Total War: SHOGUN 2

Total War: SHOGUN 2

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Skirmish Line: Gameplay Overhaul (FotS)
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Tags: mod, overhaul
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18 Dec, 2024 @ 1:35pm
5 Oct @ 6:03pm
25 Change Notes ( view )
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Skirmish Line: Gameplay Overhaul (FotS)

Description
This is a (battle) overhaul for FotS. It does not add any new units, but does fundamentally change how the firefight works.

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Changes:
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- Breechloader infantries and skirmishers will now form a loose skirmish line by default.
- Gunfire is less accurate, but longer ranged.
- Muzzleloader line infantries will stay in close order; they gain a "Hold Fire" ability, but lose suppression fire.
- For infantry, walking is a little faster, and running is a little slower, but charge speed is much higher.
- Matchlock kachi and levy infantry are now usable and useful.
- Veterancy for units matters.
- And more!

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In depth:
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- Gunfire (and arrows) are much less accurate and take longer to load. Ammunition for gun units has typically been increased to 40 (Gatling guns now have an ammo stat of 1,000). Guns (smoothbores and rifles) instead now have much longer ranges (200 for smoothbores, 250 for rifles, 225 for carbines, and 300 for sharpshooters). Close range volleys are still very devastating.

- Breechloader infantry (SIR guards and infantries, foreign marines, and Kihetai) will now form into a skirmish line with a support line further behind (something that would historically continue to be done into WWI, with even platoons nominally practicing this), and are now 100 men per unit (on Ultra unit size). The rear line (the 2nd rank) cannot fire. Yet despite having 1/4 of the firepower of a close order formation, they will usually come out on top due to being lower and in a more open formation (ie, they are harder to hit). Kneel fire is removed from them to prevent exploitation. Due to having much less firepower (a maximum of 50% of the unit shooting when at full "health"), they must rely on Suppression Fire to face charges.

- Skirmish infantry (Sharpshooters, bow and matchlock kachi, Tosa riflemen, and Yugekitai) and dismounted missile cavalry will likewise form a loose formation, but only a single line. Sharpshooters and Yugekitai are now 40 men per unit, but generally more effective. Matchlock and bow kachi and Tosa Riflemen are 80 men per unit. All skirmish infantry except Tosa Riflemen have "kisho training" (the ability to deploy almost anywhere on the map).

- Carbine and Imperial Guard cavalry no longer have "all ranks fire" to limit their ability when on horseback (they are still extremely potent as horsemen). However, dismount them to immediately gain a 100% increase in firepower.

- Muzzleloader line infantry are still in close order (more close than in the base game). They lose suppression fire, but gain a new ability, "Hold Fire". This ability limits the range to 50, but is very powerful (and reduces the microing pressure). Use it against cavalry or when you are charging, but do not try to exploit it as it takes longer to load (ie, only activate it prior to an engagement). They also gain the ability for all ranks to fire (but in practice, usually only 2 can shoot).

- The "bear" infantry still use muzzleloaders, but instead gain the banzai ability to aid in charges.

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Balance:
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I have given the breechloader infantry the "loose formation" ability; however, this will instead close the ranks (not the files), and thus will not increase the number of shooters nor will it decrease it. It may theoretically decrease the time it takes for the rear rank to shuffle into place, however, since they are much closer together, where it was once almost completely safe, the rear rank is now very vulnerable, and this formation tends to lose in a firefight (from my testing). It may be useful when there is a lack of space, however, such as in sieges, or when you wish to charge with bayonets (as more men will get the initial charge). No other units have "loose formation", so I have removed the melee malus given unto them (so feel free to use this formation in melee).

Tosa Riflemen and the carbine cavalries theoretically have more firepower than line infantry (80 men shooting vs 50), but they likewise tend to lose the firefight (but not the drastic degree). On the other hand, they will easily defeat any charges from cavalry or infantry alike due to their effective magazine fire. The said carbine cavalries (not the Tosa Riflemen) have a lower range than rifles, but since accuracy is so much lower, for the offense, this does not matter as much. Don't use either as replacements for line infantry (although carbine cavalry can move much quicker around the campaign and battle map, and also still have great stats as horsemen).

Because most of the other skirmish units have "kisho training", this may make Yugekitai not as strong unfortunately.

Bow units are comparatively weaker (less range, very inaccurate, but higher damage); however, they do shoot very, very quick, and bow kachi can shoot whilst hidden. Combined with kisho training, you may be able to assassinate the enemy general, just do not expect them to remain alive if spotted.

Vetrancy matters! Veterancy buffs only add 1 or 2 to each stat until level 5. After that, the bonus doubles (either to 2 or to 4). Veterancy is now a deciding factor of battles, especially since the initial volley does not matter as much. A max rank levy infantry will defeat a newly-recruited line infantry, and a max veterancy line infantry will sometimes defeat newly recruited breechloader infantry (although with some disproportionate losses).

Levy infantry is buffed (10 accuracy and 10 reload now, and other stats are higher). While matchlock kachi (of any rank) will often beat newly recruited levy infantry, at max veterancy (for both), levy infantry will start to pull away and defeat them. Levy infantry likewise is superior for facing cavalry.

It goes without saying that the very high ranges of guns makes melee infantry much weaker. I suggest a mod that makes the normally "traditionalist" factions (ie, the Shogunate ones) modernize instead. I also suggest the larger battle map mod due to the extended ranges.

Read the change notes for anything not mentioned here.

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Bugs:
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Sometimes units in the skirmish line with both a main line and support line will "wander" (ie, they run around the map randomly and unordered). Nothing can be done to fix this AFAIK, but it also affects the AI, so think of it as a feature. Simply give them another move order (or attack order sometimes) to fix it. Fixed, I think!

The bow infantry animations sometimes have a frame where they are broken, among other animation kinks. I will attempt to fix these issues at some point, but often it doesn't happen at all, and it is rarely noticeable, so don't worry.

Broken sounds. Fix = Sinfonia Semplice [www.twcenter.net]

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Compatibility:
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Should be compatible with most mods that only change the campaign. I "replaced" the "range_effect" ability for my "Hold Fire" ability as well, so be aware of that as well.

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Credits:
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The_Yogi (thank you) for his uniform mod . I integrated it as it conflicts with the balance of this mod. Do not have it on, as it unfortunately conflicts with it.

ValerBOSS for his bayonet mod . Do not have it on for the above reason.

and fourstrider indirectly (I peeked into one of his mod's to know how to actually rename an ability).
170 Comments
C4nn0nF0dd3r_  [author] 5 Oct @ 4:24pm 
Close order line infantry will no longer bump into each other as much while running. While the hitboxes are now wider than they are deep, this has no effect on gameplay as they are just as wide as they were before.
C4nn0nF0dd3r_  [author] 30 Sep @ 10:04am 
The techs for Suppression Fire and Kneel Fire now grant minor buffs.
C4nn0nF0dd3r_  [author] 29 Sep @ 8:42am 
@ImperialForce9 The slope can make the units more weaker to artillery, but it also seems to make rifle fire stronger for the unit on said slope. This is just from my campaign experience though, haven't tested it much.

I tried to balance the mod so that most of the units were useful + the different types were different in effect (although perhaps not strictly in use), but melee and cav were hard to fit into the gameplay without breaking everything (hence why they were so slow).

Close order infantry is also pretty hard to fit in the balance, although forming a column of them can sometimes be useful for the maneuverability and staying power (requires too many units to be practical in MP I think, and you might be better off with melee infantry). In a Nagaoka campaign, I was able to shoehorn in a reinforcing army of 8 veteran levy infantry that way, and they were very decisive after I rolled up a flank. If you can figure out how to use them in MP, I'll tip my hat off to you.
C4nn0nF0dd3r_  [author] 29 Sep @ 8:39am 
Sharpshooters and bow+gun kachi will no longer be invisible in the open at ranges of 150m and above; they will be spotted at 300m instead. Hopefully this will allow them to project their presence more (important when playing against an AI) while also reducing the silly looking sniping. I'm considering removing guerrilla deployment from them and the bow and matchlock kachi.
ImperialForce9 27 Sep @ 7:41am 
Gatling guns are interesting as they can still decimate enemies but that depends on distance/enemy position relative to yours. But with their large ammo count, can keep laying on a morale debuff on whatever unit it shoot at while you add to that with your own infantry's guns and such.
If you'd humour me for another question, what did make you want to make this mod?
ImperialForce9 27 Sep @ 7:17am 
I fought against a friend in mp who went 'max experience, fewest units army' with Tosa Riflemen, he decimated my ally but lo' and behold, He ran out of ammo and thus his reign of bullets ended. A gun unit actually running low ammo is rare in vanilla, let alone being spent dry entirely. It's not like his bullets did nothing, but he was at the mercy of having to dash into melee with his spent elite units against what was still alive.
You've changed FotS cannons to no longer be a low effort, high kills unit. With the mod, if you get the right angle (say firing on a reverse slope, what'd miss would hit right behind them, nullying the inherent inaccuracy to a certain degree), thus turning highground against the enemy (this happend in multiplayer and I was the victim :steammocking:).
I like Shogun 2 matchlocks because it's a unit that can do well if you put in effort, and disappointed by FotS vanilla cannons requiring such little effort and micro and still getting 400 kills easy.
ImperialForce9 27 Sep @ 7:04am 
Sorry if I've been demanding. This mod simulates line warfare better some games I'd reckon.
Just very confused by my units and enemy units breaking for little reason.
Managed to convince some friends to do mp and I wish I had the replay of one particular battle that shows what this mod is capable of :happy_yeti:

You've managed to make a distinction between line infantry and breechloader infantry mean more than just 'unit better because bigger number'. I'm still miffed how they went from the different use cases of Yari, Samurai, Monk, No-dachi, Bow, Fire rockets/guns dynamic to FotS having no difference use case for Line Infantry and Shogunate Guard. (we don't talk about Mangonels, Euro/Wooden Cannons)
C4nn0nF0dd3r_  [author] 27 Sep @ 5:38am 
Ok I give up, besides certain changes, I reverted the mod to April patch. Cav is slightly faster but still slow. Blame the other guy who sucked with cav.
C4nn0nF0dd3r_  [author] 26 Sep @ 7:54pm 
And by reduced I mean decreased the fear effect by 5. So it should be a minor effect.
C4nn0nF0dd3r_  [author] 26 Sep @ 7:52pm 
@Asuka Yes, bayonets are integrated into the mod by default (as seen in the description that I wrote).

@ImperialForce9 I have reduced fear effect. It never had an effect on causing units to shatter instead of rout, however.