already have, you can choose what region you want to conquer next. It will speed up this challange, especially at the end. BUT when you will get the region you don't have access to, like it will be Kyoto or something, you need to just spin the roulette again.
This could be really fun and challenging!
That's actually a really unique and cool idea, I will seriously consider this for the future.
@@MrSmartDonkeyLP
tosa rifle man has insane auto-resolve score, should be B
Read the pinned coment
Woo I made it to premiere
but gatlings destroy samuray
BB guns to B: E