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Shogun 2 Legendary Tips. (For the Sengoku Jidai/Vanilla Campaign)

  1. Field ashigaru-heavy armies. This will allow you to keep costs low. It is not for their spear wall ability, though this is powerful, it is because their cost effectiveness will allow you to make mistakes.
  2. Remember, you cannot save-scum on legendary. Something will go wrong, and when you don't need to throw your all-samurai army away in a piss-up, the game is a lot more forgiving, and a lot more fun.
  3. Attack first. Be aggressive. All the tables favour the A.I.; so, it is up to you to turn them. Build cheap, expendable expeditionary forces to take enemy castles. You'll thank me when your first stack crushes the enemy at your capital in a siege defence, but doesn't have the movement range to counterattack effectively: this usually results in the enemy A.I. using its game-breaking economy and über recruitment slots to field another full stack in two turns. Fuck the A.I. Make sure there's an ambush force in range of the enemy settlement before the enemy begins their assault on your castle. Do this right and you may not even have to fight their army, fingers crossed. (Armies go poof when their last town goes bye-bye.)
  4. Which reminds me, fight using your castles. Open field battles, when you're attacking that is, are a piss-up. The enemy A.I. always camps on hills and makes it a life or death struggle. Arrow towers are not worthless. Choke points are provided to you during siege defences. Use every layer. Don't underestimate good strategy. You can hold 300 men on one side of the castle with one unit of ashigaru. The enemy has to try and take your towers and your central flag; so, place your ashigaru in spear wall directly in front of your flags. The enemy must run at your ashigaru and defeat them before progressing through the rest of the castle. Utilise the stupidity of the A.I. and break the enemy by making them come to you.
  5. If the enemy has archers during castle defences, make them waste their ammo, if there are too many of them, attack first.
  6. Cavalry are not good in bulk unless you're Takeda. Four units is too many units. I bolster my generals with a single cavalry unit, which I place on top of my general during deployment, and then lock them together as if they were a single unit. I have one additional cavalry unit in reserve to replace this one; usually, I hide this unit in the woods until I need it. What this does is make my general more weighty. I can now slam him into the lines when they're looking like they're about to tilt in the enemy's favour, which I don't want. This makes him a true support unit, rather than a liability in combat. Yes, your general may die doing this, but you've taken every reasonable precaution, and 60+ additional bodies makes for at least three well-executed charges into the line before things start getting dubious.
  7. Abuse the charge animation. Once you set your cavalry to charge something, the animation begins, calculates the charge bonus, and then deals out the corresponding damage onto the enemy unit. Pull them out the moment the animation ends, because by then your horses are useless and caught-up in the dice-roll matrix. Once your cavalry are out, check the line. If your men aren't winning decisively, slam your bolstered general into the same line again and watch it crumble. Your cavalry will be tired, but you've just won the engagement.
  8. Reduce your micro-management in battles to three key tools: Infantry core, archers on support, and general-cavalry. If you're fast, throw in a quirk unit: ninjas, firebomb throwers (my personal favourite because they don't require much micro to use and they affect the enemy's morale), or brawlers (marathon monks/nag' warrior monks). Whatever your 'quirk unit' is, min-max it with encampment and skill tree buffs, otherwise, sorry, but you've wasted time and money acquiring it for the roster. If you're building an army you can't field in three turns, you're fucked.
  9. Economy, economy, economy. Get it? Sake dens and markets, sake dens and markets. That's money for your army: not for your navy, not for your nation's well-being and happiness - that's why you're building sake dens - money is for your army.
  10. Use your agents. None of them are shit or under-powered or any of the mumblefuck-none-sense people put online when they don't know how to utilise them. Monks fuck. Walk them through the enemy's territory and past their capital and into their back lines and wololo those bastards into an early revolution. 33% chance is a 1/3 chance, and if the cost of inciting unrest is only 500 gold... I'll take that bet. This fundamentally weakens your enemy and cuts off their supply lines: which causes the A.I.'s diplomacy to go haywire. How can Takeda be trading with Hojo if I just made their border provinces into grey states? That's right, they can't. Break their relationship first, then bribe them to turn on one another. If you've made them hard for you, they'll do it. There you go. You just crushed one of the hardest clans without fighting a battle on the open field. See? Monks fuck. Monks can also demoralise the enemy and inspire your troops with morale bonuses. If the enemy stack has no general to recover from this loss, this is deadly. You will win the encounter on morale alone.
  11. Which reminds me: diplomacy, diplomacy, diplomacy. Think it doesn't matter? Actually, I made Hojo destroy Takeda as Oda, and Imagawa-Tokugawa, and then made Kyoto spit on Hattori, and Hatano clash with the Ikko Ikki: all whilst I sat back, lining up my troops. When the time was right, I sent my armies to take the provinces I needed to execute my Kyoto-plan. Thank you, machine-learning.
  12. Have a plan. Choose territories for their perks (+accuracy bonuses, blacksmiths, resources, gold mines, schools and libraries), not for their availability. If you overextend... Good luck. Just be aware you can't take back coming into contact with the other clans. The more isolationist you are about your affairs, the better.
  13. Your borders are your worse nightmare. Connect with too many clans too quickly and you enter the death-brawl of which there's no escape. Enjoy your war of attrition. Tzu states that there is no instance of a nation benefiting from extended period of war, and yours won't either. Your economy will be shitting bricks by turn fifteen and you'll be playing in -134 income hell. The game isn't fun this way. And it isn't fun because you thrust your fist out into the unknown and hell answered back.
  14. Back to agents: Ninja. Ninja fuck harder than anyone's ever fucked. They can redirect enemies and make them go crying home to baba. Sabotage everything in sight during the first few turns of their lifespan. But do not sabotage things belonging to the clans you want to like you, because if you fail, and you will, -20 or even -40 to diplomatic relations. -40 will convince most clans you're a threat and you need wiping off the map. Skill-tree-wise, dump points into assassination. Protect your ninja with +5%/10% chances to escape unharmed if they fail in their attempts, and take every +1 to assassination that RNG sweetly offers. Take 33% chances on enemy Daimyo. I've wounded the Oda more times than I can count with these odds and sent his army running back home. And remember, on Legendary, nothing can be taken back. Every attempt might be your agent's last: get used to it. I see a lot of people saying ninja are 'too expensive to maintain'. But what else are you spending money on, other than recruiting ashigaru and upgrading vital infrastructure? ... Right? Nothing. People that say this can't run a half-decent economy because they're too busy building archery dojos instead of sake dens.
  15. Metsuke are too expensive to maintain, admittedly. They should not be used to bribe, unless you're doing an 'all-out Metsuke offence'; and by this I mean using Metsuke instead of ninja to send armies back at the A.I, badminton-style. But personally, I don't see this as cost effective. Instead, Metsuke should be used to spy on strategic choke points to watch out for enemy agents, and to bolster the profitability of rice dens. Did you know that if you put Metsuke into provinces with markets, that the growth and economy of those provinces goes up? They can also protect your Daimyo or top-tier generals from being assassinated by enemy ninja; and I highly recommend putting one in each of your core armies. Trust me: it sucks to lose your five-star general to a suspicious death on turn 60, especially when the game auto-saves at the beginning of each turn. Bye-bye Stand and Fight. Bye-bye Ashigaru Commander. Farewell Night Attack. Hello sadness.
  16. For Sieges, have ranged superiority from the off-set. Six bow ashigaru will melt most armies inside of their fort. On my Chōkosabe play-through, each unit had 200+ kills by the end of the siege. I do not find siege battles intimidating when I know I'm coming in with more archers than the opposing army, because I can and will surround them, can and will out-trade them, and then when they're weak and tired from trying to avoid my arrows, that's when I send in my yari ashigaru to take advantage of their failing strength. One unit of bomb throwers on the gate of your choice will blow it to shreds and allow spear-wall after spear-wall to penetrate their defences. The A.I. will blob the gate: perfect, that allows your archers to menace them. If the enemy army has bow samurai, do not attack the wall they're stationed at. You will get fucked because the A.I's bow samurai is always god-tier, and yours fling kaka in comparison. Instead, place an infantry reserve unit just out of range of that wall, and the A.I. will station most of their archers at it and... wait, allowing you to haemorrhage the fort from an opposing angle. Don't bother moving the reserve unit into range of the enemy archers, not necessary, they'll stay there as long as you stare back at them, menacingly. Target priority is: generals, infantry, and bows. If you kill them off in that order, you can afford to get impatient and rush the walls, because bows can't stop yari from getting in. And if your bomb throwers have spare ammo, launch it at any stubborn archers manning the walls: they will quickly get the point and relocate elsewhere.
  17. Toppeth-Tippeth: Bomb throwers can follow your yari ashigaru through the main gate, and toss bombs into the enemy's ranks over the heads of your infantry. I really didn't think this would work when I first tried it, because I figured the narrowness of the gate would cause my bomb throwers to report their line of sight as 'blocked': rendering them useless. Turns out no, actually, they pretty happily line themselves up on the ramp, swing their grenades, and launch them into the enemy blob. Yes, you will lose men: bah. But the enemy's morale will break long before you run out of reserves, especially with all their generals dead already. It's also fun as fuck. Boom... boom... boom.
  18. Katana infantry kind of fuck, but only under the right circumstances. I've found having one or two in reserve to be really advantageous. They are absolutely class for going in with the second wave during sieges. Fresh and eager, and up against tired defenders: they melt. But inspired? They will fuck on everything. Best of all, katana infantry fight to the last man (because bushidō), and because the A.I. loves to field spears, they always have the advantage. The only drawback is they're expensive to maintain, and therefore should only be used this way in the early to mid game, if at all. Lastly, they're dumb-good in siege defences. Put them on the walls, away from the enemy archers, and whoever's coming up isn't coming up for long. I never have to worry about the walls I've assigned my katana to. They're just too good at holding the battlements due to their superior melee stats.
  19. Once your armies have been fielded, hold an economy of around 500/1000 koku. If you don't use it, this will just keep adding to your war chest. It's not a lot, but in three or four turns you will accumulate enough wealth to put together an ashigaru army in a pinch, or bribe an ally to join a war. \Smacks lips.* Nice.*
  20. You can body block stacks from entering your territories and delay them for at least three turns before they can reach your capital. The way you do this is by taking a single unit of yari ashigaru, placing it on a choke point on the campaign map, and then when the enemy is forced to attack it, you retreat. And then you play this game with the enemy's avatar until you've rallied your forces. This is a big dick move, and has saved my ass many'a time. If you have ninja, you're laughing. It'll be five turns before they can get to you. In five turns I can throw an expendable army at them from the god-damn barracks.
  21. In field battles, do not use all your units at once. By this, I mean don't commit everything to one assault. Put four ashi' up to take the enemy charge. Flank with two ashi' on either side. Move your archers around. Harry them with your cavalry. And if you have samurai, use them to take out the key players. Commit in units, not in bulk. Yes, your main line will be chewed apart while you adjust, but who cares? You can recruit two/three ashigaru next turn. Expend the expendable, preserve your veterans. If your initial commitment breaks and surrenders, good, now the enemy has to reform and turn around: usually into a line of no-dachi. Banzaiii!!!
  22. If your objective is to win every battle with no casualties, start praying. Most sieges end in most of my army routed, and only my generals and a single unit of tired yari ashigaru left, with all my archers either out of ammo, or about to be. I always lose two units to critical losses, but then I can always recruit them back next turn. The rest of my army limps back to rejoin me another day, despite taking severe losses from enemy archers/the gate. Game's pretty forgiving when you commit to siege battles.
  23. You can force the enemy to attack your main army by putting it on a choke-point on the campaign map. The A.I. will have to come through you to get what it wants. Sadly, the A.I. can also be a huge puss', calculate unfavourable odds, and never bother to attack you, as you straddle the border to your territory like an asshole, forever. In this case, either go into ambush stance, or make a play. Defensive battles in the field are preferable to attacking, always. The A.I. will come to you, and you can choose anywhere on the map to make your stand. This leads to easy and fun battles, even on legendary, where you can set-up your men in ranks on hills, between valleys, in villages, and around bridges. Battles where you're on the attack always end the same way: by baiting and switching, which is not fun (... to me.)
  24. Katana cavalry are kind of a joke despite them looking like they would fuck. Sadly, they don't, and you're much better-off with two units of light cavalry, or yari cavalry.
  25. Bow samurai are overrated and worse: expensive. Ashigaruuu!
  26. Yari samurai are 'okay', but I always disband them on turn 1, then use the additional income to recruit other, cheaper spears. The enemy cavalry runs at your line during deployment, they're so dumb. Don't waste money on fielding a unit that's built to counter something that tends to counter itself.
  27. For extra income, you can sell military access, but do so strategically. On average, I can sell 5 turns for 500-750. 10 turns for 1250-1500. And 20 turns for 3000 koku++ upwards. I do this when I want to upgrade essential infrastructure, like gold mines. But you must be wary of doing this on legendary, as you create a dialogue with potential enemies that wraps you up in red tape should you decide to attack them before the peace-bond made between you runs out. And sometimes it can take a very long time for this to happen (30+ turns if you settle for a 20 turn deal). This is huge because if you decide to attack before the timer runs out, then you'll suffer from diplomacy penalties with all the other clans you've come into contact with so far. On some campaigns, this can really hurt you. e.g. Piss off the Hojo as Oda, and Takeda will march on you early (because he's programmed to want your territory). That's not good, really not good. Likewise, as Shimazu you may want Tachibana or Chōkosabe on your side to buffer the northern clans. Well, not if you go cheesing Ito and betraying alliances with the Otomo. If you act the prick on legendary, you're asking for trouble. If your diplomacy window reads hostile, hostile, hostile, and you're not the Ikko-Ikki or a Christian clan, then you're doing something wrong. The game sets you up with natural enemies and natural allies, but you can break the mechanics and side with clans who're designed to inherently hate you, as long as you keep their attention fixed elsewhere via correct use of military access. Beware, selling military access to aggressive clans will cause them to come into your territory and devour your vassals, forcing you to make awkward decisions; and I'm certain you didn't just sell Date military access so that he could come and cause issues for you left and right: so, better to avoid this altogether. Be cautious about the fronts you're engaging with, TL;DR.
  28. Vassals are worthless, even as buffers. You can't sell them military access and most of the time you can't encourage them to wage war, and if they can't be depended on as allies, then they're useless as allies. And they will betray you, they'll betray you because the game makes it impossible to keep them happy because you're demanding military access from them in return for protection, when they should be the ones protecting you. Only they don't because they're fucking dumb and can't be coerced into attacking who you want them to attack. So, don't take the settlements you don't need, and occupy them peacefully if you do.
  29. Which brings me to ONAH! - Honor is important. Low honor causes rebellions in your back lines. Low honor means clans hate you :-). Low honor makes it so that when you take a new city, the new city will whine turn after turn unless you have a general with the '-6 to resistance' trait, really good Metsuke, or a spare army to shut them up. (Psst. Recruiting men just to put down rebellions means less koku and negative economic growth.) This game literally makes you pay for your mistakes. There aren't many clans that can afford to be honour-less on legendary, not unless you want stacks of pissed-off armies marching into your territory every couple of years. Did you know that if you gift 150 koku to your super-powered feudal overlords, you get +3 to your diplomatic relations with them? Do this every other turn and you'll have +20 in no time. +20 is enough to dissuade them from attacking you: as long you have an active trade deal going and are giving them plenty of military access.
  30. Be in it for the long game. Let others weaken your enemies for you, it is not so good to wage war before you are sure that you have the advantage.
  31. Have fun. Legendary's great because it is fast-paced and consistent. You'll rarely have more than a couple years of peace, enjoy it while it lasts.
  32. One last battle tip: use the terrain. Even a slight incline gives your ashigaru an advantage. A slight incline for the enemy marks your death. Zoom in, check where you are actually positioning your forces, and do not make the mistake of fighting on fatal ground. The reason why I lose so many armies to inferior opponents is because I think the A.I. is ha-ha dumb. It is ha-ha dumb. But it is also committed to attacking. If you march onto unfavourable ground, and you allow the enemy to attack you on it: his strategy is superior. Watch as your lines break. Then zoom in afterwards and realise: you just marched your entire army onto some really weird and obnoxious inclines that made holding the line difficult for your ashigaru. Woopsy. 'Woopsy' on legendary could cost you the campaign.
  33. Good luck, my dudes. Great game +10 years on, even on a Mac. Wahahaha!
submitted by Basic-Acanthisitta-5 to totalwar