Cius
Executive Member
- Joined
- Jan 20, 2009
- Messages
- 8,347
So I have been watching some youtubers who do a lot of Shogun 2 challenges. What a challenge is playing the game with an artificial self imposed restriction on yourself to make the game more fun or challenging.
In this case we will be playing Shogun 2 Total war vanilla with the Sengoku Jidai Unit Pack.
I will post thoughts, progress, and strategy here as I go.
So to start let me explain the challenge. The Diversity challenge is playing the game where each army is only allowed one of each type of unit in it. I have seen this played where you can have many small stacks of basic units all re-enforcing each other but I am trying to get away from that so I will be playing it at a harder level saying non-garrison armies (so offensive armies) have to be lead by a general, and can only have one of each unit type in them. Garrison's do not have to have generals but can only have one of each type of unit. While moving re-enforcements around and training units there may be a turn or two where a stack has more than one of the same in it but I will do my best to never get into combat like that and if I do accidentally end up I will retreat the offending unit that should not be there. I hope to only re-enforce in battle with general lead stacks. This will be crucial in the early parts of the game as I will have smallish stacks against very large stacks of the opponents. So having multiple stacks moving around together will be important.
The reason why this challenge appealed to me so much as opposed to the more common challenges I see (mostly single unit challenge like bow only, cav only, yari sam only) is that in Shogun total war I find that in most games I never use more than 5 or so unit types, with the bulk of my troops being tier one ashigaru troops. In particular bow and yari ashigaru are great units that hold their own easily into the late game due to their large unit size, and in the case of the yari ashigaru the amazing spear wall. The tech tree goes very deep in Shogun and I never tend to care about getting down into the tree much rather filling in the cheaper techs for incremental bonuses to the low level troops over going deep. I have never produced a hero unit for instance or used a gunpowder unit in battle.
So the purpose of this challenge is to force me to use units I am unfamiliar with and to research and play the game differently. No more ashigaru spam!
Anyways, we are going to need as close to 20 units in a stack as possible so lets look at what is available. I will break them up in how easy they are to obtain.
From start (3):
General cav
Yari Ashigaru
Bow Ashigaru
Easy (5):
Yari samurai (yari drill yard)
Bow samurai (archery dojo)
Katana samurai (sword school)
No Datchi swordsmen (no datchi dojo)
Light cav (stable)
Medium (6):
Naganita samurai (naganita dojo)
Yari cav (warhorse stable, yari drill yard)
Bow cav (warhorse stables, archery dojo)
Katana cav (warhorse stables, sword school)
imported matchlock ashigaru (Nanban quarter)
Fire bomb throwers (seige workshop)
Hard (5):
Bow warrior monks (monastery, archery dojo)
Naganita warrior monks (monastery, naganita dojo)
Kisho ninja (Gambling hall)
Mangonels (??)
Fire Rockets (??)
harder (3):
Matchlock Ashigaru (gunpowder mastery)
Warrior nun (temple complex)
Matchlock sam (gunsmith)
Very hard (5):
Great guard cav (have to be shogun, master bayu dojo, naganita dojo)
Bow hero (Legendary Kyudo School)
Sword hero (Legendary Kenjutsu School)
Yari hero (Legendary Sojutsu School)
Naganita hero (naganita dojo, famous temple)
Getting to 20 units in a stack will be hard, as some of these units are useless (mangonels for example). The issue is its impossible to research everything in a game of Shogun 2. You have 120 turns, but without bonuses there are over 500 turns worth of research available. Much of the tree can be ignored but especially for the hard and very hard units it takes a massive amount of time to get there and we will also have to get some economic techs.
Added to this list will be the unique unit of the clan I choose from the Sengoku Jidai Unit Pack. I have never played with this pack before and downloaded it specifically for this challenge so that I could have that extra unit in the stack.
The big choice will be which faction to pick. Strategically I want to start in a good location where I am not beset on all sides by enemies. Having a one front war makes a huge difference for challenge runs. Hence I would like to start in one of the corners of the map or on the Chosokabe island.
Next I don't want a unique unit that takes too long to get too. Some arrive early in the game tech wise and that will be a massive boon. Also we want a useful unit. The other thing I have noticed is that with only one unit of every kind we are going to have trouble holding the line here. We have very few front line infantry, so an infantry troop type that arrives early would be a bonus. With all that in mind I have decided to pick the Date. Their bulletproof Samurai unit arrives mid game, and is heavily armoured infantry. It can hold the centre of the line with ease. Date also have a very linear campaign as they only have to travel West. The main negative of them is they do not have easy access the western trade nodes so getting access to Cotton, incense, or silk will be very hard, and that eliminates a few of the late units. Still, I think early benefit outweigh late game units.
In this case we will be playing Shogun 2 Total war vanilla with the Sengoku Jidai Unit Pack.
I will post thoughts, progress, and strategy here as I go.
So to start let me explain the challenge. The Diversity challenge is playing the game where each army is only allowed one of each type of unit in it. I have seen this played where you can have many small stacks of basic units all re-enforcing each other but I am trying to get away from that so I will be playing it at a harder level saying non-garrison armies (so offensive armies) have to be lead by a general, and can only have one of each unit type in them. Garrison's do not have to have generals but can only have one of each type of unit. While moving re-enforcements around and training units there may be a turn or two where a stack has more than one of the same in it but I will do my best to never get into combat like that and if I do accidentally end up I will retreat the offending unit that should not be there. I hope to only re-enforce in battle with general lead stacks. This will be crucial in the early parts of the game as I will have smallish stacks against very large stacks of the opponents. So having multiple stacks moving around together will be important.
The reason why this challenge appealed to me so much as opposed to the more common challenges I see (mostly single unit challenge like bow only, cav only, yari sam only) is that in Shogun total war I find that in most games I never use more than 5 or so unit types, with the bulk of my troops being tier one ashigaru troops. In particular bow and yari ashigaru are great units that hold their own easily into the late game due to their large unit size, and in the case of the yari ashigaru the amazing spear wall. The tech tree goes very deep in Shogun and I never tend to care about getting down into the tree much rather filling in the cheaper techs for incremental bonuses to the low level troops over going deep. I have never produced a hero unit for instance or used a gunpowder unit in battle.
So the purpose of this challenge is to force me to use units I am unfamiliar with and to research and play the game differently. No more ashigaru spam!
Anyways, we are going to need as close to 20 units in a stack as possible so lets look at what is available. I will break them up in how easy they are to obtain.
From start (3):
General cav
Yari Ashigaru
Bow Ashigaru
Easy (5):
Yari samurai (yari drill yard)
Bow samurai (archery dojo)
Katana samurai (sword school)
No Datchi swordsmen (no datchi dojo)
Light cav (stable)
Medium (6):
Naganita samurai (naganita dojo)
Yari cav (warhorse stable, yari drill yard)
Bow cav (warhorse stables, archery dojo)
Katana cav (warhorse stables, sword school)
imported matchlock ashigaru (Nanban quarter)
Fire bomb throwers (seige workshop)
Hard (5):
Bow warrior monks (monastery, archery dojo)
Naganita warrior monks (monastery, naganita dojo)
Kisho ninja (Gambling hall)
Mangonels (??)
Fire Rockets (??)
harder (3):
Matchlock Ashigaru (gunpowder mastery)
Warrior nun (temple complex)
Matchlock sam (gunsmith)
Very hard (5):
Great guard cav (have to be shogun, master bayu dojo, naganita dojo)
Bow hero (Legendary Kyudo School)
Sword hero (Legendary Kenjutsu School)
Yari hero (Legendary Sojutsu School)
Naganita hero (naganita dojo, famous temple)
Getting to 20 units in a stack will be hard, as some of these units are useless (mangonels for example). The issue is its impossible to research everything in a game of Shogun 2. You have 120 turns, but without bonuses there are over 500 turns worth of research available. Much of the tree can be ignored but especially for the hard and very hard units it takes a massive amount of time to get there and we will also have to get some economic techs.
Added to this list will be the unique unit of the clan I choose from the Sengoku Jidai Unit Pack. I have never played with this pack before and downloaded it specifically for this challenge so that I could have that extra unit in the stack.
The big choice will be which faction to pick. Strategically I want to start in a good location where I am not beset on all sides by enemies. Having a one front war makes a huge difference for challenge runs. Hence I would like to start in one of the corners of the map or on the Chosokabe island.
Next I don't want a unique unit that takes too long to get too. Some arrive early in the game tech wise and that will be a massive boon. Also we want a useful unit. The other thing I have noticed is that with only one unit of every kind we are going to have trouble holding the line here. We have very few front line infantry, so an infantry troop type that arrives early would be a bonus. With all that in mind I have decided to pick the Date. Their bulletproof Samurai unit arrives mid game, and is heavily armoured infantry. It can hold the centre of the line with ease. Date also have a very linear campaign as they only have to travel West. The main negative of them is they do not have easy access the western trade nodes so getting access to Cotton, incense, or silk will be very hard, and that eliminates a few of the late units. Still, I think early benefit outweigh late game units.