Sengoku Rance:Commander Tips

Summary table
Different troop types with the same stats will work out differently. The troop type bonus for each of the four battle parameters is ranked in the manual from A+ to C.

Note that various costs may be affected by other factors such as items or satisfication bonuses.


 * Attack formula = base attack of unit + captain's attack * 10
 * Defence formula = base defence of unit + captain's defence * 8
 * Magic Attack = base attack of unit + captain's intelligence * 10
 * Magic Defence = captain's intelligence * 7 (ignores Foot Soldier's guard bonus)


 * Max troop size is based on difficulty and the number of provinces controlled. Vassaled provinces are not counted. The base value is then multiplied by each unit's troop ratio.


 * Recruit cost goes up by 20 when troop size is 500~999. Recruit cost goes up by 40 more (base + 60) when troop size is 1000~?.
 * The attack power of new troops goes down with increased numbers.

Warrior (武士/Bushi)
Warriors are the classic samurai. They are swordmasters focusing on offensive skills. At lower difficulties, they are a typical player's main source of damage. However, as they often receive counterattacks from enemies, their usage dwindles when the enemy outnumbers them, which is often the case on higher difficulties.

Important Skills: Important Captains:
 * 力を貯める (Charge) — Passive skill raising damage by 70%. By spending one action, all your future attacks become stronger (unless debuffed by enemy Tacticians). Also, it has less delay than standard skills.
 * 迂回突撃 (Side Attack) — Special attack preventing enemy counterattack. Although it costs two actions, it keeps your troops unharmed to perform the next attack. Useful for slow commanders who can't expend all their actions anyway.
 * 手加減攻撃 (Light Attack) — Special attack dealing 0.2 damage; increases capture rate. Any enemy hit by this attack will likely be captured. Light Attack does not have to be the final blow, but the target must still be defeated.
 * 武将突撃 (Commander Charge) — Special attack preventing enemy counterattack. The first hit (intiated by the commander) deals 20 damage plus 3 damage per commander's level. And then the entire troop attacks regularly. If the enemy is guarded by Shikigami, the commander's attack will be blocked. But the follow-up attack will not. Unfortunately, the initial attack doesn't reduce a Foot Soldier's guard rate.


 * ランス Rance: The main protagonist. His passive skill "Auto-Heal (Sill)" initially regenerates 30 troops every turn. Also, there are Satisfaction bonuses to increase his actions and stats. Besides Kentarou, only Rance can reach level 99. In army battles, his Rance Attack is the same as Commander Charge. And in dungeons, the skill deals 2.0 damage. Moreover, a character cleared commander deployed with him gains 1 Affection point. (If Rance's unit is defeated, it's always a game over.)
 * 乱丸 Ranmaru: Probably the best starting commander. However, she is quickly outclassed by others. If character cleared, she gains ATK and DEF buffs when deployed alongside Katsuie.
 * 上杉謙信 Uesugi Kenshin: A useful commander with Commander Charge. Her passive skill Military God's Aura (軍神の威光) takes away 1 action from enemies in army battles. And it increases battle preparation effects. Furthermore, her high level makes her great in dungeons. Hence she's a good candidate for action increasing items.
 * 小川健太郎 Ogawa Kentarou: He's somewhat similar to Rance. For instance, he's the only other character able to reach level 99; he's the best damage-dealer in dungeons. Also, after he becomes a demon, he cannot be harmed by most enemies. And therefore, it's wise to deploy him troopless in defending battles.
 * 徳川家康 Tokugawa Ieyasu: Incredible in dungeons—he has a piercing charge-attack, costing 1 action, which deals 2.0 damage. In army battles, he has Charge, Full Power Warrior Attack 2, and 5 actions. Only available in second games. But to recruit him, you must forgo Senhime.
 * 明石風丸 Akashi Kazemaru: Although starting weak, he has potential. He can acquire Hibachi, a skill increasing damage by 50. And an event increases his combat stats by 2. However, his level is still pitiful.
 * 毛利元就 Mori Motonari: He has high stats and Commander Charge. But when character cleared, he will return to his cursed form in which his only attack deals a fixed 200 damage.
 * 独眼流政宗 Dokuganryuu Masamune: Has 6 actions, and can reach level 70. He has high stats, but comes with no special attacks, which may be good or bad; he's less useful before you teach him skills like Side Attack. Unfortunately, having him prevents character clearing his wives. So you'll often fire him regardless of his strength.
 * ノワール Noir: An ideal Warrior with Commander Charge and high stats. Keep her, and fire Masamune if you wish. In addition, she has Auto-Heal. (Not as powerful as Masamune in dungeons.)
 * Daidoji Komatsu: Has the unique skill Fan Club, which gives her 20 troops every turn. Therefore, she may be useful in lengthy playthroughs. Her stats are quite average though.
 * 森田愛 Morita Ai: A decent bonus character slightly better than Ranmaru. Starts with Shouting Charge and 5 actions. Don't expect her to survive magic attacks though; she's as thick as two short planks (INT 2).
 * Ouka Toki: Another bonus character. Begins with less combat stats and less troops than Morita Ai. But she has better Search/Negotiation/Construction and level cap.
 * Kuge Kyouko: Obtained early in Kyo. Fairly average commander, but starts with Light Attack.

Foot Soldier (足軽/Ashigaru)
The Foot Soldier constitutes the main force of most armies. What they lack in quality, they make up in quantity. Foot Soldiers are the the most cost-effective troop to heal and expand, plus they have the fastest growth. Their guard ability allows them to cover other allies while their defense is doubled. Building the Foot Soldier Training School in Mamushi Oil Field lets all foot soldier units of yours grow by 5 soldiers per turn automatically, and 5 soldiers per special visit to the school. The leaders of foot soldier units are spear-wielding Bushi who can also guard their allies in singles/dungeon fights.

Important Skills: Important Captains:
 * 味方ガード (Ally Guard) - Support skill, increases the probability of blocking an attack on an ally of the same row by (int*20)%, and defense is also increased by that percentage (100% or more doubles defense). This skill defines the foot soldier's purpose of existence.
 * 味方ガード改 (Ally Guard+) - Support skill, increases the probability of blocking an attack on an ally of the same row by (int*30)%, and defense is also increased by that percentage (100% or more doubles defense). An improved version of the previous skill. A foot soldier with even crappy int stats can become a semi-decent blocker with this skill.
 * 全体ガード (All Guard) - Support skill, increases the probability of blocking an attack on any ally by (int*10)%, and defense is also increased by that percentage (100% or more doubles defense). This skill allows you to place only one foot soldier and still have both the front and back rows covered. Due to the low guard rating of this skill, it is highly recommended to be used with the next skill.
 * 強化初期ガード (Strengthen Initial Guard) - Passive skill, starts battle at 120% row guard rating.
 * 反撃率アップ２ (Counterattack Rate Up 2) - Passive skill, counter attack damage is tripled. Using this skill, combined with a high attack stats, allows the act of guarding to effectively serve as regular attacks. Enemy Bushi units can easily attack themselves to death. Only 2 commanders have this skill.
 * 柴田勝家 Shibata Katsuie: While he's overall quite under par, he's unusually reliable as he starts with 7 defense and being your initial footsoldier unit, might become your largest footsoldier unit and the most dependable wall of defence. His stats can be improved through a satisfaction bonus. In IF routes, he can get Kouhime as a sub-captain (gives +1000 troops). If you have cleared Ranmaru, deploy them together for attack and defense buffs.
 * 前田利家 Maeda Toshiie: Pretty useless compared to Katsuie to begin with, but if you can be bothered to spend two satisfaction bonuses (make him an actor, then tell him to stop) then he becomes quite decent since he gains +3 on Attack and Defense. He also gets an awesome wig in battles.
 * 戦姫/千姫 Senhime: Good all around stats and seems to deal more damage than you would expect from a Footsoldier unit. Also has Automatic Recovery. Of course, can be problematic to keep to start with, since you need to keep using her in battles (she doesn't appreciate peace-time, and will leave if she doesn't fight for 3 turns). This can be avoided by clearing her.
 * 野菊 Nogiku: The Foot Soldier with the highest starting stats. She's also one of the special few with Automatic Recovery.
 * 毛利てる Mori Teru: Eldest of the Mori sisters, one of two units that comes with Ally Guard+(makes up for her low Int), Plunder and Counterattack Rate Up 2. She has a lethal feather duster. Be sure to give her the Dragonfly Cutter for beastly counterattack damage.
 * 島津ヨシヒサ Shimazu Yoshihisa: Eldest of the Shimazu brothers, one of two units that comes with Ally Guard+, Plunder and Counterattack Rate Up 2. He's a terrifying presence on the battlefield.
 * Moscow Fuyushougun: One Eye Foot Soldier with a massive troop size but only two actions. Worth capturing to avoid fighting him but not worth hiring as his stats are pretty bad.
 * ゴン Gon: Quite sturdy a footsoldier with 7 in attack and defense, and comes revenge of fellow troops. His intelligence is very low however, and he's therefore extremely vulnerable to magic attacks.

Shrine Maiden (巫女/Miko)
As the only units with the ability to heal your troops, Mikos are crucial to every army which wishes to save on troop replenishment costs. They are also useful in battles where you're outnumbered, as Miko Storm will likely always outdamage more regular attacks in such a situation (assuming you can protect the Miko's for long enough... back row footsoldiers with enhanced initial guard are probably a good idea).

Important Skills: Important Captains:
 * 巫女の舞 (Miko's Dance) - a very useful healing ability, especially when facing opponents that deals heavy damage.
 * 治癒の霧 (Healing Mist) - Heals all troops for a lesser amount than Miko Dance and takes up 2 action points.
 * 巫女の嵐 (Miko's Storm) - a devastating attack that deals damage based on 10% of opponents' max troop size. In higher starred games, this skill can turn the tide of a battle and soften the opponents to boot! Note that this attack and its upgraded version (Natori only) that deals a damage of 30% of enemies' max troop size, are magic attacks and do not work on Imagawa honeys or Rizna.
 * 出張巫女 (Business Miko) - Automatically buffs male units at the start of combat since all of the Miko's sell their services as 'working girls', if you catch the drift. Each 250 Miko's == 1 buffed male unit. Decent when you are low on Tacticians to provide starting buffs.
 * 玉籤風華 Tamagushi Fuuka: Distinctly average, but quite possibly your only Miko for some time. Give her Healing Mist as a priority to make her less sucky. Necessary to open the dungeon to the most powerful dungeon boss in the game.
 * 足利超神 Ashikaga Supergod: Sucks completely (with ZERO in atk,def,int), the only good thing you can get from him is the Emperor Ring. He's also required for Akihime's character clear. After that, do fire him, he takes up 4 national power for nothing...
 * 名取 Natori: She has the special skill Miko's Storm 2(巫女の嵐２) which deals damage based on 30% of opponents' max troop size, could be very crucial in a castle siege. Her usefulness increases with difficulty, due to her attack being based on troop size.
 * 雪姫 Yukihime: Comes with Healing Mist from the beginning but has lesser stats than Fuuka. However totally worthless in dungeon battles with an abysmal level cap.
 * 小早川ちぬ Kobayakawa Chinu: The only Miko that has the special skill Poison(毒殺) that deals damage based on 50% of the opponents' current troop size. Her main weakness is that she is abit slow that she might get hit multiple times before she unleashes the attack. To make up for this, she requires two Ninja attacks before her preparation is canceled. Another weakness is that the attack counts as a physical attack, so foot soldiers with guard up will get less damage. Note that in Kenshin/Isoroku/Real History route she will be removed from your party halfway through the game for good.

Musketeer (鉄砲/Teppou)
The Musketeer units are offensively the most powerful units, pretty much able to ignore their opponent's defense completely (except foot soldiers in guard mode). Their guns are already loaded when going into battle, and they are often among the first units to strike a deadly blow against their enemies. The downside is most of them are only capable of firing one shot in battle, and even those who can fire multiple shots tend to have a long reloading time for their guns. They are also extremely vulnerable to enemy attacks, so make sure to cover them with a good foot soldier unit. They also cannot kill more troops than their own troop size per attack. (needs confirmation) Due to the novelty of muskets, musketeer units are expensive to expand, and grows rather slowly. Building the Musketeer Training School in Tamba lets all musketeer units of yours grow by 3 soldiers per turn automatically (further expanding the training school increases the growth rate to 5 soldiers per turn).

Overall not very useful, as their troops cost a fortune to buy. And they only gain 2 troops per battle. However, if you get the item Captain defense team, it's not a bad idea to put it on a Musketeer.

Important Skills: Important Captains:
 * 引き付け (Get Closer) - Support skill, boosts attack by 70%. This skill takes zero moves, and significantly boosts the attack power. You'll probably only get one or two shots, might as well make them count as much as possible.
 * 貫通射撃 (Penetration Shot) - Special attack, costs 1 action, hits front and back rows, 50% damage. While the net damage you have dealt is the same, the penetration effect means your attack won't be redirected by a foot soldier's guard ability, and will hit who you intend to hit. The upgraded version, Penetration Shot 2 deals 70% damage, but costs 2 actions, which is arguably a worse deal.
 * 必殺　国崩し(Special Cannon) - Special attack, can only be used by Ootomo Sourin (a Shimazu musketeer). Hits all enemy units for full damage.
 * 柚原柚美 Yuzuhara Yuzumi: The only musketeer unit who has the "射撃＋狙撃 (Shoot + Snipe)" skill which is capable of instant-killing enemies.(Give her the working bee and she'll be able to assasinate captains 3 times!) If you wish to use her, strongly consider capturing her in battle rather than conquering Tamba (although you'll capture her either way). Musketeers are expensive to buy, and gain troops very slowly. If you have a Book of Skill 2 give it to her and she can potentially one shot two units a battle. A good candidate for the Popularity Staff.
 * 島津トシヒサ Shimazu Toshihisa: One of the few musketeer who have 2 moves, he also has incredible stats.
 * 種子島重彦 Tanegashima Shigehiko: The leader of the Tanegashima House, another musketeer with 2 moves, but still by no means as strong as Toshihisa.
 * 大友 宗麟 Ōtomo Sōrin*: Musketeer unit with generic appearance but has the 必殺　国崩し (Special Cannon) skill which is devastating if he can use it. All Guard Shikigami is a good defense. Or you can only hope to kill him or assassinate him or rob him his only move with Uruza or Yamagata Masakage before he can act. Unfortunately, cannot be captured. Only way to use him is in Free for All, where he is hands down one of the most broken characters ever; Special Cannon can take down entire armies by itself!

Monk (僧兵/Souhei)
Monk is a utility class. They are comparatively cheap to expand, and are completely healed at the beginning of each turn, making them cheap to build into quantities to fight with (many have self-healing too, producing self-sufficient fighters). Most of them are capable of completely removing the guard of enemy foot soldiers, allowing the rest of the party to hit their intended targets. Their normal attack can remove 1 buff from an enemy unit. Finally, certain monks are capable of restoring movement of allies, allowing other party members to pull off more big attacks.

Important Skills: Important Captains:
 * 活動転換 (Convert action) - Support skill, restores one action for ally. This is often combined with powerful skills that use up all flags for repeated fire. And because of the combination with skills that use up all moves, the upgraded version Convert Action 2 is often more wasteful and less desirable.
 * ガード解除 (Remove Guard) - Special attack, removes all guard status of enemies. The signature monk skill that can greatly change the flow of battle.
 * 妖怪退散(Youkai Exorcism) - Not very special unless you're fighting Youkai troops, where it deals 3x normal damage, though it is considered a ranged front-row only attack (similar to Musketeers' regular attack).
 * 延長戦 (Extend Battle) - Prolongs the battle. Along with the Monk's buff-removing normal hit, this is a counter to the Tactician and their Time advance skill. Mainly used to allow slow units like Miko or Mages to get some more actions out. It can also be effective to allow a slow Ying Yang unit to pull off two Shikigami attacks in one battle.
 * 性眼 Seigan: His special attack, "死神の鎌 (Death's Scythe)" reduces all enemy troops by 25% of their maximum, producing devastating damage when the enemy greatly outnumbers your forces.
 * 卑弥呼 Himiko: With 6 moves and 7 speed, she can rapidly remove enemy guards in battles. In dungeons she has six shots of Convert Action to allow allies to use their powerful attacks. A generic general, she starts off working for the Miko Institute. She can work as battle general or just an utility officer in search/negotiation.
 * 朝倉義景 Asakura Yoshikage: His stats are mediocre, but once you clear him all of your territories' Nation Power will increase by 1. You need to get him up to Normal from Hate pretty quickly if you want Yukihime (only if you've beaten the game at least once). Each time you Talk to a cleared Yoshikage you get a random increase (1-4) affection point for your generals: Maximum of 1 for Yoshikage, the rest spread across the other generals (some may get 2). Useful if you got few +Sat items but spare command fans.
 * 魔窟堂野武彦 Makotsudono Takehiko: With a 9 in attack and 8 in defense, he can be used as a Bushi who self-heals fully at the beginning of each turn. A well-timed Convert Actions 2 allows an ally to keep fighting after throwing out a major skill.
 * 油娘道三 Aburako Dousan: A monk that's possible to get early on through the Satisfaction Bonus. Starts with Youkai Exorcism and Convert Action 1, a good combination is to use her to charge and abuse Uruza's or Natori's special skills. She's got pretty high priority on pre-turn harem-event with Rance once she's cleared. And her quote is funny. On the other hand she's quite costly in term of command fans: one fan to get purple event of Mino Three, 3 fans to get them, then one fan for Sat bonus that call her.

Tactician (軍師/Gunshi)
If there is a single unit that can turn the tides of an entire battle, here it is. Relatively weak in every respect, their main purpose is to make the rest of your troops exponentially stronger. They also counter Tactician-aided enemies by debuffing them, leveling the playing field. In defensive battles, they can strip away the time and make full use of the home-field morale advantage before being overrun. In offensive battles, they can push the morale meter in their side's favor and capture victory even if the entire enemy force is untouched. Friendly troops start combat with random tactician buffs already cast when a tactician participates in combat. This is also true in dungeon battles. Conversely, tacticians are among the slower troops to move.

Important Skills: Important Captains:
 * 合戦戦術 (Strategy) - The buffing skill. It originally buffs the entire team, and can be upgraded to either have greater effects on all, or buff a single target fully. Usually the all-buff is more versatile unless your Tactician has many uses and max speed.
 * 状態解除 (Remove Buffs) - Takes All buffs from a certain number of units.
 * 時間経過 (Time Advance) - Used to shorten the length of the battle, thus saving you from additional pain.
 * 戦果ダウン (Battle Result Down) - Boosts the morale meter in your side's favor. If you can't manage to kill your enemies, this is a good alternative to winning in attacks.
 * 明智光秀 Akechi Mitsuhide: Your starting tactician. He's pretty awful. You'll probably be forced to use him until someone better like Naoe Ai can join.
 * ウルザ Uruza: She is the sole user of a blowgun, and consequently 精密射撃 (Precision Shot), a skill that attacks all enemies and removes one of their moves (even if they're at one). Her blowgun also amounts to massive damage hits in dungeon battles. Also has a level cap of 75, probably the highest in the game next to Rance and Kentarou. Also starts with the highest stat for tactician though weak skills.
 * 真田透琳 Sanada Dourin: Comes with the passive skill, Fuurinkazan, which grants him all 4 buffs at the start of every battle (Dungeon OR Troop battle). He also starts with Strategy A and Battle Result Down 2. The latter can be abused if used well.
 * 一休 Ikkyuu: His stats are not that impressive, and his level cap is pathetic, but in battle he is the only one who can use "Reversal of Fortune", which inverts the current state of the battle result gauge (can only use thrice in the entire playthrough).
 * Kurosaki Ichiya: One of the more useful bonus captains, specifically for early game Battle Rating Down 2 and Strategy Single.
 * 直江愛 Naoe Ai: Comes with second highest stat for tactician. Also starts with Remove Buff B and Strategy B.
 * 島津イエヒサ Shimazu Iehisa: Basically, stronger stats than all generic tacticians but less than most other top tier tacticians. Has a level cap of 49 however. No special skills worthy of mentioning.

Yin-Yang Master (陰陽師/Onmyouji/"Diviner")
With the ability to hit one or all enemy units at once and to create a barrier to protect one or all your troops, the Yin-Yang Master is probably the most versatile troop you can have. Their attack being magic means Honeys are immune, a fact of note when fighting the Imagawa House and in dungeons. Unlike some unit types, generic Ying-Yang captains tend to be as useful as special ones in dungeons (assuming they are same level), as they retain their shikigami ability as well as guard shikigami in dungeon battles. They tend to be among the first units to move, but since their primary attack requires preperation, you will likely not be able to use them to deal significant damage first.

Important Skills: Important Captains:
 * 防御式神 (Defense Shikigami) - A barrier is created, allowing a unit to not get any damage. A captain charge will do damage to your troop, even with this on a troop. The reason for this is that the first attack by the captain will break the barrier and then the troops will then attack, damaging your troops. Assassination skills (gale force, assassination, snipe+shoot) will go through the barrier, possibly killing the captain in the process.
 * 全体防御式神 (All-Defense Shikigami) - This skill creates a barrier for all the troops.
 * 式神 (Shikigami) - A spell that hits all troops, and is a magic attack (i.e. intelligence is counted for damage calculations). This is very useful as damage isn't reduced when a foot soldier has his guard up. The major weakness is that if a yin-yang is slow, it will take a long time before his/her turn is up on top of the fact that it will always take at least one full rotation before he/she unleashes the attack.
 * 鬼を召喚 (Oni Summoning) - An attack that hits one unit. A useful magic attack, but can be diverted by foot soldier guard.
 * 北条早雲 Houjou Souun: 8s in all stats. He comes with an attack similar to Oni Summoning Plus, but with only 1 action cost instead of 2.
 * お町 Omachi: She is the best yin-yang captain, and one of the most broken commanders in the game. She has two INT-based skills which can damage all enemy captains in battle. Her first skill (50% damage) doesn't require preparation, while the second one requires one turn preparation (but requires 2 ninja attacks to cancel) to deal higher damage (150% damage).
 * エリナ Elina: Quite possibly the best bonus starting character you can pick in a New Game +, since you cannot get a good diviner for a long time. She is only really outclassed by Souun and Omachi, and in any case starts with All-Guard Shikigami, which is amazingly broken to use in the beginning of a game and always remains useful.
 * 山中子鹿 Yamanaka Kojika: Unavailable until you beat Mouri. She has great skills, All-Guard Shikigami, Summon Ogre Plus, Healthy Body, and no base upkeep.

Knight (騎士/Kishi)
The Knights of Leazas have the offensive strength comparable to the Japanese Bushi, and the ability to guard their allies. The knights maintain a fit and healthy body making them very cheap to heal also.

Important Skills: Important Captains:
 * 親衛隊突撃 (Royal Guard Charge) - Special attack, when enemy has more troops, deal double damage. Even though knights face counterattack just like bushi, the double-damage dealt is worth it and can be abused - all it takes is 1 more unit on the enemy side for the double damage to apply. Very effective on crowds and many bosses who more than often have a thousand troops.
 * レィラ Leila: The only Knight unit in this game... She's gorgeously golden, with a little bit of orange. Royal Guard Charge is especially useful in higher difficulty games.

Cavalry (騎馬/Kiba)
Cavalry is perhaps the strongest melee unit in the game, with a base attack of 80, 20 higher than Knight and Bushi while maintaining the same defence. They also have the ability to attack from the backrow (and against opponent's backrow). The downside is that it's attack is treated as melee attack, thus suffers from counterattack. Only Takeda starts with Cavalry (except with 2nd game bonus). They tend to be among the first to move and move often. Surprisingly cheap to hire but have very slow growth per battle.

Important Skills:
 * 突進 (On Rush) - Aside from dealing extra damage, this will remove one move from your target, even if they are at 1.
 * 後衛潰し (Rear Crush) - Double damage to backrow range units. Good way to prevent back support.
 * 追い討ち (Follow-through) - TRIPLE damage if you are currently winning the battle and prevents counterattacks.

Important Captains:
 * 馬場彰炎 Baba Shouen: While his stats are not particular impressive, he starts with Fuurinkazan, which allows him to start with all 4 stat bonus. In addition, he is the only cavalry with the captain's charge. Furthermore, he starts off at level 50 with an impressive cap at 68. Finally, his Battle Rating Up skill tilts the battle rating bar for your side(more useful for higher difficulty games). One of the most overpowered captains in the game.
 * 山県昌景 Yamagata Masakage: Arguably the most powerful melee captain in the game. Starts with all stats at 8 AND comes with Fuurinkazan to further buff them up at the beginning of a battle, making his first attack possibly an instant death when fighting against him unless you have a colossal footsoldier troop guarding well. Also has battle result 2 to help with difficult castle seiges. His downside is the low level cap at 34, so he's not that useful in dungeon/solo battles.

Ninja (忍者)
Ninja are fast and benefit from being rather good at dealing hit and run damage without retaliation. You need them to prevent preparation by spell-casters (all their shuriken skills have that particularity, even during dungeons), and some Ninja can also attempt to instantly kill an enemy unit with their Assassination Skills. Building the Ninja Mansion in Yamato lets all ninja units of yours grow by 5 per turn automatically, and 5 per special visit to the school. They tend to be among the first to move and move often, but their damage leaves much to be desired.

Important Skills:
 * 暗殺 (Assassination) - Has a chance to insta-kill an enemy unit(chance increases when the captain has "assasination 2" instead). It also uses all the actions of the Ninja unit, regardless of outcome.
 * 音速手裏剣 ([mach speed]Sonic Shuriken in english patch 1.04) - Very effective skill for a Fast Ninja Unit (like Kanami), as theres a good chance you will get two free attacks before the enemy forces can even attack once, as it has practically zero-cooldown time. Hence, extremely handy for eliminating undesirable enemy units quickly or taking out the enemies back line before they can start guarding it with footsoldiers. At higher difficulties this skill is of little use as you won't be damaging much of their troops with this skill, this only helps if you need to cancel charging skills super fast.
 * ちゅんちゅん手裏剣 (Chun-chun Shuriken) - Unique to Suzume, its basically like Yamamato Sweeping Fire, just the Shuriken version (though, not actually as good, because it requires 2 actions).

Important Captains:
 * 鈴女 Suzume: She's basically the only required unit besides Rance, so you may as well use her. That said, she may well be a prodigy as an individual kunochi, but her unit is actually fairly average. She can learn Chun-Chun Shuriken,which consume 2 actions when she only has 4 to spare (can be increased with action book 2) but is piercing and can cancel preparing attacks even while their user is guarded. She has a decent success rate with Assassination(starts with assasination 2) and is good for scouting, she is also decent co-ordinator for dungeon battles to switch out your exhausted forces simply because she's a Ninja. Nin-nin? Will cost a lot of money and skill books if you wish to make sure useful beyond the beginning of the game.
 * Kikkawa Kiku - Powerful all-around ninja. Starts with high 7/7/6/7 stats, along with Assasinate 2.
 * Kousaka Yoshikage - Probably the best ninja in the game, and incredibly powerful like his Takeda breathrens. All 7s in stats, Assasinate 2, and the awesome Fuurinkazan. Also has highest level cap of all among ninjas in the game.
 * 見当かなみ Kentou Kanami: She's not that great in other areas, but boy is she fast. She's basically guaranteed to go first unless the foe also has fast ninjas, making her ideal for Sonic Shuriken takedowns. Also a great dungeon co-ordinator because of her speed (she has basically no cool-down time when you use her to make other exhausted units switch... very handy).
 * 犬飼 Inukai: Being the top Ninja of Japan, he naturally has the best stats. He also has 101 Wanwan, which deals 101 damage to all enemy units. Can be upgraded to 201 damage to all units.
 * 折女 Orime: Ninja captain with the best starting stats (if you take into account that she has more actions than Inukai), and one of the special few with Automatic Recovery. She does not come with Assassinate, thus making her a candidate for learning Sonic Shuriken. Unlike most ninja captains, she has a sword attack in dungeons, and is considered a Youkai. This does not seem to do anything special but does seem to justify the fact that she has the highest HP of all ninjas in the game in dungeons (often about twice as much; the exact same as the other girls of Masamune at an equal level). This, along with fact that she also has the 2nd highest level cap of all special ninjas in the game, makes her one of the best dungeon running ninjas who has the attack power of a bushi and the speed of a ninja combined (however this also means she can neither cancel preparation nor attack the rear column in dungeons).
 * 月光 Gekko: You get him from picking the same New Game + bonus as you get Shizuka from. He cut off his arm and adopted a Loli girl (Shinobu) to be his Right Hand in its place. The two appear in battle together (but strangely, he appears alone in Dungeons). He's got poor defence but is brutally powerful with 6 action points! He also has Assassination Skill +, which gives you 100% chance to kill an enemy which run out of actions. If you also get him to learn Assassination 2 then he becomes possibly the best assassin in the game.
 * ゴエモン Goemon: He's the only ninja which starts with both Battleground Preparation 3 and Assassinate 2, very versatile on the battlefield.

Archers (弓兵/Kyuuhei)
Archers main advantage is the ability to strike from either row without having to worry about counterattack. Due to their weak defence, that means put them in the back row. That said, though you wouldn't think it, the specialised archery unit is only marginally better than Miko's and Tacticians using their bows, although they are cheaper, grow faster, and are capable of much larger maximum troop sizes. Still, beyond the early/mid game, you'll probably not have too many of them (Yamamoto is usually the only one worth keeping under most circumstances). They are also notably worse in dungeons than ninjas.

Important Skills:
 * 一斉射撃 (Volley) - Hits all foes, but uses all the archery units actions and is a physical attack. Perhaps decent for cleaning up stragglers. Unfortunately, you have to go through Untrained Volley to get it.
 * 山本弓掃射 (Yamamoto Sweeping Fire) - Unique to Yamamoto Isoroku, its a very nice attack that hits an entire column for 0.9x damage and can't be guarded against for just 1 action. Probably the best attack useable by a Archer unit because it brings a vast damage increase over a regular attack.
 * 疾風点破 (Gale Force Strike) - Also unique to Yamamoto Isoroku. Its the archery version of assassinate. Has a lower chance, but you're more likely to have a bigger archer unit than a bigger ninja unit, so whatever. Also only uses 2 actions instead of all of them...

Important Captains:
 * 丹羽長秀 Niwa Nagahide: Ridiculously awful, but he's your starting archer and he does start with lots of troops. Also notably, he starts with Defeated Warrior Hunt, allowing you to capture enemy captains more easily. You can dump him fairly early.
 * 山本五十六 Yamamoto Isoroku: She has fairly average stats, but two skills which are unique to her. Yamamoto Sweeping Fire is sufficiently effective to make her the best archery captain. She also has Whirlwind Shot, which has a 'fixed' chance of instant death to one captain at 2 action cost. Because insta-kill chances are based on troop sizes, she is actually more useful as an assassin than ninjas, due to archers gaining troops so easily. Boost her attack to 9 and give her the Ryuuguu Sword and she can demolish a row of enemies with ease. Sweeping Fire also makes her one of the few units able to ignore guard, making her useful against back row units using preperation moves (like Diviners).
 * 原昌示 Hara Shouji: You can capture him fairly early, and he does start with Volley, so if you want that without the pains of training for it, then use him.
 * Inoue Shigemi/Shigeyoshi and Yamaguchi Tamon: Subordinates of Yamamoto Isoroku. Both of them will join your army if you bring Isoroku to trust and have spare nation power (7 nation power). They also can learn Yamamoto Sweeping Fire but unlike Isoroku they had to learn Bow Attack Plus first before Yamamoto Sweeping fire is available.

Magi (魔法/Maho)
Only available through calling for reinforcements from Zeth and/or new game + bonus. Nevertheless, pretty worthwhile if you're patient enough to train them, as they ignore physical defence and the footsoldiers guard, and can also hit multiple targets without a charge up time. Their defense is though below average and their speed is quite pathetic. Remember that buffing INT is more important than STR in this case. Most mages have high action points but tend to only move once or twice per battle, so using them in a battle with fewer captains on each side may let you move them more often. Their attack being magic means Honeys are immune, a fact of note when fighting the Imagawa House and in dungeons. In dungeons they also have relatively low HP despite their high levels, which leads to them being easily knocked out without the help of items.

Important Skills:
 * 白色破壊光線 (White Destruction Laser) - Is a piercing attack that hits an entire column for 1.5x the damage of a normal fireball (hence, deals a total of 3x damage), its pretty devastating. It does use all the actions of the mage unit though.
 * Ａカッター (Angel Cutter) - Unique to Rizna. Interesting because it hits all enemy units without a charge up. However, unlike the White Destruction Beam, it typically deals alot less damage (0.5x) to everyone except monks or demons. Since it deals massive damage to those two it is useful against the Demon Army and the Tenshi Sect.

Important Captains:
 * リズナ Rizna: An old heroine returns. Probably your first mage unit and possibly the worst, even though she can learn her hit all attack. Her speed is one of the worst you can find in the game as there will be fights where she'll only act once. But you must call her to have Uruza and Magic. However she has total immunity to all magic attacks, this includes the hit-all attacks of the likes of Xavier or Suzaku.
 * マジック Magic: Not actually much better than Rizna to begin with, since she comes untrained as well. Though her ability to learn White Destruction Beam is probably better than Angel Cutter.
 * 魔想志津香 Masou Shizuka: Probably the best mage, but only available with a New Game + bonus, and then only after recruiting Maria. Starts with White Destruction Beam and also has the rather useful Sticky Ground, which increases your chance of capturing enemy captains automatically. Also, always Hates Rance; you can never get her up to Normal/Trust/Love.

Cannoneers (砲兵/Houhei)
Cannoneers combine the power of musketeers with the placement versatility of archers and mages. Hence, they can benefit from a very high power without having to actually sit in the front row and endanger themselves, making them very useful for sniping at enemy units. A few of their drawbacks however, include their poor speed and inability to ignore footsoldier guard. Despite the name, they're actually a unit of girls with rocket launchers!

Important Skills:
 * チューリップ連射 (Tulip Rapid Fire) - Double damage, but uses all actions.

Important Captains:

マリアMaria: The second reinforcement you get from Leazus after Kanami and probably the only Cannoneer you want to use (Kasumi is pretty inferior to her boss). Probably a good choice for the +2 ATK item, if you get it. Due to the extreme high cost of cannon troops, you should give her the popularity staff to make sure useful.