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  1. #1

    Default attack/defence bonus

    hey

    smith regions allows you to build weaponsmith or armosmith.
    if you had only one, which one will you choose? which troops need more attack bonus, more defence bonus.
    is one more valuable than the other one?

    "With Hate, all things are possible." Malus Darkblade

  2. #2

    Default Re: attack/defence bonus

    I usually go for armor, for the simple reason that it helps both melee and archer units.
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  3. #3

    Default Re: attack/defence bonus

    right, but i think it is better to train archers in the craftwork regions (+20 accuracy), this is why i think it could be more useful to have spear/sword buildings in a smithing region. but it is hard for me to decide which one is more effective on your troops, + attack or + defense.
    i could be tempted to add attack bonus but when i made some tests on custom battle, katana samurai just rape no dachi samurai (high attack/charge value against good attack good defense values.)

    "With Hate, all things are possible." Malus Darkblade

  4. #4

    Default Re: attack/defence bonus

    Spearman with extra attack eat spearman with extra armor.

  5. #5

    Default Re: attack/defence bonus

    I went armorsmith on two campaigns and weaponsmith on three. I tend to like weaponsmith more, I can make up for the armor somewhat with the armory encampment, which is usually what I do in that case.

    My only exception to this is the Date starting region. Typically, I never upgrade the castle, so I'll have the armorsmith there for when my generals spawn, to give them some more resilience.

    There is a better, more southern blacksmith province, which I always take with date campaign, and it's at that forward most province where I'll turtle and build infrastructure for that "god army" that I'll spawn just before RD.

  6. #6

    Default Re: attack/defence bonus

    I have on training center for mêlée units and one for archer units. The one for mêlée has two armories (weapon smith and encampment) giving five extra armor. The archer training center has an encampment armory and a craftwork for extra accuracy. This combination gives me very strong armies once RD happens. Even peasants get something extra.
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  7. #7
    No, that isn't a banana
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    Default Re: attack/defence bonus

    You can just choose one of the smith chains to build, and then build the sub-building of the Encampment that grants you melee or armour. Simple solution IMO.

  8. #8

    Default Re: attack/defence bonus

    I prefer the +6 to melee than the extra armor. This is normally because I prefer to go with Ashigaru and if they can be recruited with an additional +13 melee right away, then I can easily continue to replenish my losses and still have units that can go toe-to-toe with Yari/Naginata Samurai. However, I only do this with melee infantry. If possible, I'll have archers trained with +20 accuracy and cavalry trained with +10 charge.
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  9. #9

    Default Re: attack/defence bonus

    i tended to believe in M2TW that high attack value always prevailed against high defense value troop in 1VS1
    since in vanilla archers are very strong, i guess +6 armor is not a bad/stupid idea at all. but to be honest i think i ll stick with +6 melee.

    thank you for your advices mates!

    "With Hate, all things are possible." Malus Darkblade

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