Total War: SHOGUN 2 1vs1: Samurai Retainers vs Kisho Ninja
Clan: Takeda vs Oda
Battle Difficulty: normal
*Kisho Ninja: NO abilities used*
*Samurai Retainers* spawn automatically in defense of region capitals; after a battle is concluded, they automatically disappear. This makes them completely expendable in defensive battles. While their numbers are low, they have good morale and, combined with the morale bonuses from defending forts, make it very hard for them to break from battle. It is common for samurai retainers to fight down to their last man. However, they are vulnerable to missile attacks due to their low numbers. In practical terms, samurai retainers can usually take on roughly one unit of yari ashigaru and win, especially if they have better stamina. Against hardier foes, samurai retainers are sure to lose if unsupported, but can still buy valuable time for their commanders. Samurai retainers are often most useful for drawing the attention and arrow fire of enemy troops while the rest of the army can settle into more effective defensive formations. When under the command of the Date Clan, samurai retainers have +2 charge bonus. Like other troops that spawn in the defense of capitals, samurai retainers gain whatever unit bonuses a region confers. A region with an armoury, for example, fields samurai retainers with higher armor values. Despite being sword-wielding troops, samurai retainers fighting for the Shimazu Clan have no stat bonuses. Game files indicate that samurai retainers would cost 800/150 koku to train and maintain respectively, but they cannot be recruited without modding.
*Kisho Ninja* are specialized troops, with nearly unparalleled stealth on the battlefield. With their Stealth ability, they temporarily become nearly undetectable by the enemy-even when running, and gain +14 charge bonus as well as +5 melee attack. They come with a highly powerful and demoralizing grenade attack, and their melee stats are also excellent. However, they suffer in a frontal engagement with dedicated melee troops due to their inferior numbers. If they are spotted, they are highly vulnerable to arrow fire due to their weak armor. Kisho Ninja are excellent for infiltrating castles. They can remain hidden until inside the castle grounds, and they climb walls much faster than other units and do not take losses due to falling whilst doing so. This allows them to attack defenders from behind or capture the Tenshu while the defenders are distracted by the rest of the attacking army. When trained by the Date Clan, Kisho Ninja have +2 charge bonus. Both Hattori and Tokugawa Kisho Ninja are touted to be superior to their generic counterparts in their descriptions; however, in-game they are statistically near-identical to regular Kisho Ninja. The one exception to this is their much lower starting ammunition, at 2 instead of 10. This makes Hattori and Tokugawa Kisho Ninja inferior to the standard variant. They are cheaper, however, at 750/250 recruitment/upkeep cost instead of the standard 800/275.
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