Total War: SHOGUN 2 1vs1: Yari Ashigaru (Yari Wall) vs Naginata Samurai
Clan: Takeda vs Oda
Battle Difficulty: normal
*Yari Ashigaru: Yari Wall ON.
Cheap, numerous, and accessible with practically no building requirements, Yari Ashigaru are the staple of most early game armies. Their high bonus against cavalry and their Yari Wall ability make them excellent mainline troops, though they pale in the mid-late game against more advanced foes, especially katana-wielding forces. Even in the late game, they have their uses for holding down defensive positions and stalling more expensive enemy troops. As they are some of the cheapest units in the game to train and maintain, along with the fact that all regions can train them by default, Yari Ashigaru are almost always ideal troops to train for garrison duty. Yari Ashigaru are some of the only units that can utilize the Yari Wall ability, causing them to stand closer together and level their spears in a forward direction. This greatly increases their melee defense when facing enemies in said direction. Yari Ashigaru utilizing yari wall can take on and defeat much more expensive units, such as Yari Samurai, and are excellent defensive units even in the late game. Even experienced late-game cavalry with high armor values would hardly make an impact on a completely inexperienced yari ashigaru regiment in a prepared yari wall. Yari Wall makes for an excellent hammer and anvil tactic: the yari ashigaru in this formation hold the enemy at bay while other units flank the attacker. However, Yari Ashigaru in yari walls are highly vulnerable if attacked from the flanks or rear, particularly by infantry. They also tire out over time in yari wall, and they become much more vulnerable to arrow and matchlock fire. Yari Ashigaru in yari walls function best when their flanks are protected by troops or obstacles, and kept out of harm's way from enemy archers. On the other hand, yari ashigaru out of yari walls function similarly to yari samurai, albeit with poorer stats and no rapid advance ability. They are not nearly as good at melee combat as they are when in walls, though they can recover from being attacked from the flanks or rear better and also move much faster. Their anti cavalry skill still allows them to hold up well against weak cavalry, though strong late-game cavalry such as Katana Cavalry can still overpower them. If yari ashigaru are engaged in melee combat without going into walls beforehand, they lose the option to form a wall until they are extricated from the fighting. Yari ashigaru lose the ability to form yari walls when their numbers are too low (about 35 men or fewer). This makes yari ashigaru considerably stronger on larger unit settings. Additionally yari walls can be made to be much longer on larger unit settings, allowing them to defend chokepoints with fewer regiments.
Naginata Samurai have the highest armor value of all non-special infantry, making them an excellent choice for tanking enemy arrows. Offensively, they are a compromise between yari samurai and katana samurai, with a smaller anti-cavalry bonus than the former and a weaker anti-infantry capability than the latter, but with no glaring weaknesses to speak of. They pay for this with a lack of specialization. However, they are still versatile troops offensively, able to take on almost all types of cavalry and win, and doing well against most infantry. They perform similarly to naginata warrior monks, but have much better armor and more men per regiment at the cost of poorer melee skills. Naginata Samurai are best countered by anti-infantry troops, such as katana samurai, matchlock equipped units, as these weapons ignore armor. When trained by the Date Clan, Naginata Samurai have +2 charge bonus. Hattori Naginata Samurai have kisho training, allowing them to be placed anywhere on the battlefield except the opponent's deployment zone during the deployment phase of a battle. They can also hide in light scrub.
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