|Not pictured: chance of victory.|
Oh. So it appears that a citadel, such as Kyoto here, is nothing short of an enormous death trap. Moats just too wide for archers to shoot over. Long, narrow bridges with a projectile-armed tower at the end of each. A pair of concentric walls guarding the main objective. Another moat inside. With the help of some archers, it would be hard to even reach the walls; actually taking the castle would require a force several times larger than that which defends it. On second thoughts, maybe let's wait until the asses themselves come and ask to be kicked.
Luckily, fighting a battle as soon as you approach a castle - or ever - is not really necessary. There's always the option to simply lay siege and wait until the inhabitants start starving and give up, or move outside the walls and try to fight their way through. Kyoto has enough supplies to last 7 turns of siege, but I'm sure it won't take that long.
Right as our army besieges the town, Hojo army that had stayed in one spot for at least a full year suddenly walks away, as if trying not to get involved in the battle bound to follow soon. Those treacherous fiends - that's exactly what I was planning to do in case they had attacked first! No matter, we can do this alone.
Another army quickly comes to replace Hojo in the neighborhood. Not a friendly one, though - it's Yamana, and they came to fight us. Not sure what they are trying to accomplish - their army is much smaller and they don't receive reinforcements from Kyoto because Yamana is not on good terms with the current shogunate either, so they get beaten without much of a fuss, although not without doing some damage to our units.
And then, without even waiting a full turn, defenders of Kyoto march out and attempt to break siege:
|That's more like it.|
The game is still pessimistic about our chances here - not without reason, as the enemy are more numerous and more powerful - but at least there are no traps in between, and that's something I can work with.
|Yes. Yes, you better say nothing.|
Our general gives an uplifting speech, and the battle begins. Quickly assaying the situation, I determine that the best course of action is to
|We can see who throws pebbles the farthest in the meantime.|
Their first move is trying to flank our lines with light cavalry; our katana horsemen send them running back. The main enemy force is greeted with a volley of flaming arrows before it gets to engage with our infantry. Speaking of flaming arrows, they have a much more limited use in Shogun 2 - for one thing, the ability to use them has to be researched, and instead of a toggle it's a single use power with ridiculously long cooldown time - you only get to use it twice in particularly long battles. I'd understand increased reloading times involved, but since archers still shoot normal arrows between flaming volleys, the change doesn't make much sense. In any case, it does some damage to enemy numbers and morale, and every bit counts in this battle.
The melee doesn't go well - our basic spearmen are no match for experienced sword-wielding samurai. A couple of our units are nearly destroyed and run away, leaving a gap in the lines, but a few cavalry charges prevent enemies from gaining too much advantage. Our generals sound their rallying signals and join the fun at the flanks, while their less careful enemy counterparts manage to get themselves killed, giving a much needed morale penalty to their troops.
Our matchlock infantry unit with the only set of firearms in the whole country also gets positioned around the side and opens fire on unsuspecting enemy samurai. This finally breaks their confidence, and all our infantry is ordered to chase them as they run, while cavalry charges forward and disposes of archers.
By this time enemy reinforcements arrive - it is a much smaller, but well balanced army that can't be ignored. However, they come from the far corner of the field, so we have plenty of time to hunt down all deserters (there's no better time to deal with superior units than when they're running away, after all), return to formation and rest before round two begins.
|Note the stylish new white carpet.|
Right after the battle, in a proud tradition of our opponents in this campaign, Ashikaga start begging for peace, but in this case it would have to cost so much that I disregard the plea completely and make the final move for the town. This time, the balance of power is clearly in autoresolve territory, and in no time at all Kyoto is ours.
Yeah, that's... *twitch* tempting. But on the other hand, I really want to keep our army mobile in case there are more enemies on their way to Kyoto, not to mention that risking rebellion in this province sounds foolish. With a heavy heart, I choose security over instant gratification; I'm sure the decision will keep haunting me in nightmares.
Well, that's one more item off the checklist. Now we just need to double our territory - clearly, no big deal. Who would not fear me and my super shogun powers?
Next time: we don't receive any greeting cards.