rbodleyscott wrote:GShock112 wrote:What confuses me is that the newly created armies have all the top (I think the top 6) unit types taken with #1 as if they were default
They are default (compulsory). How many default units there are varies with the particular army list and the points available. The purpose of this is so that armies bear some resemblance to their historical prototype. Otherwise you could (for example) make all your armies entirely consist of mounted teppo samurai, by raising one unit at a time then combining them. There would be no point in having historical researched army lists if they could be bipassed like that.
Very well, I like that and now I understand why it's so.
rbodleyscott wrote:The units in the two armies resulting from a split consist (in total) of exactly the same units that were in the army before it split.
The original army will have the units in it that you selected to stay. The split off army will have the units you selected to split off. You can split off any units you like, the system does not force you to keep any particular units in the original army.
So the only new unit in the newly created army would be the new Honjin, is this going to be paid for? I don't think so, I can raise a new army immediately even with 0 coins in coffer.
I'm still a bit puzzled: in the Tenko Fuba campaign (which is the only one I'm playing with since I'm in learning mode), the way you put it earlier I can't raise any army in those provinces that don't originally belong to me. That means half the map basically.
Now, I can only raise the first part of the new army (the hatamoto, Honjin, 2 mounted Samurai and a Yumi Samurai IIRC and 1 more unit I can't recall now) but that takes money, right? If this is so there's not enough manouverability/funds to expand an existing army with new units. Best you can do is raise new army and then merge it into the existing one and that also takes into account the fact you can only raise armies in your home provinces.
Considering you're supposed to defend the borders and eventually attack the enemy's territories, a) there's no way to reinforce, b) there's no money to reinforce, c) you lose to attrition in siege and still can't reinforce d) after you capture the province you still can't reinforce (not home province).
In theory the strategic value of the provinces you capture should increase your funds and manpower while deducting it from the enemy's... but the enemy is right in his territory and you can't be reinforced. Are you sure this is the best way to simulate a campaign? Mind in that historical period we're already at over 30.000 vs 30.000 in some instances (Sekigahara more than 60.000 per side). Best I've seen so far is 10.000 vs 11.000 (and I won, in fact now I'm playing at Daymio level and it's a totally different story!) a bit too little for a feudal system, permanently at war.
I understand the historical base of army composition, totally and agree with it but it looks to me the recruitment is too strict with raising entire armies (possibly only in winter after taxes are collected and they can't move in spring) while the rest of the year the whole Clan's domains are sitting idle, not sending new units to the existing armies (but I've seen the refitting button).
Something's not right here and I think the funds are too low to match the numbers of the period, however the idea of the ratio looks fitting... if funds were increased globally for both sides (production of individual provinces) and recruitment of individual units was unlocked (make army call upon new units and make them move in background and, eventually, not arrive) some sort of increased upkeep could be devised so that out of ratio units could cost an increasing % more than they normally do so they are not profitable. Armies should become bigger and bigger, especially the ones of the winning side (more provinces = more manpower and more taxes).
I've had the impression that I would lose the battle if the 3rd wave of the enemy arrived on me but was always able to meet the routing requirement before it happened. This kind of problem negates the advantages of big numbers. If I can always rout the enemy before their reinforcements can make the difference...
rbodleyscott wrote:That, of course, is what you should be trying to do.
It is what I do but the map is large and battles are mostly in the middle... there's no time for reinforcements to arrive and make a difference in most cases.
Once the Takeda AI spawned 2 teppo units and sent them to the woods in the corner of the map: they didn't even try to get involved. The timing at which they arrive is good... it's just that they're too far away.