So,
The Takeda did not stand a chance for several reasons:
1) The ODA roster is stronger (as per history).
We know the Takeda had to fight this battle (it was now or never) but perhaps they were fooled by the Fog of War. In any case their army was suffering from lack of supply in Gifu so AGAIN they had to fight anyway but when looking at the Takeda catastrophe, keep in mind I was extremely advantaged (partly manufactured, I really did plan this battle in Gifu, partly coming from previous success in skirmish battles which made my quality better and part because the Oda are stronger in the Tenka Fubu. Believe me it's a completely different story when I play with the Takeda vs Oda and I will show you).
2) The strategic situation of the campaign is not implemented in the game concepts.
The AI was being attacked in Gifu and should have made ME attack instead of attacking me with a weaker army. This battle, as well as the WHOLE GAME would be a completely different thing is the Attack-Defense was properly implemented. I don't think it's a good idea to just leave the battlefield resolution to the mere numbers of routed units but it could still work as long as the game is conceived around the strategic situation that develops in the campaign prior to the battle. If Takeda is defending Gifu, they must defend and it's Oda that must rout them from the field... which means Oda must lunge forward and eat the missiles. What happened here is the opposite, the Takeda were defending and they attacked me in a much stronger position. The result was totally expected and the battle itself lasted just 3 turns as you see.
3) The AI attack pattern was rather disorganized.
Several units were not committed (especially the cavalry that should prioritize flank rushes). I think about 10 total units never even engaged and that's 1/3rd of the total army. If you consider the Takeda moved to attack (which is wrong as I explained), this is a CAPITAL problem. When you attack you must hold nothing back. You can use reserves to fill the holes but they can't be that far (yellow circles) and we're again at the same music: The game does NOT ALLOW you to fight unbalanced battles. The AI or the player will mostly NEVER have sufficient numbers to have a reserve or a major advantage that allows splitting and flanking in groups (some units may but not GROUPS). and that means the side who's attacking in the battlefield (in this case Takeda) must commit EVERYTHING to the attack.
4) I've mentioned a couple of times that war is not the environment in which you can sit idle in front of an enemy unit. Aside from not committing EVERYTHING, the AI also idled in the front line.
As I've shown you, the Takeda advanced to me and then HALTED both on the left flank and in the center by the woods. This is a top priority fix: units idling so close to my missile are certain to be destroyed and every time a unit is wrecked it affects all the other units nearby.
Conclusion: all in all this was a very expected result for the ODA. In this case the modded cavalry was successful in one instance and BARELY (because of terrain it arrived just in time) but I see no reason why the AI should keep its cavalry in the back or... in the center, swamped among friendly units.
I'll carry on this campaign and then redo it with the Takeda, which is a LOT harder, where I hope I can have a big battle to build another AAR soon.
