Total War: SHOGUN 2 1vs1: Mori Wako Raiders vs No-Dachi Samurai
Clan: Mori vs Hojo
Battle Difficulty: normal
Similar to kisho ninjas, Mori Wako Raiders may deploy anywhere on the battlefield except the deployment zone of the opposing army. This gives them potential to be good ambush units. They are the only land units unique to the Mori Clan. Wako Raiders are quite cheap, with recruitment and upkeep costs more in-league with ashigaru units than samurai. Despite their low cost, they can defeat Yari, Katana, and Naginata samurai in evenly-matched battles. However, they have very poor armor, making them highly vulnerable to archers. They have no bonus against cavalry, either, making cavalry a good choice for fending them off. Finally, their recruitment requiring ports make them harder to obtain than most other units. Mori Wako raiders benefit most from being trained in provinces with a blacksmithing tradition, to either maximize their potential as surprise attackers, or to shore up their weaknesses with their poor armor. The closest smithing specialty provinces to the Mori Clan's starting position with ports are unfortunately very far away: Satsuma, at the south-western tip of Kyushu Island, and Sagami, one of the Hojo Clan's starting provinces in the south-east of Honshu. Should the Mori Clan be able to obtain these provinces, they can create Wako Raiders that are essentially cheaper but superior Katana Samurai, with the added bonus of flexible deployment through their kisho training. A more accessible alternative would be to train Mori Wako Raiders in regions with a Holy Site specialty. This grants them greatly increased morale, a useful trait given that their kisho training deployment could leave them isolated from the rest of the army and thus more vulnerable to drops in morale. The Mori home region of Aki has both a port and hallowed grounds.
No-Dachi Samurai are most similar to Katana Samurai, but trade nearly all defense and armor for a higher melee attack and a much higher charge bonus. This makes them highly offensively oriented, killing dozens of men with their initial charge. They can prove particularly devastating when charging towards an enemy's flank or rear. No-Dachi Samurai can also activate the Banzai ability, which temporarily increases their melee attack, charge, and movement speed while making their morale unbreakable for as long as the ability lasts. Banzais are best used right before the No-Dachi Samurai make contact with their targets. However, they are nearly defenseless against missile attacks and don't do nearly as well if they cannot execute a successful charge in combat. If their targets do not quickly break after their initial charge, No-Dachi Samurai usually begin to suffer higher casualties than they inflict due to their poor defense and armor values. Date No-Dachi Samurai have +2 melee attack, +1 defense, and nominally +4 charge bonus when compared to their standard counterparts. However, nearly all Date units gain an additional +2 charge bonus, bringing the total up to 34. In addition, when playing as the Date Clan, players must research the Strategy of Attack art before being able to unlock the No-Dachi Dojos that can train No-Dachi Samurai, granting them an additional +2 to charge bonus; therefore, Date No-Dachi Samurai obtained by normal means have a default total of 36 charge bonus. Date No-Dachi Samurai are also cheaper to train, at 700/125 koku respectively instead of the standard 800/150. Despite their bonuses to some sword-wielding infantry, the No-Dachi Samurai fielded by the Shimazu Clan are no different from the default type.
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