You must protect your trade ports at all costs. Naval artillery is an important weapon, but your fleets have an even more vital task. If you master artillery, you've added a devastating weapon to your arsenal. Getting barrages on target can take a bit of practice.
Once you've called in the big guns, there's a bit of a wait before it arrives. This can scatter your foe's formation and open up gaps in their gunlines. If you're lucky, your strike will result in plenty of casualties, but even if you don't score a direct hit, the force of the impacts will send soldiers flying. This will spread out the incoming shells, delivering less destruction over a wider area, but more disruption to the enemy line.Ī well timed strike can obliterate enemy armies in tight rank and file formation. You can choose a focused bombardment, which is useful if you're going for a high-risk strike on a vital enemy unit (the one that carries their general, for example), but you'll probably do better with the less accurate strike. As long as the fight is initiated within the circular range indicator of your fleet on the campaign map, you'll be able to call down a couple of devastating bombardments during the real time battle. Naval artillery can be even more useful in battle. They'll have to spend some gold to get those buildings repaired as well, making shoreline bombardments a great way to soften up a province for invasion. You can hammer farms and mines into disrepair, damaging your opponent's economy. On the strategic campaign map, you should use fleets to strike at unguarded resource buildings scattered throughout enemy provinces. This is an extremely powerful ability that you'll want to use constantly throughout your Fall of the Samurai campaign. If one of your armies enter battle within a friendly fleet's circle of influence on the campaign map, you'll be able to call down artillery to smash your enemies on the battlefield. FOTS has the slickest gameplay gunwise out of any TW and the best naval battles to boot, but if you are expecting the counter vs counter style of S2 it rapidly goes out the window as you get rifles and Armstrong guns to replace matchlocks.Ships can now bombard cities, mines, farms, railway stations and even armies from the safety of the sea. Rise has a few units with core heroes that matter so you get into a ton of hero vs hero duels with units.
Don't short yourself out of the full saga. And then you wave goodbye in a hail of bullets. They haven't been in a war in 200 years and even though the technology improved it shows with them having less morale than in S2. Eventually as you phase out samurai for better ashigaru and beat the game, you go into FOTS which have the worst samurai in the game and trade in ashigaru for levy militias. You've already played S2 so you get the gist of it but now you appreciate having samurai under your banner.
The end-game techs are the ones that kick off S2. We are talking Bow Samurai that can massacre half an army themselves and tons of Heroes and Monks provide heavy lifting for the trash. Rise is all about Samurai as elite end-game units. Think we missed one? Give us a Modmail and suggest new Subreddits to add to the lists!
Total War Center Mod List (Not every mod, but most Overhauls)Ī guide to buildings and economy in Three Kingdoms KamachoThunderbus' Spell Stat Cheat Sheet List of Total War Tools Explaining Historyīig list of recommended reading on classical antiquity
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