Japanese Invasion of America (1860-1863) Allies & Shogunate: United States of America🇺🇲 United Kingdom🇬🇧 France🇨🇵 Tokugawa Shogunate🇯🇵 Satsuma🇯🇵 Saga🇯🇵 Jozai🇯🇵 Tosa🇯🇵 Sendai🇯🇵 Enemies: Confederate States of America🇺🇲
Prediction 1. Yari Ashigaru 2. Yari Ashigaru 3. Yari Ashigaru 4. Yari Ashigaru 5. Yari Ashigaru 6. Yari Ashigaru 7. Yari Samurai Didn't expect that one coming?
You set the firebomb throwers incorrectly behind your yari wall. There is an area directly in front of the firebomb throwers where they can't throw. If you put your yari wall inside of that area, friendly fire casualties drop to almost nothing. Meanwhile, the enemy infantry that hasn't reached your yari wall yet gets blown to bits.
If the hand mortars actually did damage they would be amazing. They hit so many units and knock back most of the unit. I feel like a mod (or even better a patch) could make them viable.
@@jpetras16 dude listen to wat donkey said: NO OFFENSIVE SIEGES! Shogun 2 isn't the best for siege battles due to the amount of decently OP units. Fire Rockets and Ninjas are the best from the siege tier due to their uses outside of the castle
@@Darqshadow Instead of listening to him like a drone, maybe you should start thinking for yourself. I often do offensive sieges during my campaigns. I always have 1-2 specialized siege armies that include fire rockets, mangonels, bow warrior monks or european cannons. These armies are meant to SUPPORT my main offensive forces ( my main armies never use siege units ). Thanks to that overwhelming firepower I can end most sieges with little to no casulties in one turn without having to spend half of my physical life trying to starve out my enemy like a fool. Sure, it costs a lot but if I can afford it then why not?
Pfft I rush the walls and destroy the towers easily. One or two fire rockets in my army that's it you can destroy the enemy I any siege battle. If you want better offensive sieges then play fall of samurai there's still the same concept of arty and siege units supporting the main srmy
The most common battles in a campaign are field battles. So while they are siege units, they’re still mostly used on the field. Either, the gameplay is just that, the important thing is what I’m talking about, the footage is just there so you’re not staring at a blank screen.
He's not wrong. Most battles are field battles than siege. Plus the fact have of the siege units aren't good. Only the fire rockets due to being able to destroy cavalry and towers and maybe even the gates. But however they still lack in most of the other ways. Only fall of the samurai has better siege units
Just to clarify, you do NOT need to convert to be Christian already in order to build the Nanban Trade Port, but in order to get its final upgrade the Nanban Quarter, you have to convert first. However, I think you can circumvent this by conquering a province that already has one (easiest way to do that is to wait a few years before attacking Kyushu, at which point the port in Bungo will 9 times out of 10 be fully upgraded as it starts with the NTP at the very beginning of the campaign and spreads Christianity to its neighbors). However if you want to stay Buddhist AND keep the port it’ll take a lot of work to secure Bungo and its neighboring provinces long term
Hand Mortars have to be at the bottom and the fire rockets are most likely at the top. When Shogun 2 came out, fire rockets would decimate cav but were average against infantry. I think they got buffed to be more effective against infantry and buildings.
Gonna say. If you skip the sieges in the campaign, are ya really playing the game? Sieges in Total War are some of the most fun parts of it. Heroic last stands, grizzly close quarters fighting because the pesky defenders managed to avoid your artillery bombardment long enough... Just fantastic. And that's why I love the cannons, fire rockets and magonels.
Top 6 Yari Ashigaru units 1. Oda Long Yari Ashigaru 2. Oda Yari Ashigaru 3. Hattori Yari Ashigaru 4. Ikko Ikki Yari Ashigaru 5. Date Yari Ashigaru 6. Yari Ashigaru
I think Hojo Hand Mortars could have the advantage during siege battles because of projectile path compared to archers. Especially if it is a big castle. They won't hit walls + have greater range as well as mobility. That said you really would need to developed some serious tricks and tactics for them to be staple in your armies. Also I wonder if penalty for shooting at targets inside forests apply to them. And even with that they are still a novelty... When you were showcasing yari+fire bomb throwers combination you deployed them too far away to utilize properly. Fire bomb throwers have minimal range so if whole yari wall is inside their first range - friendly fire won't happen most of the time. This way they can keep firing away which... doesn't kill many. Until you realize that your yari ashigaru scored 300-400 kills by the end of battle. Those bombs help by obstructing enemy formations (forget about yari wall if they can throw into it) which helps your own yari wall. That said - they are a nightmare to micromanage in greater numbers (6+). Also on topic of Kisho - I still think you overevalute bombs. During Stealth units campaign you kept throwing them at charging enemies way to long and bombs lose efficiency the longer you throw them in such situation. Because once you break incoming units cohesion more bombs are aimed at the samed lone soldiers. On the other hand you have 22 Charge (on top of 15 Melee Defence) which you often lose because you keep throwing. Ideally you would throw blinding grenades - single salve of regular nades and then charge (on stealth) into debuffed and thrown down enemies (negating their number advantage) But to do this having lvled up kisho for that extra reload. And that's why I like Ninja Fortress for that +Exp bonuses (5 lvl translate into +10 Aim/Reload on top of all melee defence/attack bonuses and reducing Fatigue by 1) Generally siege units were nerfed into oblivion thanks to multiplayer. Both Cannons and mangonels had severe accuracy nerf to stop general sniping tactic and now it happens that the second can't reliably destroy walls or most of the time even hit them. Which was imo uneccesary cause they can't be moved once deployed... Adding insult to injury was FOTS update which changed mechanic regarding applying morale penalty for shooting from behind your own units. Make sense for gun units most of the time but not much for bomb throwing units. And it results in your own units routing much quicker than enemy. I won't even mention cannon ships which after nerf are no longer capable of sinking enemy vessels through their guns cause they keep hitting the same spots and after a while the cannonballs just pass through damaged ships leaving player unable to sink them. Good job!
With the ark of fire, hand mortars can hit units on large fortresses that fire rockets can't. But it's not like they'll do a huge amount of damage There are advantages to fighting siege battles. Matchlocks can have multiple rows firing into the walls, destroying walls, taking advantage of the ai
The thing is that european cannons are lethal to cavalry compared to mangonels since they shoot in a straight line. I personally use them to snipe generals in field battles or soften enemy cav so that my cav will have the edge.
I remember when I had a squad of Fire Rocket soldiers bombard a defending Ona Bushi during a siege. Those women eventually routed, but only one of them made it out of the castle alive, only to be speared by a Yari Ashigaru! Good times!
Sounds like Hanzo's shadow is probably the only hero unit that is actually practical in real in game situations as the most devastating ambush unit in the game: with stealth and fire bombs, they have a real chance of consistently unleash a volley of bombs at the thickest of enemy formation and do a surprise amount of damage and stagger the enemy for the proceeding charge, and with their hero stats, once they get into the thick, they are gonna held very long and take out a lot of enemy in melee and buy enough time for your main force to exploit the situation and reinforce them. I am attempted to reinstall Shogun 2 with a new campaign just to try them out.
Other hero units are definitely viable. To my knowledge all hero units defeat their standard counterparts in a 1 v 1...aside from maybe the tanegashima due to the armor-ignoring effect of bullets.
Mangonels works as defending garrison just like cannons. Failing to capture a castle on an assault has no reprecaution thus repeatedly assaulting a castle just to shred their garrison down for auto resolve is a sound if not effective strategy. European canons comes with the best naval ships hinting away how siege units are supposed to be moved logistically and imo how it's best to move all non cav units in the world map which is by sea! Maybe I played to much expanded Japan mods because I did see mangonels in action despite being late game. I guess only naginata is left.
All siege units benefit tremendously if you recruit them with all accuracy increasing buildings present. For fire rockets it can easily double their accuracy.
Something I wanna point out that I've discovered when playing avatar conquest is that Hand mortars are surprisingly strong at taking out units in forests. Because of the arc the bombs don't get caught on trees unlike fire rockets. This is a very niche use but something to keep in mind anyways.
Mangonels were once useful, though still not great. CA decided to totally gut them because they were problematic in avatar multiplayer mode. Took their accuracy from 55 to 20 since they were becoming the primary the staple of camping builds. Before the nerf, in the avatar mode you could get cheap accuracy upgrades and improved inspire (leadership gen) to make them devastating weapons. Now, you're lucky if you hit anything by the time your enemy reaches you. You might get some kills if your enemy is forced to wait for you to expend all your ammo, like they are in sieges. My biggest gripe with this nerf is it broke mangonels in SP since the opportunity costs of fielding or upgrading them is so much higher. In SP you have to deal with upkeep. You have limited building space. Securing upgrades takes a lot of time. You can't change out units on the fly before battle like you can in multiplayer, ect. It's a lot of extra trouble to carry around and use these very situational weapons. Mangonels should have got the naginata monk treatment. Different variants for different modes, so their stats can be balanced according to what mode they're being used in. The nerf that made mangonels a niche weapon for sieges in avatar mode pretty much destroyed their viability everywhere else. They are the garbage of garbage now. A thorn in your side to use or keep around. ATM it's painful to watch a unit with a premium price literally get 0 kills firing in multiple open field battles in a row, sometimes even destroying my own troops in the process. I would have put them lower than canons or mortars because at least you can consistently get a few kills while mangonels will sometimes get no kills at all or worse, kill and route some of your own men.
I have a mod that greatly up the ammo of mangonel to 30. Inaccurate?, Kind of. But with a few teams ,raining bombs on a castle is too damn pleasing to pass on. I kept a full stack to siege kyoto, leveled half of the castle and garrisons without a single loss on my side before the assault, just beautiful. The mod also up the stat on melee so it can be pushed to shove sometimes.
This video seems a bitflawed: these are siege units yet you're testing them in open battles. I would imagine the high ark of fire of the mangonals and hand mortars would make them potentially very effective when attacking a castle. Plus European cannons can blow walls, gatehouses and towers into bits.
I’ll copy my reply to a previous comment. The most common battles in a campaign are field battles. So while they are siege units, they’re still mostly used on the field. Either, the gameplay is just that, the important thing is what I’m talking about, the footage is just there so you’re not staring at a blank screen.
Mangonels have poor acurracy, damage, and are fixed in place so in some cases they can't even reach their targets during sieges (easily their biggest flaw), while there are better and cheaper options to deal with towers and gates (and walls if you really want to). Mortars have accuracy, arc, and mobility making them a bit more useful but have the worst damage of any siege weapon, though they still have value in disrupting formations for archers planted in walls and infantry waiting to fend off Invaders at the top
I use a mod that gives the cannons HE projectiles, now they are not as bad anymore, 6 units triplestacked are quite useful. What you forgot to mention was that you can triple or with careful placement even quadruple stack cannons, that way you can make your formation more condensed. The fire mongonels can be double stacked thus making it a bit better. I even recruited them in a fun doomstack with 14 of them, 5 Yari with increased armor and the general. It was a hell lot of fun and WW1 artillery barrage for the enemy.
Now, knowing your aversion to the fire projecting mangonels and the european cannons due to, well, everything, I presume they will share the last place. The Kisho ninja will probably rank over Hanzo's shadows, although at these low numbers, the hero unit might actually win out. The Kisho ninja will definitely rank over the firebomb throwers due to their actual combat stats. Fire rockets might rank high as well due to their explodiness of doom, but I have no clue where to place the hand mortars. So, based on these presumptions, here is the list I'm expecting: 7:Fire projecting Mangonels/ European Cannons 6:just some flavour text to demonstrate how bad the last place actually is 5:Firebomb Throwers 4:Fire Rockets 3:Hanzo's Shadows 2:Kisho Ninja ?:Hand Mortars
After having watched the video I'm quite happy with my list. I placed Fire Rockets under Kisho Ninja for their survivability in melee, where a unit of Ninja will hold out for a while after having weakened the enemy with bombs. But seeing the Rockets wipe a unit out in seconds, I would've placed them higher as well. Now, regarding the Hand Mortars, I've never seen them being used, so I wasn't quite sure where to place them. Can we expect a Hand Mortar only challenge anytime soon? :D
I put ninja in front of my line infantry and after the enemy getting pelted by Arrows and fire rockets I have them throw bombs and then retreat them behind my lines and then use them to kill them from behind
After using hand mortarts extensivly in mods, I realised that they are actually much better support units than fire bomb throwers due to their high trajectory, you won't actually be worrying about hitting your own units since they are much accurate and you can always fire at enemy units that are not at the front. But their high trajectory also means low accuracy against moving targets, so its better to be used in defensive situation, especially in sieges, bridge battle or when shields are deployable.
For my first playthrough of the single player campaign, I brought two mangonels to my first assault on Kyoto. I was quite disappointed that between the two of them, they were only able to fully destroy ONE tower.
I wont deny that the canons and mangonels are bad. But they're nothing more amazing than that 1/1000 chance where you fire a volley into the enemy and here those amazing words "there general has fallen."
Fire rockets are great. But the European cannons are technically better. 1: they have double the range. 2: they will destroy castle walls and wreck the unit on them. 3: they actually are quite accurate. Cannons, like fire rockets, demolish cavalry.
1: they don’t need to move 2: your point being...? 3: why would you ever need to put the crew in melee? If your cannon crews find themselves in combat, then you need to learn how to defend your artillery.
@@nathanapplegate5374 1. Oh look! You just destroyed the wall! Now your cannon is literally useless, as it cant move to hit more targets, and is to inaccurate to hit the rest of the walls! 2. For every 1 cannon volley, the fire rockets will be able to fire at least twice, have a larger unit size and therefor have more rockets, and are also much more accurate, doing much more damage. 3. Again, they cant move. If the enemy suddenly routes part of your frontline, or you need to move your line for any reason at all, your cannons can't get out and will be fucked by the enemy. Unlike *all but 3 of the units in the game* cannons have no purpose outside of a job other units do better, completely rely on support for any killing power, and have no way to adapt to anything happening on the battlefield.
Maybe do top naval units please? I always just make only medium ships coz they are not that much expensive than the arrow ones and are better in more ways.
bow koyaba have the advantage of fire arrows. 2 bow koyaba teaming up with a medium bune can have the potential to defeat 3 medium bune. Have a koyaba to bait the enemy ships and draw them to the medium bune. The enemy ships then would concerate fire on the medium bune. Whilst enemy ships are distracted have the bow koyaba concrate their fire on a single enemy ship with fire arrows. With a little bit of luck you will set the enemy ship on fire.
@ MrSmartDonkeyLP Question about Kisho Ninja; Are they better upgraded to maximize their melee attack, for their accuracy, or something else? You apparently had entire armies of them, but which upgrade made the most difference?
@@MrSmartDonkeyLP Melee attack it is then! I'm planning on doing a multiplayer game with a fairly new(ish) to the series friend on Very Hard difficulty with him as Otomo and me as Christian Hojo, we've already beaten the game together once. Was planning on adding some Kishiro Ninja since I'm intending to focus on 'siege' units anyway and Kishiro Ninja / Firebomb Throwers are two of my favourite units, call me crazy. Thanks for the reply man.
I'd arue that for the Otomo in particular, the Mangonels and Cannons should be swapped over in the order of best units. They're already Christian and are likely to get a Nanban Quarter anyway, so getting the cannons is easy. Also, maybe it's just my strategy, but I find the forcing the enemy to come to you to be extremely useful, if not OP.
Fair call, although to be fair there's quite a few examples of the clan being played having a massive effect on what units are good and bad in comparison to each other. For example, without a mod to fix it anybody with a special Kisho Ninja might as well not bother lol
Cannon are great for killing generals early on. I mean, sure if you aren't planning to turn Christan don't bother..... But it's a decent option for the Owarii who can get them early on
I wish that you would go more into attacking and defensive sieges with the top CG unit video that you just made here. You're showcasing them more on like a three on three or one on one battle with melee and it's rushing in a straight line... Not very many actual sieges
Question, what would you say are the top x amount of unit/general skills. Like, would you say Hold Firm is better than Banzai, inspire better than warcry or not, etc.What skill button on a unit's list of buttons would you say is the most useful in all of Shogun 2? I'm mostly curious about the number 2, since I imagine Yari Wall might take number one. Or we'd have to just pull it out of the list.. Could also limit the list by not including unit formations/guard mode/fire at will/fire & whistling arrows
Stand and Fight for sure. When it comes to unit skills Banzai and Warcry are fantastic. I've never really found Hold Firm to be that useful, just using Rally from a general is enough to discourage routs. Inspire is okay but you never really notice a huge difference in skill, I just use it to increase morale most of the time.
@@MrSmartDonkeyLP Personally, I am rather fond of inspire for turning 1 to 1 battles, which is not the way one should fight, generally, but some times there are no other options. Other than that.. I imagine Second Wind would surely reach reasonably high on such a list?
Meh, not really for me. Most battles are usually long over before anyone even gets to very tired, let alone exhausted, and only a few obscure units have access to it making it even more of a hassle to even use it.
How powerful are the fire rockets? Well, my straggler army who have 20 men fire rocket and 15 men samurai fought against 2 fully manned takeda cavalry squads. I won, with some friendly fire of course. Its amazing to see the cavalry, menace of medieval battlefield got thrown off their horses by some rockety bois. After their general took a rocket to the face they flee lol..
I love your videos but have to disagree with you on not being a siege attacker. It is way too easy to beat the AI in sieges especially with bow warrior monks. Simply pick off the enemy from a far then move in. If they have most their bows on one side just keep half your army on that side and move your other half while should be bows around to pick off the enemy. I have had countless siege battles as the attacker with no losses or only a few.
Mangonel are really useful in siege you are just using them wrong, they are really good at knocking down walls, buildings and if you spam them in province with the accuracy bonus they are pretty good at pummelling high up castles that shit cannons cannot get to, as most of the time you fight in hilly hell holes were stuff just do not have the range to reach so Mangonel are useful and act like mortars. I really wish they did added mortar cannons to the game as Japan historically did have them as they imported and even made a lot of Chinese style cannons which had a piss load even breech loaded cannons some of the first of its kind in fact.
Thankyou, so is this cannons yes you can unlock cannons ? I've only just got into the game after playing the s##t out of napoleon and thrones of Britannia cheers
I'll never run out of Shogun 2. I already did a bunch of Let's Plays on the older version of DEI too, and I definitely wouldn't ever do any Top X's or Overviews on a mod of a game I don't like that much. If anything I would switch over to 3K if I end up enjoy it as much as I hope I will, but either way, as I said, I have infinite more things to do on Shogun 2.
Really. Give them a chance. In siege battles 3 shreds enemy army. You can get up to 300-400 kills each. In field battles they perform less spectacular, but 100-200 kills I still consider worth it, as you can camp on hill and pick everyone up with your terco and canons. It's actually pretty disgusting and satisfying.
@Thelondonbadger this is how looked most of my battles as otomo, after I secured the island. Canons on top of a hill, terco for fire support and heavily armored naginata as front lane. Also their gun cav just slaughter everything off guard and rear attack. This is really strong. 4 of these cav can just kill whatever you want with one volley. It's really strong in campaign.
@Thelondonbadger first on the front, back at the last second and if they can shoot at something without friendly fire, I let them stay at the backline. Otherwise on the flanks and pick the enemy up while busy fighting my naginata samurai. If you can get them to crossfire enenmy on the flanks on point blank range, than it's not a battle. It's a final charge from last samurai.
Hmm, if Fire Rockets can go from the bottom to the top like that for you, Donkey, will we ever see you making a video about how Yari Ashigaru is a total waste of a unit?
I love the European Cannons And not that hard to get For example, play shimazu. Take control of the right border. There is Nanmban trade port. Convert to christianity. Build only European Cannons ??? See the enemy flee in terror of EUROPEANS Edit: Yes DEUS VULT!
I find out that if you have Shogun 2 and fall of the Samurai installed, you can actually play factions from each perspective game against eachother, in custom battles (not in Navy though), so what would be your best Shogun 2 faction against a fast-firing modern rifle army ?
In Shogun 2? Ashikaga, Honma, Hatakeyama, Mogami, Ouchi. Bonus Yamanouchi and Imagawa (for Uesugi and Tokugawa respectively). Ashikaga are obvious, Honma and Hatakeyama are related being scattered across Japan and allied at the start of game, Honma naval invasions being a nuisance. Mogami due to the long marching distance to and between their castles (only an issue for Date), and Ouchi due to their alliances and being across the straight from Kyushu. Their navies are as numerous and annoying as any clan as well, especially combined with the Shoni. They edge out the Shoni (who frequently go Christian after beating Otomo) due to being allied with Mori at start and behind the Otomo, relatively safe from Shimazu and Otomo in the early game allowing their navies to badger you until you're ready to cross the channel to eliminate them.
In this vein, Naginata Infantry and Melee Cavalry. Then there's all the lists on Fall of the Samurai, and I haven't even started on Rise of the Samurai yet. INFINITE LISTS!!!
@@MrSmartDonkeyLP Sir now that I have garnered your attention and I always seem to miss any live streams, may I state my frustration over the fact that no one has acknowledged my joke I posted under your last episode of Age of Gladiators II.
Siege units and you didn't consider their usefulness in a siege? I mean i know that you don't play siege battles, but considering thats where they are intended to be good that would be a more fair comparison. I find it quite fun to play the siege battles so i tend to do it, and if the cannons for example destroy defences while archers stand there they kill a lot and you do rack up a lot of kills with them, even if that doesn't really make them good it would have been much more interesting to compare theses units in the intended scenarios. I mean for mortars it literally states on the page you show "good for shooting over walls because arc" and cannons say "good against buildings". Make a top 7 siege in sieges video i guess
Just because I didn’t mention or show something doesn’t mean I didn’t consider it. I just don’t think those things make them any more valuable. Archers and Fire Rockets are still better at murdering the enemy in sieges.
@@MrSmartDonkeyLP Yeah ok fair enough. Don't know if i am representative but i think it would atleast have been cool to hear that, for example if they aren't really good against buildings as it is stated or if destroying buildings (which siege) doesn't actually matter much etc. Or to see how the ninja-units/bomb throwing units do in offensive sieges compared (i have never used them there) to the more traditional siege units and if that alters the score.
Next videos:
Top 2 Spear Infantry in Fall of Samurai
Top 81 Line Infantry in Fall of Samurai
Donkey, how about Rise Of The Samurai? Can you make a video about its units?
@@pawezdziech7120 just use foot samurai and gg.
Japanese Invasion of America (1860-1863)
Allies & Shogunate:
United States of America🇺🇲
United Kingdom🇬🇧
France🇨🇵
Tokugawa Shogunate🇯🇵
Satsuma🇯🇵
Saga🇯🇵
Jozai🇯🇵
Tosa🇯🇵
Sendai🇯🇵
Enemies:
Confederate States of America🇺🇲
Prediction
1. Yari Ashigaru
2. Yari Ashigaru
3. Yari Ashigaru
4. Yari Ashigaru
5. Yari Ashigaru
6. Yari Ashigaru
7. Yari Samurai
Didn't expect that one coming?
Spot on.
Any advice on assaulting a town/city/fort? Do I autosolve?
@@christiandauz3742 well
siege them out and force them for a drawout
which happens quite often
Nooooooo! You can't just spam ashigaru. It's cheap and dishonorabru!
Haha ashigaru go sab stab
@@christiandauz3742 Bow is very useful, especially when the defenders have none
The only reason Otomo players train European Cannons is because we want to experience Total War Empire again.
They can just play fall of the samurai. A superior version of empire hahah
FACTS😂
Fire Rockets' 180 from the worst to best unit is going to rival Yari Ashigaru as your signature meme. Make a t-shirt about it, Donkey.
@Napoleon Bonaparte hes afraid to respond i presume
Glad to see u here lol
@@HistoricalWeapons The two bow guy lol.
You set the firebomb throwers incorrectly behind your yari wall. There is an area directly in front of the firebomb throwers where they can't throw. If you put your yari wall inside of that area, friendly fire casualties drop to almost nothing. Meanwhile, the enemy infantry that hasn't reached your yari wall yet gets blown to bits.
If the hand mortars actually did damage they would be amazing. They hit so many units and knock back most of the unit.
I feel like a mod (or even better a patch) could make them viable.
@@jpetras16 dude listen to wat donkey said: NO OFFENSIVE SIEGES! Shogun 2 isn't the best for siege battles due to the amount of decently OP units. Fire Rockets and Ninjas are the best from the siege tier due to their uses outside of the castle
@@Darqshadow Instead of listening to him like a drone, maybe you should start thinking for yourself.
I often do offensive sieges during my campaigns. I always have 1-2 specialized siege armies that include fire rockets, mangonels, bow warrior monks or european cannons. These armies are meant to SUPPORT my main offensive forces ( my main armies never use siege units ). Thanks to that overwhelming firepower I can end most sieges with little to no casulties in one turn without having to spend half of my physical life trying to starve out my enemy like a fool.
Sure, it costs a lot but if I can afford it then why not?
Or if there was a toggle where you could switch them to throw their bombs like firebomb throwers.
Pfft I rush the walls and destroy the towers easily. One or two fire rockets in my army that's it you can destroy the enemy I any siege battle. If you want better offensive sieges then play fall of samurai there's still the same concept of arty and siege units supporting the main srmy
they are fine the idea is that u combine them with other units that break morale
I'll be honest didn't expect hand motors to beat out European cannons for worst place.
Maybe because we plebs fight our sieges while he likes to wait em out.
Title: Top 7 siege units. Gameplay: Some random battles on flat plain.
The most common battles in a campaign are field battles. So while they are siege units, they’re still mostly used on the field. Either, the gameplay is just that, the important thing is what I’m talking about, the footage is just there so you’re not staring at a blank screen.
@Lord Gaylord Ondor Sieges are offensive.
He's not wrong. Most battles are field battles than siege. Plus the fact have of the siege units aren't good. Only the fire rockets due to being able to destroy cavalry and towers and maybe even the gates. But however they still lack in most of the other ways.
Only fall of the samurai has better siege units
@@owo5869 i hate that pun take my like
I mean if you can kill a building you can kill a man
Just to clarify, you do NOT need to convert to be Christian already in order to build the Nanban Trade Port, but in order to get its final upgrade the Nanban Quarter, you have to convert first. However, I think you can circumvent this by conquering a province that already has one (easiest way to do that is to wait a few years before attacking Kyushu, at which point the port in Bungo will 9 times out of 10 be fully upgraded as it starts with the NTP at the very beginning of the campaign and spreads Christianity to its neighbors). However if you want to stay Buddhist AND keep the port it’ll take a lot of work to secure Bungo and its neighboring provinces long term
7-european canon
6-fire projectile mangonel
5-frie bomb throwers
3-hojo hand mortars
3-hanzo's shadows
2-kisho ninja
1-fire rockets
Hand Mortars have to be at the bottom and the fire rockets are most likely at the top.
When Shogun 2 came out, fire rockets would decimate cav but were average against infantry. I think they got buffed to be more effective against infantry and buildings.
1. Kisho Ninja
2. Fire Rockets
3. Fire Bomb Throwers
4. Hanzo's Shadows
5. European Cannons
6. Fire Projecting Mangonels
7. Hand Mortars
Hanzo's shadows >>>> kisho ninja in everything though. They dust most hero units 1 v 1, and they get major points for coolness factor alone.
@@brainwasher9876 but you only get 1.
I'd say an army of 5 kisho ninja beats 1 hanzo shadows lol
Gonna say. If you skip the sieges in the campaign, are ya really playing the game? Sieges in Total War are some of the most fun parts of it. Heroic last stands, grizzly close quarters fighting because the pesky defenders managed to avoid your artillery bombardment long enough...
Just fantastic. And that's why I love the cannons, fire rockets and magonels.
My laptop cant handle any kind of battle :(
Top 1 Yari Ashigaru Units
BoHjalmarGames but there are 2 of them
@@timmaximilian9286 Technically if you include the faction specific ones there's loads lol
Top 6 Yari Ashigaru units
1. Oda Long Yari Ashigaru
2. Oda Yari Ashigaru
3. Hattori Yari Ashigaru
4. Ikko Ikki Yari Ashigaru
5. Date Yari Ashigaru
6. Yari Ashigaru
I think Hojo Hand Mortars could have the advantage during siege battles because of projectile path compared to archers. Especially if it is a big castle. They won't hit walls + have greater range as well as mobility. That said you really would need to developed some serious tricks and tactics for them to be staple in your armies. Also I wonder if penalty for shooting at targets inside forests apply to them. And even with that they are still a novelty...
When you were showcasing yari+fire bomb throwers combination you deployed them too far away to utilize properly. Fire bomb throwers have minimal range so if whole yari wall is inside their first range - friendly fire won't happen most of the time. This way they can keep firing away which... doesn't kill many. Until you realize that your yari ashigaru scored 300-400 kills by the end of battle. Those bombs help by obstructing enemy formations (forget about yari wall if they can throw into it) which helps your own yari wall. That said - they are a nightmare to micromanage in greater numbers (6+).
Also on topic of Kisho - I still think you overevalute bombs. During Stealth units campaign you kept throwing them at charging enemies way to long and bombs lose efficiency the longer you throw them in such situation. Because once you break incoming units cohesion more bombs are aimed at the samed lone soldiers. On the other hand you have 22 Charge (on top of 15 Melee Defence) which you often lose because you keep throwing. Ideally you would throw blinding grenades - single salve of regular nades and then charge (on stealth) into debuffed and thrown down enemies (negating their number advantage) But to do this having lvled up kisho for that extra reload. And that's why I like Ninja Fortress for that +Exp bonuses (5 lvl translate into +10 Aim/Reload on top of all melee defence/attack bonuses and reducing Fatigue by 1)
Generally siege units were nerfed into oblivion thanks to multiplayer. Both Cannons and mangonels had severe accuracy nerf to stop general sniping tactic and now it happens that the second can't reliably destroy walls or most of the time even hit them. Which was imo uneccesary cause they can't be moved once deployed... Adding insult to injury was FOTS update which changed mechanic regarding applying morale penalty for shooting from behind your own units. Make sense for gun units most of the time but not much for bomb throwing units. And it results in your own units routing much quicker than enemy. I won't even mention cannon ships which after nerf are no longer capable of sinking enemy vessels through their guns cause they keep hitting the same spots and after a while the cannonballs just pass through damaged ships leaving player unable to sink them.
Good job!
I would prefer Naginata infantry as the next category, Donkey. Nice video from a nice job, keep up.
With the ark of fire, hand mortars can hit units on large fortresses that fire rockets can't. But it's not like they'll do a huge amount of damage
There are advantages to fighting siege battles. Matchlocks can have multiple rows firing into the walls, destroying walls, taking advantage of the ai
The thing is that european cannons are lethal to cavalry compared to mangonels since they shoot in a straight line. I personally use them to snipe generals in field battles or soften enemy cav so that my cav will have the edge.
Top 5 best ships in Fall Of The Samurai
I remember when I had a squad of Fire Rocket soldiers bombard a defending Ona Bushi during a siege. Those women eventually routed, but only one of them made it out of the castle alive, only to be speared by a Yari Ashigaru! Good times!
Like Donkey said, they are absolute hell against any small/specialist units.
Respect for admitting the 180! Makes your recommendations all the more legit.
wait shogun 2 has siege units?
yes. Its called Bow Ashigaru :P
@@filipefhn *laughs in bow monks*
Sounds like Hanzo's shadow is probably the only hero unit that is actually practical in real in game situations as the most devastating ambush unit in the game: with stealth and fire bombs, they have a real chance of consistently unleash a volley of bombs at the thickest of enemy formation and do a surprise amount of damage and stagger the enemy for the proceeding charge, and with their hero stats, once they get into the thick, they are gonna held very long and take out a lot of enemy in melee and buy enough time for your main force to exploit the situation and reinforce them. I am attempted to reinstall Shogun 2 with a new campaign just to try them out.
Other hero units are definitely viable. To my knowledge all hero units defeat their standard counterparts in a 1 v 1...aside from maybe the tanegashima due to the armor-ignoring effect of bullets.
@@brainwasher9876 I never tried myself. Does bow heros and Yoritomo cavs beat their regular 160 men samurai or Warrior Monk counterparts?
Mangonels works as defending garrison just like cannons. Failing to capture a castle on an assault has no reprecaution thus repeatedly assaulting a castle just to shred their garrison down for auto resolve is a sound if not effective strategy. European canons comes with the best naval ships hinting away how siege units are supposed to be moved logistically and imo how it's best to move all non cav units in the world map which is by sea!
Maybe I played to much expanded Japan mods because I did see mangonels in action despite being late game.
I guess only naginata is left.
sounds pretty cheesy to me who enjoys playing like that? (except for legendoftotalwar)
Fire rockets can rout enemy instantly, use them if they are charging in groups
All siege units benefit tremendously if you recruit them with all accuracy increasing buildings present. For fire rockets it can easily double their accuracy.
Something I wanna point out that I've discovered when playing avatar conquest is that Hand mortars are surprisingly strong at taking out units in forests. Because of the arc the bombs don't get caught on trees unlike fire rockets. This is a very niche use but something to keep in mind anyways.
Fire rockets is so fun to use especially when destroy charging Cavalry
Mangonels were once useful, though still not great. CA decided to totally gut them because they were problematic in avatar multiplayer mode. Took their accuracy from 55 to 20 since they were becoming the primary the staple of camping builds. Before the nerf, in the avatar mode you could get cheap accuracy upgrades and improved inspire (leadership gen) to make them devastating weapons.
Now, you're lucky if you hit anything by the time your enemy reaches you. You might get some kills if your enemy is forced to wait for you to expend all your ammo, like they are in sieges.
My biggest gripe with this nerf is it broke mangonels in SP since the opportunity costs of fielding or upgrading them is so much higher. In SP you have to deal with upkeep. You have limited building space. Securing upgrades takes a lot of time. You can't change out units on the fly before battle like you can in multiplayer, ect. It's a lot of extra trouble to carry around and use these very situational weapons. Mangonels should have got the naginata monk treatment. Different variants for different modes, so their stats can be balanced according to what mode they're being used in.
The nerf that made mangonels a niche weapon for sieges in avatar mode pretty much destroyed their viability everywhere else. They are the garbage of garbage now. A thorn in your side to use or keep around. ATM it's painful to watch a unit with a premium price literally get 0 kills firing in multiple open field battles in a row, sometimes even destroying my own troops in the process. I would have put them lower than canons or mortars because at least you can consistently get a few kills while mangonels will sometimes get no kills at all or worse, kill and route some of your own men.
Ah, Fire Rockets. Sweet memories blowing Imjin Emperor few seconds into battle.
I have a mod that greatly up the ammo of mangonel to 30.
Inaccurate?, Kind of.
But with a few teams ,raining bombs on a castle is too damn pleasing to pass on.
I kept a full stack to siege kyoto, leveled half of the castle and garrisons without a single loss on my side before the assault, just beautiful.
The mod also up the stat on melee so it can be pushed to shove sometimes.
This video seems a bitflawed: these are siege units yet you're testing them in open battles. I would imagine the high ark of fire of the mangonals and hand mortars would make them potentially very effective when attacking a castle. Plus European cannons can blow walls, gatehouses and towers into bits.
I’ll copy my reply to a previous comment.
The most common battles in a campaign are field battles. So while they are siege units, they’re still mostly used on the field. Either, the gameplay is just that, the important thing is what I’m talking about, the footage is just there so you’re not staring at a blank screen.
Mangonels have poor acurracy, damage, and are fixed in place so in some cases they can't even reach their targets during sieges (easily their biggest flaw), while there are better and cheaper options to deal with towers and gates (and walls if you really want to). Mortars have accuracy, arc, and mobility making them a bit more useful but have the worst damage of any siege weapon, though they still have value in disrupting formations for archers planted in walls and infantry waiting to fend off Invaders at the top
@@MrSmartDonkeyLP the only reason why I buy seige units is to raid a city
7. Mongonels
6. Cannons
5. Mortar
4. Fire bomb throwers
3. Shadows
2. Rockets
1. Ninjas
I use a mod that gives the cannons HE projectiles, now they are not as bad anymore, 6 units triplestacked are quite useful. What you forgot to mention was that you can triple or with careful placement even quadruple stack cannons, that way you can make your formation more condensed.
The fire mongonels can be double stacked thus making it a bit better. I even recruited them in a fun doomstack with 14 of them, 5 Yari with increased armor and the general. It was a hell lot of fun and WW1 artillery barrage for the enemy.
Now, knowing your aversion to the fire projecting mangonels and the european cannons due to, well, everything, I presume they will share the last place.
The Kisho ninja will probably rank over Hanzo's shadows, although at these low numbers, the hero unit might actually win out.
The Kisho ninja will definitely rank over the firebomb throwers due to their actual combat stats.
Fire rockets might rank high as well due to their explodiness of doom, but I have no clue where to place the hand mortars.
So, based on these presumptions, here is the list I'm expecting:
7:Fire projecting Mangonels/ European Cannons
6:just some flavour text to demonstrate how bad the last place actually is
5:Firebomb Throwers
4:Fire Rockets
3:Hanzo's Shadows
2:Kisho Ninja
?:Hand Mortars
After having watched the video I'm quite happy with my list. I placed Fire Rockets under Kisho Ninja for their survivability in melee, where a unit of Ninja will hold out for a while after having weakened the enemy with bombs. But seeing the Rockets wipe a unit out in seconds, I would've placed them higher as well.
Now, regarding the Hand Mortars, I've never seen them being used, so I wasn't quite sure where to place them.
Can we expect a Hand Mortar only challenge anytime soon? :D
I put ninja in front of my line infantry and after the enemy getting pelted by Arrows and fire rockets I have them throw bombs and then retreat them behind my lines and then use them to kill them from behind
After using hand mortarts extensivly in mods, I realised that they are actually much better support units than fire bomb throwers due to their high trajectory, you won't actually be worrying about hitting your own units since they are much accurate and you can always fire at enemy units that are not at the front. But their high trajectory also means low accuracy against moving targets, so its better to be used in defensive situation, especially in sieges, bridge battle or when shields are deployable.
I actually find them not that bad for attacking in siege. They out range the archers on the walls or can arc over the walls to reek havoc.
For my first playthrough of the single player campaign, I brought two mangonels to my first assault on Kyoto. I was quite disappointed that between the two of them, they were only able to fully destroy ONE tower.
Is it just me or do the Mangonels never have the range to reach their target during sieges?
I wont deny that the canons and mangonels are bad. But they're nothing more amazing than that 1/1000 chance where you fire a volley into the enemy and here those amazing words "there general has fallen."
Fire rockets are great. But the European cannons are technically better.
1: they have double the range.
2: they will destroy castle walls and wreck the unit on them.
3: they actually are quite accurate. Cannons, like fire rockets, demolish cavalry.
1: But can't move
2: Have a slower reload
3: Have a much more difficult to obtain requirement
4: Have terrible melee stats for an unmoveable unit.
1: they don’t need to move
2: your point being...?
3: why would you ever need to put the crew in melee? If your cannon crews find themselves in combat, then you need to learn how to defend your artillery.
@@nathanapplegate5374 1. Oh look! You just destroyed the wall! Now your cannon is literally useless, as it cant move to hit more targets, and is to inaccurate to hit the rest of the walls!
2. For every 1 cannon volley, the fire rockets will be able to fire at least twice, have a larger unit size and therefor have more rockets, and are also much more accurate, doing much more damage.
3. Again, they cant move. If the enemy suddenly routes part of your frontline, or you need to move your line for any reason at all, your cannons can't get out and will be fucked by the enemy. Unlike *all but 3 of the units in the game* cannons have no purpose outside of a job other units do better, completely rely on support for any killing power, and have no way to adapt to anything happening on the battlefield.
Nice video. Shows what each unit does, but I wish you had shown them in an offensive siege setting as I assume that's what they're for.
We all know that Yari Ashigaru can destroy castle walls if they run over them in Yari Wall.
Maybe do top naval units please?
I always just make only medium ships coz they are not that much expensive than the arrow ones and are better in more ways.
bow koyaba have the advantage of fire arrows. 2 bow koyaba teaming up with a medium bune can have the potential to defeat 3 medium bune. Have a koyaba to bait the enemy ships and draw them to the medium bune. The enemy ships then would concerate fire on the medium bune. Whilst enemy ships are distracted have the bow koyaba concrate their fire on a single enemy ship with fire arrows. With a little bit of luck you will set the enemy ship on fire.
Ok I'm a little late to start playing this game, but man these videos are good. Thx for the help!
@
MrSmartDonkeyLP
Question about Kisho Ninja; Are they better upgraded to maximize their melee attack, for their accuracy, or something else? You apparently had entire armies of them, but which upgrade made the most difference?
I’d say melee attack.
@@MrSmartDonkeyLP
Melee attack it is then! I'm planning on doing a multiplayer game with a fairly new(ish) to the series friend on Very Hard difficulty with him as Otomo and me as Christian Hojo, we've already beaten the game together once. Was planning on adding some Kishiro Ninja since I'm intending to focus on 'siege' units anyway and Kishiro Ninja / Firebomb Throwers are two of my favourite units, call me crazy.
Thanks for the reply man.
u can get cannons easily by local hojo rebellions as well as others. Not all things are in the game for practical reasons some are historical etc
Using fire rockets are great for sniping generals off the bat making winning a fight easy. In multiplayer and single
I'd arue that for the Otomo in particular, the Mangonels and Cannons should be swapped over in the order of best units. They're already Christian and are likely to get a Nanban Quarter anyway, so getting the cannons is easy. Also, maybe it's just my strategy, but I find the forcing the enemy to come to you to be extremely useful, if not OP.
I don’t think anyone would disagree with you on that, but this list isn’t based on any single clan.
Fair call, although to be fair there's quite a few examples of the clan being played having a massive effect on what units are good and bad in comparison to each other. For example, without a mod to fix it anybody with a special Kisho Ninja might as well not bother lol
Cannon are great for killing generals early on. I mean, sure if you aren't planning to turn Christan don't bother.....
But it's a decent option for the Owarii who can get them early on
Nothing will win a battle faster then a cannon killing their genenerals.
It'd be really cool if you could do other total wars too, though I know that's unlikely. Warhammer has some good lists, not so much the other ones.
If I end up liking 3K as much as I hope I will I'll likely do similar videos on that.
You really should take some time to learn naval combat, it's an honestly underrated part of the game
1. Yari Ashigaru Rockets
Well yeah, they’re siege weapons not battlefield
I wish that you would go more into attacking and defensive sieges with the top CG unit video that you just made here. You're showcasing them more on like a three on three or one on one battle with melee and it's rushing in a straight line... Not very many actual sieges
Bow Ashigaru are indisputably better siege units than the first 4 units on this list and arguably the two ninja units as well.
I only use the European cannons as the Otomo.
still think that stealth units only is my greatest idea to date
Hand mortars only. I dare you :D
3:25 what is that map?
never seen a wall like that before
Yari wall is the best until fire rockets
An epic intro to a epic video
Top 1. Siege Yari Ashigaru
Bottom 7. Fire Projecting European Yari Samurai
You got me curious, what would the top 10 daimyos be?
Oh, that's an interesting question. Could do one from a historical perspective, if I knew enough about them.
@@MrSmartDonkeyLPGoing by traits from a game perspective could be fun, too, both heirs and starting daimyou
Question, what would you say are the top x amount of unit/general skills.
Like, would you say Hold Firm is better than Banzai, inspire better than warcry or not, etc.What skill button on a unit's list of buttons would you say is the most useful in all of Shogun 2?
I'm mostly curious about the number 2, since I imagine Yari Wall might take number one. Or we'd have to just pull it out of the list.. Could also limit the list by not including unit formations/guard mode/fire at will/fire & whistling arrows
Stand and Fight for sure. When it comes to unit skills Banzai and Warcry are fantastic. I've never really found Hold Firm to be that useful, just using Rally from a general is enough to discourage routs. Inspire is okay but you never really notice a huge difference in skill, I just use it to increase morale most of the time.
@@MrSmartDonkeyLP Personally, I am rather fond of inspire for turning 1 to 1 battles, which is not the way one should fight, generally, but some times there are no other options. Other than that.. I imagine Second Wind would surely reach reasonably high on such a list?
Meh, not really for me. Most battles are usually long over before anyone even gets to very tired, let alone exhausted, and only a few obscure units have access to it making it even more of a hassle to even use it.
@@MrSmartDonkeyLP Fair, fair, I imagine it might be for the more defensive types of players like myself
How so?
Handmortars are great at countering firerockets
European cannons need the acccuracy upgrade to be effective
How powerful are the fire rockets?
Well, my straggler army who have 20 men fire rocket and 15 men samurai fought against 2 fully manned takeda cavalry squads. I won, with some friendly fire of course.
Its amazing to see the cavalry, menace of medieval battlefield got thrown off their horses by some rockety bois. After their general took a rocket to the face they flee lol..
Fire rockets go brrrrrr
I’ll guess Fire Rockets are first? Although I rly enjoy using the Kisho ninja
Got it!
I love your videos but have to disagree with you on not being a siege attacker. It is way too easy to beat the AI in sieges especially with bow warrior monks. Simply pick off the enemy from a far then move in. If they have most their bows on one side just keep half your army on that side and move your other half while should be bows around to pick off the enemy.
I have had countless siege battles as the attacker with no losses or only a few.
I really don't understand why cannons aren't just on wheels. It would hardly make the op.
Mangonel are really useful in siege you are just using them wrong, they are really good at knocking down walls, buildings and if you spam them in province with the accuracy bonus they are pretty good at pummelling high up castles that shit cannons cannot get to, as most of the time you fight in hilly hell holes were stuff just do not have the range to reach so Mangonel are useful and act like mortars.
I really wish they did added mortar cannons to the game as Japan historically did have them as they imported and even made a lot of Chinese style cannons which had a piss load even breech loaded cannons some of the first of its kind in fact.
Next video idea:
Top 6 unique for each faction units.
Except most faction only have 1 unique unit. If you mean a list containing all unique units, I already did a top 15.
Thankyou, so is this cannons yes you can unlock cannons ?
I've only just got into the game after playing the s##t out of napoleon and thrones of Britannia cheers
To get cannons, you need to convert to Christianity, which locks you out of the bow warrior monks. Not a good trade at all.
Good video
Siege Units: Generally not very useful in most circumstances, but I'll be damned if they aren't an impressive sight on the battlefield!
What are you going to do when your run out of Shogun II? Rome II Divide Et Impera plssss
I'll never run out of Shogun 2. I already did a bunch of Let's Plays on the older version of DEI too, and I definitely wouldn't ever do any Top X's or Overviews on a mod of a game I don't like that much. If anything I would switch over to 3K if I end up enjoy it as much as I hope I will, but either way, as I said, I have infinite more things to do on Shogun 2.
We need a top line infantry in total war shogun 2 fall of the samurai
Fire Rockets. For maximum explosive dakka
Nothing is more satisfying then the AI panic attack after you had 2 rocket units shoot a volley into their general... haaha
Why can't I activate the European cannons in the seige tutorial?
What about being Hattori and getting fire rockets with kisho training?
The Hattori only get Kisho training on certain units, Fire Rockets are not included in that list.
How would you use kisho ninja in a proper army composition though ?
yeah my siege units of choice bow munks and fire rockets, if the enemy cant get to your front line they cant win
As ottomo you can have canons with golden aim. They are not that bad. They have double accuracy.
Really. Give them a chance. In siege battles 3 shreds enemy army. You can get up to 300-400 kills each. In field battles they perform less spectacular, but 100-200 kills I still consider worth it, as you can camp on hill and pick everyone up with your terco and canons. It's actually pretty disgusting and satisfying.
@Thelondonbadger this is how looked most of my battles as otomo, after I secured the island. Canons on top of a hill, terco for fire support and heavily armored naginata as front lane. Also their gun cav just slaughter everything off guard and rear attack. This is really strong. 4 of these cav can just kill whatever you want with one volley. It's really strong in campaign.
@Thelondonbadger first on the front, back at the last second and if they can shoot at something without friendly fire, I let them stay at the backline. Otherwise on the flanks and pick the enemy up while busy fighting my naginata samurai. If you can get them to crossfire enenmy on the flanks on point blank range, than it's not a battle. It's a final charge from last samurai.
@Thelondonbadger aha and last volley of you have time make fire by ranks. It's the only scenario this ability is good
He really doesnt like pretty much any of the siege weaponry in the game so im excited for this one, yes ik im late...
Hmm, if Fire Rockets can go from the bottom to the top like that for you, Donkey, will we ever see you making a video about how Yari Ashigaru is a total waste of a unit?
I was taught not to lie.
I love fire rockets… it lags my potato computer but who can say no to rockets
I love the European Cannons
And not that hard to get
For example, play shimazu. Take control of the right border.
There is Nanmban trade port.
Convert to christianity.
Build only European Cannons
???
See the enemy flee in terror of EUROPEANS
Edit: Yes DEUS VULT!
Or play Otomo and get all the good artillery while applying annoying “wololo” to your neighbours so that they can’t attack you
Top 10 Best Units in Rise Of The Samurai DLC
I find out that if you have Shogun 2 and fall of the Samurai installed, you can actually play factions from each perspective game against eachother, in custom battles (not in Navy though), so what would be your best Shogun 2 faction against a fast-firing modern rifle army ?
top 5 hardest to deal with non playable clan
In Shogun 2? Ashikaga, Honma, Hatakeyama, Mogami, Ouchi. Bonus Yamanouchi and Imagawa (for Uesugi and Tokugawa respectively).
Ashikaga are obvious, Honma and Hatakeyama are related being scattered across Japan and allied at the start of game, Honma naval invasions being a nuisance. Mogami due to the long marching distance to and between their castles (only an issue for Date), and Ouchi due to their alliances and being across the straight from Kyushu. Their navies are as numerous and annoying as any clan as well, especially combined with the Shoni. They edge out the Shoni (who frequently go Christian after beating Otomo) due to being allied with Mori at start and behind the Otomo, relatively safe from Shimazu and Otomo in the early game allowing their navies to badger you until you're ready to cross the channel to eliminate them.
I wonder how many lists there are left for you yo showcase.
In this vein, Naginata Infantry and Melee Cavalry. Then there's all the lists on Fall of the Samurai, and I haven't even started on Rise of the Samurai yet. INFINITE LISTS!!!
MrSmartDonkeyLP YOUR DAYS ARE NUMBERED
I want a boat list
At night.
Girls: Im gonna sleep.
Boys: 7:40
Lol
Haha
What happen to your Pontus series ? ..
It will return, don't worry!
Prediction:
1 Fire Rockets
2 Kisho Ninja
3 Hanzos Shadows
4 Fire Bomb Throwers
5 Eu Cannons
6 Fire Projecting Mangonels
7 Hand Mortars
So close!
@@MrSmartDonkeyLP Sir now that I have garnered your attention and I always seem to miss any live streams, may I state my frustration over the fact that no one has acknowledged my joke I posted under your last episode of Age of Gladiators II.
I replied to it, I never do livestreams though so it’s easy to miss them.
Siege units and you didn't consider their usefulness in a siege?
I mean i know that you don't play siege battles, but considering thats where they are intended to be good that would be a more fair comparison. I find it quite fun to play the siege battles so i tend to do it, and if the cannons for example destroy defences while archers stand there they kill a lot and you do rack up a lot of kills with them, even if that doesn't really make them good it would have been much more interesting to compare theses units in the intended scenarios.
I mean for mortars it literally states on the page you show "good for shooting over walls because arc" and cannons say "good against buildings". Make a top 7 siege in sieges video i guess
Just because I didn’t mention or show something doesn’t mean I didn’t consider it. I just don’t think those things make them any more valuable. Archers and Fire Rockets are still better at murdering the enemy in sieges.
@@MrSmartDonkeyLP
Yeah ok fair enough. Don't know if i am representative but i think it would atleast have been cool to hear that, for example if they aren't really good against buildings as it is stated or if destroying buildings (which siege) doesn't actually matter much etc. Or to see how the ninja-units/bomb throwing units do in offensive sieges compared (i have never used them there) to the more traditional siege units and if that alters the score.
what is the point of useless units
Do cavalry next
Is that a mod for castle walls in 3:31?
Nope, just one of the castles available in custom battles.
@@MrSmartDonkeyLP thank you! On an unrelated note, everytime I see one of your videos, I go back I play Shogun 2