I love the differences in technology between the two units, one still uses the soon-to-be obsolete muzzleloading percussion cap rifles, while the other uses the latest breechloader rifles that fire cartridge ammo (paper or brass/steel) which reloads a lot faster
First time as Tosa I saw the stats of Tosa Rifleman and build a lot of them to replace my line infantry... This was a really bad decision, didn't know they weren't a line infantry.
@@Falcon0BR put them off to the side in some woods and let the horses run through their range without seeing them. Just need some artillery as bait. Besides that their absurd reload skill and ammo makes them at least as good as line infantry with kneel fire offensively
@@Falcon0BR some other benefits are that they take much less research (especially if you dont bother with suppression fire) so you can properly sooner and research more economy or navy to let you have more or bigger armies
I was hoping that light infantry would have bigger advantage in 1v1, but apparently they barely survive. I remember light infantry in lose formation can shoot from all ranks, but maybe im wrong, or have difrent version.
Kinda makes you wonder what the point is for having light infantry in Fall of the Samurai. Might as well spend on superior line infantry like Vermilion Bird Force rather than Tosa Riflemen or Yugekitai. - This message is written by the Aizu Gang Next video request: Hanzo's Shadows (blinding grenades) vs Shogitai
@Lisz Arezo Tosa Riflemen is 1300 in MP while the Vermilion Bird Force is 1000 in MP. If Tosa Riflemen could barely defeat regular line Infantry, then the weaker Sharpshooters will get destroyed (and Sharpshooters have the same price with Vermilion Bird Force).
Or get a yari-ki or sabre cav and do the same job but better. The only ever benefit I see is if there are hills and I can place a light infantry behind my main lines.
@@imgvillasrc1608 Tosa rifleman is to capture points and give fire support in multiplayer, also, to force the enemy to advance if he doesn't have sharpshooters
nope there animation is not bugged. it just that there reload animation is only 1 second long. but there reload time (cool down) is 2-3 sec normally and they can´t fire until that timer hits zero (there is things that lower this time down to like 1.5 sec or less) still cant go lower then 1 sec. most unit can have a shorter reload time then there animation but they still need to finish the animation so the animation times become the faster they can do it on.
I love the differences in technology between the two units, one still uses the soon-to-be obsolete muzzleloading percussion cap rifles, while the other uses the latest breechloader rifles that fire cartridge ammo (paper or brass/steel) which reloads a lot faster
👍👍
In fact, the difference is even greater. The Tosa riflemen are armed with the Spencer repeating rifles.
This is why I love Tosa Rifleman soo much.
Me too 👍
First time as Tosa I saw the stats of Tosa Rifleman and build a lot of them to replace my line infantry... This was a really bad decision, didn't know they weren't a line infantry.
Yeah no matter how good Tosa Rifleman are you still need basic line infantry in your armies.
Only if you play normally ( or possibly multiplayer), if you use their range and stealth well they can be the majority of armies
@jeice13 until you face a cavalry heavy arm and loses, also, they lack kneel fire and late game infantry kills much more.
@@Falcon0BR put them off to the side in some woods and let the horses run through their range without seeing them. Just need some artillery as bait. Besides that their absurd reload skill and ammo makes them at least as good as line infantry with kneel fire offensively
@@Falcon0BR some other benefits are that they take much less research (especially if you dont bother with suppression fire) so you can properly sooner and research more economy or navy to let you have more or bigger armies
I was hoping that light infantry would have bigger advantage in 1v1, but apparently they barely survive. I remember light infantry in lose formation can shoot from all ranks, but maybe im wrong, or have difrent version.
Light infantry has less men. So that's one major contributing factor.
Light infantry firing all together is an older Total War feature. Shogun 2 doesn't have that.
@@imgvillasrc1608 Ok
Yeah, unfortunately CA doesnt have any animation after finishing reloading they just froze suddenly
Yeah, a bit frustrated...
Kinda makes you wonder what the point is for having light infantry in Fall of the Samurai.
Might as well spend on superior line infantry like Vermilion Bird Force rather than Tosa Riflemen or Yugekitai.
- This message is written by the Aizu Gang
Next video request: Hanzo's Shadows (blinding grenades) vs Shogitai
For most of time you don't have money for more advance unuts.
@Lisz Arezo Tosa Riflemen is 1300 in MP while the Vermilion Bird Force is 1000 in MP.
If Tosa Riflemen could barely defeat regular line Infantry, then the weaker Sharpshooters will get destroyed (and Sharpshooters have the same price with Vermilion Bird Force).
Or get a yari-ki or sabre cav and do the same job but better. The only ever benefit I see is if there are hills and I can place a light infantry behind my main lines.
多人里面很好用,利用射程优势骚扰敌人的线列步兵,单人战役里的话还是土佐枪队好用点,其他散兵兵种的话其实还是武士弓队好用。毕竟不可以跪姿射击,火力密度比不过可以跪射的线列步兵。
@@imgvillasrc1608 Tosa rifleman is to capture points and give fire support in multiplayer, also, to force the enemy to advance if he doesn't have sharpshooters
Cual es el mod que usa para que te dé el doble de soldados en unidad?
I don't use any mods. Just set the Unit Size to "Ultra" in graphic settings
@@TotalWar1vs1 también se puede hacer en el modo campaña?
No, you have to set it in graphic settings
@@TotalWar1vs1 ok muchas gracias.
@@eduardodealbacejudo2010 You're welcome!
Tosa Riflemen have bugged animation.
you mean the reload animation?
@@wafl423 yes
@@liszarezo3658 i think its supposed to be like that since they are using bolt action rifles
nope there animation is not bugged.
it just that there reload animation is only 1 second long.
but there reload time (cool down) is 2-3 sec normally and they can´t fire until that timer hits zero (there is things that lower this time down to like 1.5 sec or less) still cant go lower then 1 sec.
most unit can have a shorter reload time then there animation but they still need to finish the animation so the animation times become the faster they can do it on.
@@Zack_Wester What is this if not bug?