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Total War: Shogun 2

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Total War: Shogun 2
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Developer(s) Creative Assembly
Publisher(s) SEGA
License Proprietary
Series Total War
Platform(s) Windows
Release date INT 2011-03-15
Genre(s) Turn Based Strategy
Mode(s) Single player, Multiplayer
System requirements more...

System requirements

Minimum Specs - 2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor , or AMD equivalent (with SSE2)

- 1GB RAM (XP), 2GB RAM (Vista / Windows7)

- 256 MB DirectX 9.0c compatible graphics card (shader model 3)

- 1024x768 minimum screen resolution

- 20GB free hard disk space

Recommended Specs - 2nd Generation Intel® Core™i5 processor (or greater), or AMD equivalent

- 2GB RAM (XP), 4GB RAM (Vista / Windows7)

- AMD Radeon HD 5000 and 6000 series graphics cards or equivalent DirectX 11 compatible graphics card

- 1280x1024 minimum screen resolution

- 20GB free hard disk space


Mori: As expected, nice but not spectacular for me. Start location is great and allows you to access almost any coastline from the very start but watch your back, you are in the middle of Japan so land attacks will be plentiful and you only have one river which you can use to send out your ships, ALWAYS make sure it is protected.

Chosokabe: With so many water-available factions the island thing turned out to be a letdown. The archer bonus is pretty nice though and your island is filled with farms with can definitely boost your economy. Your island need a very strong naval defense in order to keep it completely troop free. this naval defense will have to be so strong that really the upkeep isn't worth it. Boats also travel quite fast in this game so in one turn an enemy could come from off the screen and deploy 3 full stacks of soldiers, 5 agents and 3 generals and you will not be able to do anything about it. making a land defense will be a much better choice as the enemy will have to use land troops in order to do things on your island. Archers are very good however never build an army that relies completely on its archers as countering it will be very easy. Conversion to Christianity is highly unendorsed when playing as chosokabe as you risk religious revolt to get guns earlier in the game, even when you have a bonus to arrows. It is important to remember that archers can run out of arrows so it is important to use them against the targets they will do the most damage to.

Oda: I think this will be a large crowd pleaser. Allows for large armies and increases the courage of ashigaru which fixes the one thing that makes them a letdown and makes them more than make up their cost. Probably the most forgiving faction and one of the best at the same time. Probably categorize as most forgiving and GENERALLY 2nd best. The reasons I put 2nd is because in situations like and against armies like the uesagi who have broader roles they may face some difficulty. If you are new to the series I would recommend playing with this faction first.

Date: Pleasantly surprised, the charge bonus for all units and the no-dachi samurai makes for a good aggressive army that I can definitely see being played by people who like to rush early in the game . No-dachi samurai are also great on the charge AND in a prolonged combat because of their katana's. If charged into a unit combined with Date's charge bonus they can decimate a large part of it while also being able to stay in combat and finish the job if needed . This is also the best faction for converting as getting guns early in the game will be very helpful because guns destroy morale and a gun line of 120 soldiers that fires and then does a Date charge can morally destroy and rout many units that cost much more than them. For this reason fire bomb throwers will also be very handy to bomb the enemy before charging.

Hojo: Their siege units don't seem much better than for example hattori and once you get inside range of your units Hojo seems quite weak. The only thing that actually makes this clan ok is the bonuses to building and repairing castles which is quite deadly combined with their long range units, but they are very expensive and making a while army out of them or even half an army is not a very effective garrison once they get close enough to your castle. They do start out with 2 provinces however which does give them a nice advantage in their economy early on but don't wait around, by the first 5-10 turns many clans will already have their second castle.

Hattori: They carry a large roster of specialized units that receive very nice bonuses as well as starting far away from any other playable clan so they have a great start to their economy as well as researching. When these guys bring out their advanced units they are quite unstoppable but be WARNED. The special units are expensive and you will have to focus the early parts of the game in building up your economy if you want to be able to make full use of your abilities later in the game. Their units are also just a tad more expensive than normal. Definitely a late game faction and is vulnerable to rushing and farming. Can be one of the strongest if used correctly but also quite unforgiving should you make a mistake you will find yourself in a financial hole and you will be forced to disband your army. I would have to say for advanced players only.

Takeda: Great cavalry is not only stronger, but more importantly TOUGHER. A clan bonus should allow you to base an army on it if you wish and making cavalry troops tougher allows you to place more cavalry in your roster as cavalry troops are a small part of the force in most armies simply because they need the unit they are attacking to be distracted and not notice them. though that is still recommended this cavalry can hold their own much better and cheaper costs will allow you to make large formations that are sure to devastate.

Usuegi: Warrior monks are better than most other basic troops and can provide a a very broad role. Usuegi allow for a force that can change strategies on the fly but when it comes to playing more specialized units such as no-dachi samurai, ninjas and the likes your troops will always have the advantage if you do not let them use their specializations. If they do get in the situation where they want to be you will most likely see yourself suffering more from it then other armies. Battling in areas like wide, flat plains is your game and you will have the advantage here in many cases. Be wary when playing hattori or date and make sure they cannot use their superior units the way they want to. They also reap a nice trade bonus which will be useful as monks require heavy armored units to support them.

Shimazu: Start on an island which is a good advantage. Your main advantage lies in your katana units which means that you troops will be adept melee fighters. You first priority on the campaign should be to conquer a province with horses and build the katana chain as well as the horse chain on it. You will now be able to recruit katana horses which will be able to quickly engage enemy ranged units which would normally devastate your katana units. Though you can use spears for this I would advise not to as spears cannot stay fighting in one spot too long while you are relying on your cavalry to hold down your opponent in order for your main katana units to reach. Sieges will be tough but still doable. A cheap trick you can use is to have 2 or more ninjas go to a gate and use stealth. When you are capturing and your first group of ninja's stealth is almost out bring in your second group to take over. Though you will most likely lose your ninja units do to defender missile fire stealth works no matter how close they are to you. Once the gates are open quickly rush in your cavalry before they take the gates again and hold up the units there making sure that they do not capture the gate again. now simply march in your katana troops and the rest should fit into place.

Tokugawa: Tokugawa have very strong ninja's. As a Tokugawa player you will want to get into siege battles where you are the attacker as stealthed units can capture gates and towers. Diplomacy is key to getting near your enemies most important castles and you should focus on destroying an empire in either a few turns or capture a large portion of territory and then make peace again for larger players. After making peace and attacking again another peace will not be likely to work so on the second attack make SURE you can take them down before they have a chance to counter-attack. It should also be noted that sometimes after declaring war a person may not want to have another peace. If you know that you will not be able to take them down in one move plan for a peace because in order for them to agree you must declare peace when you are strong.







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