So you can just cycle charge your generals without having to fear your generals might die in the process as long he have more than 20 bodyguards? that neat.
Woah just seen the date this was made. It's awesome people like you are keeping this game alive after all this time. When I saw it in my recommended I was like 'Damn, that looks like a pretty decent video why haven't I seen it yet'. I love these kind of tips videos advising how to use units in total war and you hit the nail on the head. Short and sweet, concise, to the point - love it. Will really be looking forward to any more you make.
Your channel is a gold mine. There are so many mechanics that I never understood, and the brevity of your videos makes your channel a superb resource both for myself and for the newbies that I rope into playing with me. Thank you so much for making these.
I just have been getting into this game the past few months, I've watched so many of MrSmartDonkeys videos and yours too, glad the community is still making vids on it. You are helping me learn! Ashigaru FTW
Remember the good old days when generals were glass cannons in the early game and not a 120 man unit of spartan heroes or elephants... I used to like the early game now it’s not even fun ):
Eh they still die fairly easily. Although luckily for the Spartans unlike other general is a hoplite so the general is deployed in the rear of the formation in the hoplite wall making them harder to kill.
I remember when you could infinitely spam recruitable generals in the field in Empire Total War, I conquered all north America in a few turns as the Ottomans with that
Generals can get a whole host of traits and from my research it's still pretty unclear what does cause certain traits. So I didn't include the trait stuff, but the brave trait definitely helps with morale.
@@TheVikingGeneral During one campaign, I had one general sit in a settlement with a sake den for a lot of seasons, after which it got the trait "Enjoys the drink" or some other kinda trait.
@@StonegazeSteam usually it take 4 to 6 turn to get that but sometimes it less. Idk trait is just random things and that's were from my personal experience
I want to point out that you can't max the Inspiration skill since you have to unlock the skills before it to reach it. At most you will be able to invest one skill point in it. I do agree with the other choices in the skill tree though
You have 6 points left after maxing strategist and infantry leader (both cost 3). Then you put 1 point in poet, honorable and religious to unlock inspriational and you have 3 points left to max out the inspirational skill. The last 2 rank ups grant 3 skill points instead of 2, so the total skill point pool is 12. ;)
I'd like to point out there's a away to get unlimited generals. If an army without a general wins 2 (maybe 3) battles, the games gives a pop up saying something like "this army keeps winning and deserves a general, would you like to promote a general within ranks?" Works great if you can find small armies with just a few units and you go in with a full stack. Infinite generals!
The problem with a lot of generals is that it makes your other generals less loyal, because of the upstart general modifier. But if you can live with that, go for it! :)
when you rush the warrior tree & had the general start in a +5 armorer & blacksmith;) +30% general unit size & 14 armour is nice;) never mind 9 chevrons on campaign. Dumb choice but fun!
Good video! Some players may be tempted to make their Date generals into combat spec, though. And why wouldn't they? Given the +2 bonus to Date generals, plus the +10 you can get from the tree, and they can have very good charge combined with great armor and melee staying power. Not a good choice when you have only two generals, but what about when you have many more?
Thanks for the compliment! :) You will still always run the risk of losing your general in combat. Generally (no pun intended), it doesn't happen, but when it does, it hurts. But, let's be honest. It is a whole lot of fun to have your general turn into a strong hero unit to save the day on a perfect charge.
You might consider going for melee skills for the general if he is your Daimyo because you obviously want to improve his survivability for your clan's stability. Some of the melee skills are better than others - armour and defence are more valuable than morale for example because you want to plug the bodyguard's weaknesses and improve the unit's survivability if this is the line you want to go down. I favour levelling up my secondary general first because my first four generals that are not my daimyo will be commissioners. The higher their level, the better their commision's bonuses, and the second general you start with will typically be the commissioner for finance. A maxed out commissioner for finance provides a 6% bonus to tax rate I believe - and a 12% reduction to upkeep for the army he leads. Very good incentive to focus on that rather than making your daimyo your "infantry leader". For my daimyo, in most cases I will take the melee line and then later move to improve his honour and bushido research rate. My other generals will be in charge of my armies, the daimyo usually in support.
a tier list of the clan with the best general would be great. i know i know, date general have more charge bonus thanks to the clan unique bonus AND all other generals are the same (except shimazu generals with more loyalty)... except they are not. we have to have in mind THE CAPITAL WHERE THEY SPAWN (if you dont use an army without generals in order to create one). Shimazu and Date generals will always have either more mellee attack or armor (i dont recall which province is the capital of the Hojo, so they could be here too), Tokogawa and Takeda generals will always have more charge thanks to the pastures, Mori can have more moral, etc. For me this leave Date to continue to have the best ones and Shimazu second thanks to the loyalty, but what about the rest?
Only reason why you would ever want to go on the right side of the skill tree is because of mods. Get a mod that allows you to recruit generals in provinces instead of hoping for one to pop up. Then being able to recruit generals means you have a few that are expendable so you can utilize the warrior tree and make a hero general instead of the usual commanding general or your daimyo general (left side of the tree). It's not practical but it's fun because you now have a general that fights with their men. I also recommend a mod that buffs the warrior tree so your general becomes even more stronger and have more men.
unlocking speartip formation for cavalry turns your non charge reliant katana cav into anti cav that can beat a unit of yari cav with half the unit remaining yari cav requires more micro management and will struggle to cleave through bow samurai spam in the mid and late game
Thanks! Well, for now I want to explore Shogun 2 first, and I only have very limited experience with FotS. So I might need to find some people help me with those vids.
Idk why but i see the general having some sort of unique splash attack that affects everybody. Compared to other cavalry, the general can be awesome in bottlenecks like a bridge. i ve recently got 300 kills in a single charge for no reason lol.
You can tell the age of your sons etc via the family tree if they’re 1 year old it’ll take 17 in game years for them to become old enough (it works weird with 12 turns per year)
Generals are a hell of a lot more usefull in Rise of the Samurai DLC. Since they are actually mounted samurai they are highly valuable in early and late game
IMO, heir of the Daimyo may need to get the skill that increase honor in case the Daimyo is very old at the start of the campaign in lower difficulties. As it's harder to get Heroic victories to increase their honor by the time they become one compared to at the start of the campaign in vanilla Shogun 2. As 6 Honor Daimyo gives +2 public order to every province you control so it's easier on the occupation of new territory, or countering backlash for turning to Christian. And on the subject of Christendom, I'd say Otomo Daimyo almost always needs this honor increase skill on high difficulty, as they start with low honor to the point to incur public order penalty! Fall of the Samurai doesn't have this problem because you can simply field only traditional units in your Daimyo / Heir army and go around beating enemies that field gun units - Tom Cruise's The Last Samurai style. As unit Auto Resolve strength rating is what the game used as condition of Heroic Victory, and gun units has extremely high rating compared to traditional units which means your Daimyo/Heir army will almost always get Heroic Victory fighting that way.
Hello your video is so helpful to me but can I ask where you settle your battles ? Which battlefield is used and what's its name ? Because I want to use it but I don't know what is its name ? The map with lowlands and Mountains covering it
@@pgimacahilasadrianjude5699 Yeah, that's just the numbers advantage the yari ashigaru have, especially the ikko ikki ones, since they have more troops and higher morale.
They matter the most when you're autoresolving battles. These pips add to the likelihood of a victory. When you're actually fighting yourself, the more pips you've got for that particular battle situation, the more morale your men have.
Improves autoresolve strength and also improves bonus to morale within the blue circle I believe, whereas retainers or traits that buff +1 morale to all units apply the bonus to all units in the army even outside the circle. So if you get the choice between +1 command and +1 morale, I think +1 morale is slightly better unless you autoresolve a lot. If you focus on buffing command then it will be beneficial to get retainers, tech and skills that improve the general's area of influence radius.
You'd think with all the Badasses that the Sengoku Jidai saw that there would be a few different General types. Kind of like what they did for Total War 3 Kingdoms
Yeah, RTK really did characters well. But considering there's basically a 9 year difference between the games, I can hardly fault CA for not putting it in shogun 2.
In the FoTS, generals change their bodyguards based on Industrialisation. So if you reach stage 4 industrialisation, your generals change to revolver cav. Imagine if vanilla Shogun2 have Uesugi/Ikko Ikki general monk with their bodyguards are legendary hero units
Small units in shogun 2 are always a glass cannon, unlike games like Warhammer, Troy or Three Kingdoms, our "heroes" are mere mortals and will die from a bullet or an arrow really easily. Anyway, I always wonder how further could go a General with max combat skill and the best retainers orienteinted to combat in battle, how many units they could kill in melee.
i just did that with the Takeda daimyo base Atck 14 + 5(XP) + 4 (swordmaster skill) = 23 Atck base Def 6 + 5(XP) + 4 (warrior skill) = 15 Def base Armor 8 + 2(skill) = 10 Armor it's not THAT strong but it definetly doesn't die to ashigaru nor samurai yari when dismounted even if i usualy send him in with another dismounted cavalry unit he racks up 100+ kills each battle on average so the right tree definetly isn't useless as your cheap general can pull his weight reliably just don't send him in a fight he cannot win against katana or get charged by date or spear while on horse i'm pretty sure he is better than a basic (no veterancy) hero katana but he has a horse for mobility or shock charge damage when he is not fighting dismounted (which is usualy the case because AI loves its spears)
@@YM-zf8mt I see, basically in the same tier as the Special Hero Units. Regardless, risking your general like that is definitly not worth it, dosen't matter how many bonuses does he get. Losing an entire unit? Well, it sucks but you can recruit them. Losing a 6 stars General? FUCKING HELL. Yeah.
there's a mod for it but this is supposed to help with arrow fire. the arrow pierces or bounces off the ball, which is empty and is basically made of paper, so it protects the wearer to an extent.