UNITS
Archers: See Samurai Archers
Ashigaru: See Yari Ashigaru
Arquebusiers
Long-range attack with an early kind of rifle.
Not too good at hand-to-hand combat. Cannot outshoot Archers, since the weapons are primitive types of guns.
Has problems with wet weather. Will not work in the rain.
Place them in 3 rows. This gives each row time to reload after shooting and allows continuous fire.
Required a treaty with either the Portuguese or Dutch. Requires a Fortress and either a Dutch Trading Post or a Portuguese Trading Post.
| Arquebusiers |
| Attack Factor |
-6 |
| Defense Factor |
-3 |
| Armor |
2 |
| Morale Bonus |
-4 |
| Walk Speed |
7 |
| Run Speed |
12 |
Cavalry Archers
Long-range attack.
The Horse Dojo and an Archery Dojo is required to be able to train Cavalry Archers.
Not as accurate as Samurai Archers.
Can terrorize footsoldiers with a harrassing attack.
Vulnerable to spear carrying footsoldiers and all other Cavalry units.
Can beat any ranged weapon units.
| Cavalry Archers |
| Attack Factor |
1 |
| Defense Factor |
2 |
| Armor |
3 |
| Morale Bonus |
0 |
| Walk Speed |
8 |
| Run Speed |
20 |
Daimyo
The main guy, the main honcho.
Always in a group of 11 Heavy Cavalry (unless his group is getting whittled down during a battle).
If he dies without heir, the game ends.
Emissary
An official representative of the Daimyo who can offer alliances, treaties, or ceasefires to other Daimyos. Think of him as a Shinobi who is not undercover with extra duties.
In order to be able to train Emissaries, you will need to have a Castle and a Tranquil Garden.
Emissaries who successfully broker an alliance are less vulnerable to Ninja attacks.
Geisha
AKA "Legendary Geishas."
These are female spies/assassins. They have a better chance to assassinate higher officials (even the enemy Daimyo) than the Ninja.
Requires the building of a Tea House, a Legendary Tea House, a Tranquil Garden, a Ninja House, an Infamous Ninja House, and a Citadel (which requires the Fortress, Large Castle, and Castle).
Heavy Cavalry
Cavalry with long swords
Most powerful mounted unit in the game.
Stand up well to any unit thrown against them.
Vulnerable to long-range attack (though less so than other units).
Better on level ground.
Keep them out of wooded areas.
| Heavy Cavalry |
| Attack Factor |
2 |
| Defense Factor |
6 |
| Armor |
5 |
| Morale Bonus |
4 |
| Walk Speed |
8 |
| Run Speed |
20 |
Musketeers
Long-range attack. Poor accuracy. (Better at close range.)
Longer range and higher rate of fire than the Arquebusiers.
Enemy soldiers get morale penalty for getting shot at.
Has problems with wet weather.
Place them in 3 rows. This gives each row time to reload after shooting and allows continuous fire.
| Musketeers |
| Attack Factor |
-6 |
| Defense Factor |
-3 |
| Armor |
2 |
| Morale Bonus |
-4 |
| Walk Speed |
7 |
| Run Speed |
12 |
Naginata
Footsoldiers
Weapon: Naginata (sword). The image for the Naginata makes it look like he is carrying a special spear, but it actually a long sword.
Among the strongest and best protected units in the game. Only Heavy Cavalry units match their defensive factor.
Particularly useful when defending bridges. Also good in attacks on Castles.
Vulnerable to long-range attack. Placing them in loose formation when under long-range attack helps.
| Naginata |
| Attack Factor |
0 |
| Defense Factor |
6 |
| Armor |
1 |
| Morale Bonus |
0 |
| Walk Speed |
6 |
| Run Speed |
10 |
Ninja
An undercover spy/assassin. Think of them as Shinobi that can assassinate.
Can be caught in a province which has a Shinobi or a Border Fort.
Usually cannot assassinate a Daimyo.
Gain experience and honor with each successful mission. The more experience and honor a Ninja has, the more successful he can be against those with higher honor or better protection.
Requires a Castle and a Ninja House.
No-Dachi Samurai
Footsoldier
Weapon: Long sword
The No-Dachi sword was a long, heavy field weapon that often required two hands ot wield.
Have a high attack rating but a poor defense rating. Vulnerable to long-range attack.
Hold them back until the battle is raging. Use them as shock troops to tip the balance of the battle.
Due to their high morale rating, they can operate independent of the main group of troups. Situations such as hiding in wooded areas are ideal.
| No-Dachi Samurai |
| Attack Factor |
5 |
| Defense Factor |
-2 |
| Armor |
1 |
| Morale Bonus |
8 |
| Walk Speed |
7 |
| Run Speed |
12 |
Priests
A double agent in the sense that he works for the church converting the people of a province while he is also relaying information about the province back to your Daimyo.
Requires a treaty with the Portuguese. Also requires building a Church.
Replaces Emissaries after a treaty is made with the Portuguese.
Cannot be killed by another Christian Daimyo.
Samurai Archers
Long-range attack.
Doesn't need a direct line of sight to be effective.
Most effective with a height advantage. Shooting arrows from a hill gives longer range and more damage.
Enemy troops may break and run if large groups of Samurai Archers are used in a battle.
Vulnerable to attacks by Cavalry.
Hold down the ALT key to use Archers to attack with sword. Archers can defeat Yari Ashigaru and can hold their own if they have an advantage (height, morale, freshness, etc.).
Requires a Castle and an Archery Dojo.
| Samurai Archers |
| Attack Factor |
0 |
| Defense Factor |
0 |
| Armor |
1 |
| Morale Bonus |
0 |
| Walk Speed |
6 |
| Run Speed |
10 |
Shinobi
An undercover spy/counterspy. Equal to a moveable Border Forts.
One strategy: Take the next province, then move the Shinobi to catch up.
Useful in creating less loyalty to an enemy Daimyo while giving valuable information to his Daimyo about the province.
Taisho
General of all army groups during a battle.
Can be the heir (or one of the other sons) of the Daimyo.
Warrior Monks
Very effective swordsmen.
Require Buddhist Temple which requires Large Castle and a Tranquil Garden.
Footsoldier
Weapon: Naginata (sword)
The original Japanese word for Warrior Monk is "sohei" which means "priest-soldiers."
One of the most powerful units on the field. Can defeat every unit on the field.
Carry a portable shrine as their group standard. This makes enemy troops reluctant to attack them. The exception to this is when Christian troops are fighting.
Warrior Monks welcome death as a means to paradise.
Vulnerable to long-range attacks.
| Warrior Monks |
| Attack Factor |
5 |
| Defense Factor |
2 |
| Armor |
1 |
| Morale Bonus |
8 |
| Walk Speed |
7 |
| Run Speed |
12 |
Yari Ashigaru
Ashigaru translates as "light feet." Yari translates as "spear."
Weapon: Long Spear.
Can be trained after Spear Dojo has been built.
Basic spearmen/lancers. Peasant Footsoldier. Lightfooted troops with light armor. Reasonably effective against Cavalry Archers and Yari Cavalry. Can be used to great affect at the end of the battle when the enemy is weaker and more tired.
| Yari Ashigaru |
| Attack Factor |
-1 |
| Defense Factor |
-1 |
| Armor |
2 |
| Morale Bonus |
-4 |
| Walk Speed |
7 |
| Run Speed |
12 |
Yari Cavalry
Cavalry with spears.
Fight well against other Cavalry types.
Vulnerable to spear attacks by footsoldiers in close formation.
Best used in a flanking maneuver.
| Yari Cavalry |
| Attack Factor |
2 |
| Defense Factor |
2 |
| Armor |
3 |
| Morale Bonus |
2 |
| Walk Speed |
10 |
| Run Speed |
24 |
Yari Samurai
Yari translates as "spear." Yari Samurai translates as "samurai who carry spears."
Spearmen with longer spear shaft than Yari Ashigaru. Spear basically has a sword at the end of a long wooden pole.
Well armored. Effective against Cavalry units if they are organized in defensive positions. Vulnerable to Cavalry units if they are disorganized or running away.
| Yari Samurai |
| Attack Factor |
0 |
| Defense Factor |
0 |
| Armor |
3 |
| Morale Bonus |
2 |
| Walk Speed |
6 |
| Run Speed |
10 |