Yari Rules – Melee Unit Only Edition

If you liked this item, please rate it up on Steam Workshop page.

Author: Murray222

Last revision: 18 Jan, 2024 at 18:01 UTC

File size: 1.13 MB

On Steam Workshop

Description:

Unlike the previous upload, only melee units are changed this time.
Previously I changed the bow units too as I really don’t like the slow firing rate of bow units,
i.e. they hold their bows for too long in terms of animation. But I understand why people might not like the idea.
I might make another missile unit version if I have time and interest. I’m sure it will take more time than this one. Of course it also depends on if people like this mod or not. If so, expect faster firing rate, lower damage, maybe more ammo too to compensate for the faster firing rate.

Since I don’t play this game much now any report on bugs, inconsistent changes etc., is welcomed.

Further updates (if any) will be focus on stats balance and unit price.
—————————————-
For new changes please read change notes
Please like and favourite this mod if you like it!
Constructive comment is welcomed.

Are you tired of katana, as a battlefield sidearm, cutting through polearms like butter?
Are you tired of the nodachi killing every other melee unit in seconds?
Are you tired of monks beating samurais easily?
Do you want more ‘realistic’ melee combat?
Do you want the historical main battlefield weapon, the yari, get its power back?
This mod return the (somewhat) historical glory and power back to yari and (so called) rebalance the stat of samurai and monk.

General remarks and changes:
1. European cannons can now be recruited from Nanban trading port even as a Buddhist faction
2. Melee attack in this game mostly dictates if a unit wins in a melee fight, which is even more so than later games. Even 1 more point can make obvious difference.
3. Most samurai units now have standardised armour value of 5.
4. Yari Ashigaru get +1 melee attack in general (may revert if it’s too strong)
5. Reduced price and stats for monks and nuns, man count per unit is untouched at the moment.
6. Sword units now have very low charge bonus. Polearms meanwhile have high charge bonus.
7. Added rapid advance ability to katana units.
8. Heroes are untouched atm.

Unit changes and rationale:
– Samurai infantry:
1. Yari Samurai: Yari was the main weapon of a samurai, both on foot and on horseback, for obvious reasons.
i. Strong all round and best against cavalry, I give it 8 for both melee attack (up from 6) and defence as a baseline for other unit changes.
ii. Also still best against cav and best charge. Bonus vs cav is reduced due to increase in melee attack.
iii. Still yari will lose to nodachi in general, might win if rng is really good.

2. Naginata Samurai:
i. Historically naginata had passed its golden age but were still used in this era. Supposedly a better anti-infantry weapon than yari so I decide to keep its 9 melee attack.
ii. Slightly reduced charge to balance things a bit. Note that armour is also reduced.
iii. Added rapid advance ability

3. Katana Samurai:
i. As a side arm it now has the lowest melee attack of 6
ii. Slightly increased melee defence.
iii. Price and upkeep reduced.

4. Nodachi Samurai: A semi-fantasy unit. Nodachi was originally a mounted weapon in earlier period. It should have very limited use in this era.
i. A greatsword in general should nullify the reach advantage of polearms.
ii. Very low melee defence, intend to work as a shock unit and for balance.
iii. Men in the unit now wear full samurai armour

– Samurai Cavalry
1. Cavalry in general now have better melee attack and defence so that they can survive longer in melee. Also make them stronger on charge.
2. Removed visual body armour pieces from light cavalry to match the armour value of 2
4. Katana cavalry is nerfed but still have high melee attack.
5. Great Guard stats adjusted in relation to other units.

– Monks
1. Have lower charge but higher melee defence than samurai
2. Increased man count for elite monks from 120 to 140.