Total War: SHOGUN 2: Fall of the Samurai 1vs1: Revolver Cavalry vs Yari Ki
Clan: Tosa vs Aizu
Battle Difficulty: normal
Revolver Cavalry require their eponymous technology researched in order to be recruited. This technology requires a significant amount of time to research, preventing the research of other technologies with more direct economic or military benefits; however, players that persevere with this technology gain a powerful and flexible cavalry unit. Revolver cavalry use revolvers, short-range and very rapidly firing weapons. This makes them devastating at close range. Their low accuracy is easily compensated for by the closeness with which they fire and their sheer lead output: each individual soldier fires two revolvers at once, and can fire one volley every two to three seconds. Revolver cavalry quickly run out of ammunition, however. They benefit greatly from general traits and technologies increasing ammunition supply. Due to their low range, revolver cavalry are highly vulnerable to line infantry and other rifle armed infantry on open terrain. They work best when attacking from the flanks or rear, or when protected by hilly terrain. By default, revolver cavalry have 12 bullets per man (six per revolver, of which they carry two); therefore, they run dry after firing off both revolvers, and they don't benefit from any increases in reload speed granted by experience or generals. However, this changes if the general they are under the command of has traits increasing ammunition. Revolver Cavalry aren't terrible at melee fighting, but are still below average. Charging weakened and wavering targets can help conserve ammunition. Trying to engage in melee against prepared, anti-cavalry troops, on the other hand, is a no-win situation. Contrary to the game description, revolver cavalry have terrible morale, and tend to break after taking only a few casualties.
As spear cavalry, Yari Ki are among the best cavalry for fighting other cavalry in most circumstances thanks to their bonus vs. cavalry. They also have superior speed compared to non-yari cavalry, allowing them to catch up to enemy cavalry attempting to flee; their high anti-cavalry bonus then allows them to make short work of practically any cavalry. Due to their agility, yari ki can cycle charging and retreating to take advantage of their strong charge bonus and to mitigate the problems stemming from their weaker melee attack and defense. The combination of their early availability, their high charge bonus, and their rapid speed make yari ki a powerful addition to early game armies. However, their melee and defense stats are poorer than sabre cavalry, making them unsuited for fighting prolonged melees against infantry. In the late game, the increased firepower of armies thanks to modern rifles and artillery make it increasingly difficult for yari ki to survive, but they can still do well when fighting in rough terrain or when chasing down isolated cavalry and infantry. For most factions, yari ki are the only spear cavalry available. In the late game, however, factions with shogunate allegiance gain access to the superior shogunate guard cavalry.
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