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  • 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 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



    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


    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


    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


    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


    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

    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


    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.
    • 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.
    • Helps those Daimyos who are religiously motivated and donot support the spead of Dutch/Portuguese influence .
    • 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.

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