Tactical use of unit types in Samurai Wars

YariAshigaru

Yari Ashigaru is an anti-cav unit with that moves faster than yari samurai due to its very light armor. Use it against cavalry, but not against melee infantry because it will loose quickly to all other infantry types. This unit does not really have high enough morale to successfully operate independently.

Men60
Cost 200
Charge bonus0
Attack factor-1(4)
Defense factor-1(4)
Armor 2
Morale bonus 4
Walk speed7
Run speed12
Charge speed14

Yari Samurai

Yari Samurai is also an anti-cav unit, but it is nearly 2x stronger than Yari Ashigaru in melee and most of this extra combat power is defensive. Therefore, it can hold a stronger melee unit for a while especially if the YS is in hold formation.

Men60
Cost 400
Charge bonus 0
Attack factor0(7))
Defense factor2(5)
Armor3
Morale bonus 6
Walk speed6
Run speed10
Charge speed12

No dachi

No-dachi is a melee unit that can beat yari samurai, has enough morale to charge teppo and is an excellent unit to use for flanking due to its high speed and large charge bonus. However, it looses to all the cav units, and therefore has to be protected by an anti-cav unit if there is cav around. No Dachi is vulnerable to archers because it has very light armor.


Men60
Cost 500
Charge bonus 8
Attack factor5
Defense factor-2
Armor1
Morale bonus 10
Walk speed7
Run speed 12
Charge speed 14

Warrior Monks

Warrior Monk is the best melee infantry with high morale and high speed, and will beat everything except for Heavy Cavalry. With a good charge, Naginata Cavalry can beat WM. WM is vulnerable to archers because it has very light armor.


Men60
Cost 1000
Charge bonus4
Attack factor5
Defense factor2
Armor1
Morale bonus 10
Walk speed7
Run speed12
Charge speed14

Naginata

Naginata Infantry are nearly as strong as Warrior Monk, but have very little offensive power. So, they are best used to hold the line for a long time or to make a slow but steady advance if their flanks are protected by some other units. They are heavily armored which protects them from archers, but teppo are still effective against them.


Men60
Cost 800
Charge bonus2
Attack factor0
Defense factor6
Armor5
Morale bonus 8
Walk speed 6
Run speed 8
Charge speed10

PortogueseTeppos

Portuguese Teppo are good if your plan is to neutralize the enemy teppo during the skirmish phase. They are more effective when used in 3 ranks when skirmishing, but 2 ranks when repelling melee attacks especially in the endgame. Rain stops them from shooting.Read more on Teppos


Men60
Cost 200
Charge bonus 0
Attack factor-7
Defense factor-4(-7)
Armor2
Morale bonus 0
Walk speed7
Run speed 12
Charge speed12
Ammo20
Reload21 sec.
Range100
Accuracy0.12
Lethality 72%
Power4
Armour modifier0.015

Japanese Teppos

Japanese Teppo are good if your plan is to win the skirmish phase since they are 50% more effective than the Portoguese Teppos. They are more effective when used in 3 ranks when skirmishing, but 2 ranks when repelling melee attacks especially in the endgame. Rain stops them from shooting.


Men60
Cost 300
Charge bonus0
Attack factor7
Defense factor-4(-7)
Armor 2
Morale bonus 0
Walk speed 7
Run speed 12
Charge speed 12
Ammo 20
Reload21
Range 100
Accuracy 0.16
Lethality 72%
Power 4
Armour modifier 0.015

Samurai Archers

Samurai Archers can defeat teppo and Yari Ashigaru in melee, but will loose to everyting else. They can beat a Portuguese teppo and a Cavalry Archers in ranged duel, and are equal against Japanese teppo. However, since they are more expensive than teppo they are best used to support their own teppo to help win the skirmish phase. They can then move up along with their own teppo to shoot the enemy infantry.


Men60
Cost 400
Charge bonus 2
Attack factor 0
Defense factor0
Armor 2
Morale bonus 4
Walk speed6
Run speed10
Charge speed12
Ammo 36
Reload 4 sec.
Range 100
Accuracy 6
Lethality 12%
Power1
Armour modifier1.0

Cavalry archers

Cavalry Archers are fully as effective as samurai archers with their bows, but will loose to the other three ranged unit types because CA are a larger target due the the size of the horse. CA are good at provoking an enemy response when used on the flanks, and can also be very effective on enemy melee units if their use is delayed until the enemy ranged units are depleted in strength, have run out of ammo or if rain has stopped the teppo from shooting. They are also good to use for chasing routed enemy units. They are not very good in melee, but good enough to beat ranged units such as PT, JT and SA in melee.


Men60
Cost 600
Charge bonus 3
Attack factor 0
Defense factor1
Armor3
Morale bonus 6
Walk speed 8
Run speed20
Charge speed22
Ammo36
Reload4 sec.
Range100
Accuracy0.6
Lethality12%
Power1
Armour modifier1.0

Yari Cavalry

Yari Cavalry is an anti-cav unit, and is the fastest unit. You see it misused a lot to charge teppo, but this is not its intended purpose. It's too expensive for that, and only has moderate morale and melee power. It's best used to protect ranged units against cav attack or to make flank attacks on enemy units.


Men60
Cost 1000
Charge bonus4
Attack factor2 (6)
Defense factor2
Armor 3
Morale bonus 6
Walk speed 10
Run speed 24
Charge speed26

Naginata Cavalry

Naginata Cavalry is similar to but 40% less powerful than Heavy Cavalry. It's good for assaulting both melee and ranged infantry, except of course,yari infantry, and has high morale. It shouldn't engage Yary Cavalry frontally because it will loose.


Men60
Cost 900
Charge bonus 4
Attack factor4
Defense factor2
Armor 4
Morale bonus 8
Walk speed8
Run speed20
Charge speed22

Heavy Cavalry

Heavy Cavalry is the most powerful cav type. It can do everything the NC can do only better. Only the YS can decisively beat the HC. The YC and YA are equal in matchup against the HC, but lower in morale. At least the YC is faster and can catch the HC which is another reason for not throwing away YC on teppo attacks. If an HC comes tearing through your formation during the main melee and you don't have a yari samurai to counter it, it can do a lot of damage and turn the tide of a battle.


Men60
Cost 1200
Charge bonus5
Attack factor3
Defense factor5
Armor5
Morale bonus 8
Walk speed 8
Run speed 20
Charge speed22