by Bronze_D » 27 Mar 12, 11:26 am
It's not easy, but possible... katana samurai that can close the distance will maul most rifle units even those that are supposed to be decent in melee like royal marines, US marines, etc... the only problem of course is how to get into range as that's easier said than done when every single rifle units in the game have 125 range and sharpshooters with 150 range.
Worse still if they have kneeling fire and suppressive fire, both makes frontal charge on them with melee units even with heavy number extremely cost inefficient.
Rifle units are one thing, revolver cavalries another... revolver cavalries can release large volume of firepower in short burst over a few seconds that will cripple most squads.
The good news is that even the traditionalist have access to decent ranged units, the Bow kaci actually have as much range as the sharpshooters for example, and they fire very very fast, they just don't produce as much crippling salvo as the rifle units and they are also EXPENSIVE, but well placed they can kill as much unit as a good rifle units over time as long as they are not shot back in return.
And the shogunate naturally gain access to shinsengumi, probably the most versatile and powerful unit in the game, as they are armed with rifles with 125 range same with other rifle units with good rate of fire AND still capable of inflicting damage in melee comparable to that of the katana samurai unit. Expensive unit to maintain though.
The problem is not the rifle units really... you can one way or another work around it (with great difficulty, but it's possible)... the real problem is the artillery units.
As i said before, these artillery are much more accurate than the previous total war artillery units (which kinda makes sense considering the era), but they become totally broken when the artillery producing province stack firing range and blacksmith producing artillery with pin point precision, practically laser guided accuracy. Fortunately in single player the AI doesn't do it but essentially those going tech route have access to armstrong gun that with the stacking accuracy turns into monster artillery.
The other problem with traditionalist is the sea battle, it is difficult enough to fight against armored warships, but if you play pure traditionalist and does not access any of the foreign power then you also don't gain access to their foreign nation specific ironclads (the US ironclad with turret in particular) which are supremely more powerful than anything you can muster on the sea.
