Yari – Yari is the Japanese word for spear. Units equipped with the Yari are particularly good against calvary. Most Yari units have a respectable charge bonus, as well (in other words, they're great for charging in for an attack). Yari units can do well against sword infantry with proper training, but cost-for-cost a sword unit is typically superior in melee.

Now, with this addressed, let's talk about the different levels of training you'll find among these unit types.

Ashigaru

The basic foot-soldiers of Japan, the Ashigaru were historically peasants pressed into military service or members of the warrior class who were not recognized as Samurai – often because they'd not completed, or had not been allowed to complete, the proper training.

In Shogun 2: Total War, Ashigaru are the cheapest units to recruit and maintain. As you might expect, they're also the least well armored and least dangerous. Morale is the biggest problem with Ashigaru, as they can break ranks quickly if they are flanked or charged by a powerful unit. That can lead to a chain-effect where other Ashigaru units, seeing the first flee, also decide to run.

With that said, Ashigaru are a great way to keep an enemy unit occupied, or breach a gap in your own line. For example, you might use a unit of Yari Ashigaru to delay the charge of some enemy Katana Samurai. The Yari Ashigaru is almost certainly going to lose, but they'll keep the enemy from using the Samurai as he intended.

Note: Some units are not called Ashigaru, but behave like them. Light Calvary, for example, as essentially Ashigaru Calvary – they're lightly armored, have low morale, but are cheap.

Samurai

A step up from Ashigaru, you can find Samurai in a wide variety of types, from Bow to Sword to Calvary and more. Samurai are better trained than Ashigaru, and they have better equipment. This means they're far more likely to stay engaged in a battle, which makes Samuri the basic unit used on the front line of most armies.

Shogun 2 Best Mods Free

However, Samurai are expensive, and fewer in number. This is the fundamental trade-off; if you field Samurai, you will have a front line that is stronger in combat and less likely to flee. But if your enemy fields a large number of Ashigaru, he could overwhelm you and flank your army.

Samurai should be used on the front line of battle, at points in your line that can't be allowed to route. They should not be thrown away, but treated carefully. Losing a unit of Samuri without inflicting significant losses on an opponent is a major problem that can turn the course of a battle.

Warrior Monks

As you progress in single-player and multi-player you will gain access to warrior monks. Warrior monks are like Samurai in that they're highly trained, but they're different in how they train. While Samurai rely more on force and are heavily armored, warrior monks have light armor and focus on actively defending themselves by dodging or deflecting attacks.

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The biggest advantage of monks is their morale. They're insane in combat, and will rarely flee. It's not unusual for them to fight to the very last man even against impossible odds. Even Samurai look like whining sissies next to these guys. Monks are also extremely skilled in combat, so they're able to dish out the pain. However, monks are very expensive, so they're not practical for use in large numbers. An all-monk army would be easily surrounded and overwhelmed. The light armor of monks leaves them vulnerable to bow and gun attacks, as well.

Generally speaking, monks should be reservered from the most critical missions. If you see that an enemy is likely to flank you in a certain area, and there is little you can do to stop it, that is where your monks should go. If you need to breach a portion of an enemy fortification and failure is not an option, that is where your monks should go.

Conclusion – Special Units

You now have the basic information you need to figure out what a unit does. Yari Calvary, for example, have an incredible charge and are quite good against other calvary units, but will be in trouble if tied up in melee with Katana Calvary or any sword infantry. Bow Samurai fire arrows and have good morale, even if they're caught in melee.

However, there are some special units in Shogun 2: Total War. For example, if you play the Date clan you will have access to the Date No-Dachi Samrui. These special units are generally slight improvements over the base unit. The Date No-Dachi, for example, has a slightly better melee attack rating, a slightly higher charge bonus, and slightly higher melee defense. Otherwise, they're identical to the base unit.

That's not to say that some units are very unique. Ninja, for example, have a stealth ability and can deal a lot of damage in melee, but are very few in number. Most units, however, fit within the rules outlined above.

References

Creative Assembly: Total War: Shogun 2 Encyclopaedia

Image Credits: Shogun 2 Heaven, Creative Assembly

Archived
I being trying to spice up Shogun 2 only to get frustrated with Darth Mod, which was awful. Finally I found the Master of Strategy Mod (MOS for the lazy).
My rating to the mod is absolutely 10, it amplifies every aspect that make Shogun 2 an awesome complex game tactically and strategic wise.
I'm going to explain some of the features, since the mod thread is quite laconic.
Map
Basically it divides the territories in many many more, making some settlements much more strategic solely by their geographic location - narrow passes, forest, mountains and etc. Some settlements border 3~4 others, which makes 'em a powerful trading asset also.
The 'red areas' around the settlement were augmented, so you can't pass through it without a fight.
Resources
There are many new special resources, some are now acquirible in the normal building chain. Some are located in specific provinces according to real historic possessions of these resources.
Also, there are some key building that can only be constructed if you posses a specific resource (e.g. tier II dojo requires paper), which makes some provinces very strategic.
Buildings
The building tree is YUUGE, only the farm building chain can become 5~6 new chains - mines, hunting, woodcutter etc, all of them being useful (e.g. chossing hunting your troops gain a small accuracy boost). But one have to be extra careful when choosing the right buildings, since it can reflect later game.
Units
There are a ton of units, yet without overcrowding the recruitment screen. Some clans have very different units styles, the one that I'm currently playing feature all the samurai units with bows, so you have a Naginata/Yari/Katana Samurai with skirmisher capabilities.
Samurais units now are very small (like in RotS), acting like a second line/retainer force, which adds some authenticity too.
Castles
Some of the castles are custom made based on the real life castles - like Nagashima for instance, with various moats, streets, narrow corridors, battlements and whatnot. Superb!
The normal castles are changed too, which is my fav modification made. Now you have buildings and battlements inside the castles, making choke points and strategic locations. It's the mix of Atilla and Shogun 2 vanilla sieges.
How to install brutal doom. Known issues:People that can't find the Brutal Doom Options: Read the.txt file that comes with the zip. Zandronum doesn't supports custom options, and they only show up if you are playing on GZdoom. The configuration file has already been modified to associate the brutaldoomv20.pk3 to launch by default in place of the regular doom.wadI've been waiting ages for this mod and am deeply disappointed that I can't play it with sound.
You also get a town surrounding the castle with some battlements that can be used for both sides to protect the archers, which adds another strategic layer.
If you have a big army inside the castle it pays to position outside it in the town and secure a few strategic points, leaving only the samurai and archers inside the fort as last line of defense.
Siege engines were also added.
There are many more features, you can see [here](http://www.twcenter.net/forums/showthread.php?667109-Master-Of-Strategy-(2016-18-03). I would like to thank the awesome human being that made this mod, in my humble opinion is the best TW mod - surpassing even Third Age on the level of detail and awesomeness.
Hope you guys check that out and excuse my English.
32 comments

Current Trainers
Total War Shogun 2 V1.1.0.0 Steam Trainer +8 // removed because of crashing problems
Total War Shogun 2 V1.1.0.0 Trainer +8 MrAntiFun B
Shogun 2 best mods 2018

Total War Shogun 2 V1.1.0 Trainer +8 Final
Options :
  1. Inf.Movement
  2. Inf.Cash
  3. Inf.Ammo
  4. Recover Troops Size
  5. Research 1 Turn
  6. Soldiers Recruiting 1 Turn
  7. Construction 1 Turn
  8. God Mode
Notice for Final Trainer:

Important Announcement to All Users on MrAntiFun.net Click Here

Here are listed usefull modding tools for Total War Shogun 2 (demo). Not a long list so far, but hopefully it will become longer.
NTW Packfilemanager
http://www.twcenter.net/forums/showthread.php?t=346400
Here is a nice tutorial how to use it:
http://www.twcenter.net/forums/showt..60#post6920060
updated esf editor from just
Hey guys,
I've updated the ESF Editor to be compatible with Shogun 2 and fixed one or two bugs.
DOWNLOAD : CLICK HERE
This version is based on 1.4.5 by Erasmus777 and has the same features, but no node descriptions xml has been included because I don't know how accurate it would be, you guys can always make a new one, right? ;) Or just use the one from the 1.4.5 version.
Changes:

Source code is available so if you find any bugs you can fix them yourself :thumbsup2
Since its release in 2007, the Kingdoms expansion for Medieval 2: Total War has received some impressive mods. The medieval setting lends itself perfectly to full conversions, and the community has embraced replicating beloved fantasy settings of all sorts -- as well as simply shifting the historical settings elsewhere in the world's timeline.
While mods for this game are generally slower to show up than others in its genre, it's clear that the modding community has put in a lot of hard work. (Some mods have even taken years to complete.) To honor that dedicated community and highlight their awesome work, here's a few of the best mods for Medieval 2: Total War: Kingdoms that have come about recently.

Call of Warhammer: Beginning of the End Times

Modder: Beginning of The End Times Team
Inspired by an older Warhammer mod, the Call of Warhammer: Beginning of the End Times is intended to provide a more dynamic experience for Medieval 2. The mod boasts a map which is said to be triple the size of the original mod, and gives access to a ton of factions.
Another cool update in this mod is that the Chaos Incursions will now gather their forces over time rather than spawning randomly near their target, as in the original mod. While the Chaos Incursion gathers its forces, players can hire unique mercenary groups to help them when they need a quick army.

Tsardoms Total War

Modder: Wallachian
Moving the action to the Balkans, Tsardoms Total War drastically changes the game by introducing a new area and new factions to match. The player is thrust into the fall of the Roman Empire and the following struggle between nearby regions. Additionally, with this new setting, players will be able to fight through some notable historical battle of the time period and area.
There's no specific release date as of now, but there is a 'Battle beta' that players can check out on ModDB.

Chronicles of Myrtana

Modder: rafmc1989
Strategy games are all well and good, but the Chronicles of Myrtana mod aims to create a more unique RPG experience for Medieval 2: Total War: Kingdoms. The mod follows the events of the Gothic franchise, with expansions and addons included in the story.
The intent to make a faithful Gothic mod led to unique RPG elements being utilized throughout the story, as the player takes control of the hero and begins his journey through the story of the Gothic series.
Download the mod here.

The Last Kingdom

Modder: echuu
Starting in the year 865, The Last Kingdom mod explores the conflicts of Northern Europe. Players can choose from 13 factions to battle for supremacy across the Isle of England and the mainland. This mod includes new historical heroes and units for players to expand their control.
The period of the Viking invasion is a big draw for the community, with the mod clocking in at a 9.6/10.

Third Age: Total War

Modder: TW_King_Kong
With a medieval setting, it was only a matter of time before someone created a Lord of the Rings mod. And while there might be a few out there, Third Age: Total War is one of the best. It's so good in fact, that it has a considerable number of submods all on its own.
Third Age includes the major factions that you would expect from the LOTR setting (Gondor, Rohan, Isengard), as well as less commonly known factions (Rhun, Harad, and Dale). The full map of Middle-Earth includes settlements straight from the lore and locations with historical significance, like the Three Towers.
Shogun 2 fots mods

Tamriel Total War

Modder: Tamriel Total War mods Team
The Elder Scrolls is a beloved series among many gamers, and this mod brings all Medieval 2's strategic fun of world domination to the land of Tamriel. This mod contains a detailed map of Tamriel, and the 20+ factions each have their own territories to start with, based on the lore of The Elder Scrolls series.
Players take part in a variety of historical events -- starting around the time of The Elder Scrolls: Morrowind, and ending 50 years later. With such a long time period, players are likely to take part in a few key events from both Morrowind and Oblivion.
Medieval II: Total War: Kingdoms has a ton of mods available. The few mentioned here don't even scratch the surface of all the awesome content the game's community is making. If you're looking to take your strategic warfare to a new place or time, there are plenty of options like the ones we've mentioned here. Check out ModDB for even more!
What are your favorite mods for Medieval II: Total War? Let me know down in the comments!
Published Jun. 25th 2017