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1) the biggest danger when your city is attacked are the seige towers, 

as they put out a lot of fire on your troops on the walls. If you 

defend you walls, keep them off the walls until the tower gets very 

close, then try to get them in position. You will be able to, if you 

time it right. And your troops will not be reduced by half from the 

tower fire.

2) This does mean you cannot reduce the enemy forces by arrow fire of 

your own, if you're keeping your troops off the wall. Therefore, if 

there is a sizeable force attacking, and I have modest defense forces, 

I skip defending the walls. Let the the enemy have them. I repeat the 

bridge-defense mechanism, and defend a narrow street leading into the 

city square. Typically, the enemy only goes for one entrance, or if 

multiple, a great majority go for one entrance only. So align your 

best defense infantry with your archers behind firing fire-arrows. 

I've used this tactic many times with success. When I win on Very Hard 

difficulty settings, the key is to keep winning new cities with your 

armies, not keeping your best troops in cities to defend them through 

raw numbers. Raw numbers confer no advantage.

3) If your city gates are busted open from a prior attack, or similar 

with a section of wall, use the bridge-defense tactic there. About 50% 

of the time, the enemy streams toward that one open spot. This is 

particularly crucial in the wooden walls where you cannot place archers 

on the tops of the walls. By the way, the "lead enemy general in front 

of towers" works with the weak wooden wall towers, just not as well. 

You have to be very interactive and run around in a kind of circle. 

The enemy (or your troops for that matter) never ever cut a corner in a 

chase. They obey a line-of-sight pursuit guidance and therefore always 

result in a tail-chase.

4) You can often send out a cavalry unit to tease the enemy to chase it 

to the walls, where you escape through the gates. But not before the 

towers and the huge numbers of archers you've emplaced on the walls do 

their damage.

5) Many times, if you sortie to attack a besieger, they run away. The 

way enemy formations move, is often in their battle formation or 

similar. This means, if you can guess which way they will run, you can 

place your long-range archers all on that one side of your walls, and 

they'll take 

out a lot of enemy before your infantry even leave the gates.

6) When those beseiging armies run, send your general / cav units out 

first, to chase down stragglers. Especially the artillery units. 

Also, archers often run slower than enemy spearman, and cav typically 

beats archers. Even if the enemy spearmen and archers are running at 

the same pace, they'll be separated and you can attack the archers 

anyway, or at least shock-attack and then run away before the spearmen 

arrive. 

7) When the battering ram lumbers in, time a cavalry attack to occur 

just as it gets in range of the tower fire. This attack causes the ram 

to stop. Then race your cav back to safety. The extra time is usually 

enough to cause it to catch fire. This "attack to stop" also works for 

towers and ladder-carriers, although attacking towers usually aren't 

destroyed, but, ladder-carriers are very vulnerable and you can get 

many kills in. Especially if this disturbs the enemy unit when within 

range if your archers on the walls. Note: you may have to send out 

the cav from the side gates, to avoid getting mobbed by the enemy. 

Usually, there is still time to run around.

8) If a unit gets in your city, feint-attack it with cavalry to draw

it into a chase. Have the enemy unit chase your cav all along the 

inside of the walls, where inward firing towers will take out the enemy 

unit.

9) Often when attacking with a sortie from the city, and particular 

true for huge numbers of Hordes, keep your back to your city walls, 

particularly with one or two of your towers nearby. Mini-sortie with 

loose formation archers to take out their horse archers. When they 

attack, go to close formation and withdraw behind your infantry line. 

Then fire more arrows, and this time the towers join in the fire. And 

if at any point the enemy truly engages, you will at least have your towers on 

your side.

10) One of the best ways to defend a city under seige, is to attack a 

city of the beseiging army. That will draw off their army in order to 

attack your beseiging forces. This does not always require a BIG army 

on your part, either. This is key to victory when I played as the 

Frankes on Very Hard / Very Hard, where you are surrounded by nations 

and you are always getting under seige.

11) Upgrading to even the smallest stone wall is crucial, so you can 

have archers on the walls. You can have a ton of archers in a wooden 

walled city, and they really won't do any good. Put them on a small 

stone wall, and they can be devestating to an attacking enemy.

12) Typically onagers are useless inside your city, as you cannot take them

outside the walls. However, there is a potentially large benefit in defense

of city walls when attacked by towers. This is particularly true of

the large city walls where the enemy towers are extremely powerful. The

tactic is, when deploying your troops, place the onagers far back in the city,

on side-streets. The idea is to provide them a line of fire.. to the attacking

towers! This is the only way I know of it destroy the big powerful attacking

towers. The tactic does not always work because you do not know in

advance where the attack towers are positioned, or where they will go

when you start the battle, or the window of time when the line of fire is

available may be small. But try for it, and if they have just tower in

particular, or if you have multiple onagers, it may be possible to rob the

enemy of their best chance at taking your city walls.

-- 

Dan Stephenson

 

Travel pages for Europe and the U.S.A. (and New Zealand too)

> What is the gameplay in Shogun like? I mean, is it RTW transplanted to 

> Japan?Demo is available at Steam, probably other places as well.

I'm in Christchurch so will download it as soon as my broadband is back up 


Actually, they have dumbed down the tactics/battles in each new game. 

Shogun has the best 'models' of them all. The graphics are obviously not 

as nice but only in Shogun do troops tire out when climbing hills so 

height is an important advantage. Rain/snow and wind affect arrow 

accuracy and effectiveness, and fog obscures. Bridge provinces (rivers 

that can only be crossed at primary bridges) are a major pain to capture 

but a delight to defend.As far as the campaign, it is similar to Rome but there is no senate to 

get in your way. The emperor may favour other clans but there is nothing 

stopping you from attacking at will. The Portugese and Dutch traders 

eventually bring in muskets and arquebusiers ... and Christianity if you 

so choose. The ninja are like assassins but moreso the geisha are spies 

and your best hired killers. Each of the clans have strengths and 

weaknesses.There are no siege weapons at all in Shogun but you can still lay siege 

to castles in the campaign map. There are no missions -- just war and 

politics. Kensai are fun to watch in action -- these are sword masters 

who can as individuals take out small groups of enemies.The biggest failing of Shogun, IMO, is the beach invasion oversight. 

Once you know where an enemy port is, you can send armies from your 

ports to beach invade. The enemy AI never takes advantage of this in 

return so I play without ever using this loophole. Apparently Shogun 2 

will include naval warfare.FWIW.

 - Sheldon

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