I love the Kanko MaruShe's the Yari Ashigaru of the seaI am never lonely on the Kanko MaruThe biggest crew per gun has sheThat's why she's the bestYes, she is! Yes, she is!Massively overrated in auto-resolve she wrecksShe's the only reason naval combat in FOTS isn't pissI love the Kanko MaruShe's the Yari Ashigaru of the seaHer name means Light of the CountryThe biggest crew per gun has sheWithout the Kanko Maru, my love, my light, my legion of guardian angels, my horde of mermaids, FOTS would be a miserable slog through mud. Without her, every province building in range of a coast, would be constantly bombarded, your trade routes raided and ports blockaded and you would have constant naval invasions of factions from the other side of the map. Say thank you to the Kanko Maru. Second lowest upkeep, turn-1-recruitment with a simple tech and the reason why you don't have to worry about playing naval battles in Total War Shogun 2: Fall of the Samurai, because she beats a full-stack of ship more expensive than her in auto-resolve, because auto-resolve massively overrates the crew in battles.What other extremely OP units actually make the game better by being OP in other games?
>>1881828i wish i had known this when i played because naval in fots is cancerit's such a money sink and constant game of whack a mole
Arigato Kanku-san!!!
>>1881857The trick is that there are several key chokepoints on the map.You position a navy in the center of a chokepoint and then a single gunboat "fleet" on each side. Collectively the 3 control zones will block the entire passage, preventing enemy fleets from passing without combat, while the center fleet is in range to reinforce both gunboats. The AI sees this as a continuous impassable zone which would initiate combat with the main fleet, and if it thinks it can't beat that main fleet then it will just never try to engage, either leaving its fleets at home, taking them all around the map to try and find another path directly to your trading port, or just fighting someone else instead. Cover two chokepoints and you never have to look at navy again.Since the AI is bad at actually building threatening navy stacks (they take forever to research any naval tech) you don't need particularly large doomstacks to be effective.
>>1882105That's an exploit
>>1882107>holding chokeholds is cheating
>>1882107Not really. This is only possible in the base campaign. In FOTS you can build ocean-going vessels, which is why the sea extends a lot farther. And in the base campaign you can just go Christian and build a Nanban tradeship to dominate the AI at sea, if you are willing to fight the battles manually, because it has the opposite problem of the Kanko Maru.
>>1882105yeah and 1 fleet costs 5k a turn in upkeep
>>1882132Not, if you spam Kanko Marus. My fleet upkeep was dirt cheap. Like between 1k and 2k for most of the campaign, closer to 1k.
>>1881828Arigatou, Kanko Maru-chan!for me, it's getting your first copper-plated ship
>>1882167yeah and i didn't know that so i was building the good ships idk the name but the big ones and the kotetsus>>1882862i would literally never train copper ships because by the time i've decided to build a navy i just rush steel ships
I've been experimenting recently with 2 Kasuga 4 Kanrin fleets, ironclad of course and the speed of them works very well. I used to use Kankos, but they always seemed disappointingly slow.
Okay but what if you... actually want to fight the naval battles
>>1883255Naval battles in fots are really not good particularly against the ai. The kotetsu class uniquely has longer range which means it's necessary to bait out your enemy into taking the first volley. Cannons do so much damage in fots so setting up your broadside and launching it first basically means you've won and the fire rates are fast ontop of explosive shells setting fires.