By Clan:
Hojo Hitachi, Kazusa, Kozuke, Musashi, Shimosa, Shimotzuke
Imagawa Chikugo, Chikuzen, Hizen, Mikawa, Suruga, Totomi
Mori Bizen, Harima, Hoki, Inaba, Iwami, Izumo, Mimasaka, Suo
Oda Iga, Kawachi, Kii, Mino, Omi, Owari, Tamba, Wakasa, Yamato
Shimazu Bungo, Buzen, Higo, Hyuga, Nagato, Osumi, Satsuma
Takeda Aki, Bingo, Bitchu, Izu, Kai, Sagami
Uesugi Dewa, Echigo, Hida, Mutsu, Sado, Shinano
Ronin Awa, Awaji, Echizen, Etchu,Ise, Iyo, Kaga, Noto, Sanuki, Tajima, Tosa, Yamashiro
 
Alphabetically: [a b d e h i k m n o s t y]

Aki
Value: 153 Koku
Features: Silver Deposits, Iron and Sand Deposits, Port
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: A steeply sided valley province, Aki's undulating terrain is punctuated by woodland and dominated by a central hill.
Attacker: A successful attacker must seek to minimise the enemy's height advantage by gaining ground of his own, or by luring them down onto his own level.
Defender: Defending generals can sit and wait for an opposing force on this steep incline.
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Awa
Value: 180 Koku
Features: None
Bonus: None
Units: None
Terrain: Spectacular high ground quickly descends to a wide river with a single bridge.
Attacker: The single bridge increases the difficulty for any attacking general. After a successful crossing, beware of tiring the troops as they try to reach any defenders dug in on the cliffs.
Defender: A constant hail of arrows should be enough to deter such an attack.
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Awaji
Value: 60 Koku
Features: None
Bonus: None
Units: Yari Ashigaru (2)
Terrain: Woodland in the west and mountains to the east.
Attacker: The mountain facing the main defensive point may be conquered by determined archers for an attack bonus, but expect heavy fatigue once they reach the summit. Attacking generals should employ ranged weapons to wear down the enemy.
Defender: The defender may control woodland in the west, or the mountains to the east, which afford an unparalleled field of fire over the valley below.
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Bingo
Value: 130 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Cavalry, Cavalry Archers
Terrain: Rolling hills and shallow valleys with some tree cover.
Attacker: Attackers (starting on the eastern side of this map) should advance toward the defending general on the distant northern slopes, taking care not to fall foul of an uphill fight from the valley floor.
Defender: An effective defense requires the intelligent use of high ground and tree cover in this province of rolling hills and shallow valleys. Stay on the high ground on the Northern slopes.
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Bitchu
Value: 114 Koku
Features: None
Bonus: None
Units: Yari Samurai
Terrain: The flat landscape across the river gives way to rolling hills. A single bridge river.
Attacker: The single bridge spanning the river in this province makes heavily armoured units (such as Naginata) vital to an attack to avoid major casualties incurred from the typical long range defensive fire.
Defender: The rolling hills behind the bridge may allow a beleaguered defending force to take the advantage in an uphill battle.
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Bizen
Value: 190 Koku
Features: Natural Harbor
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: Many hills and lowland plains. Some higher ground and trees.
Attacker: Ranged weapon units must be employed on both sides if a defense is maintained on higher ground to the east, or the tree - covered hill to the north. Making use of height advantage with the many hills in the lowland plains is essential in the event of an early conflict.
Defender: Same rules apply as attacker.
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Bungo
Value: 120 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Samurai
Terrain: This region is essentially a long deep valley that stretches from north to south with some woodland in the west
Attacker: Woodland on the western slopes can be used to hide a surprise attack unit. The best tactic is to scale the steepest slope possible, and make battle downhill. Either force would be foolhardy to be caught on the valley floor.
Defender: Same rules apply as attacker.
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Buzen
Value: 228 Koku
Features: None
Bonus: None
Units: Yari Samurai, Yari Ashigaru
Terrain: This province is dominated by two large hills, either side of a wide bowl valley with a small village in the center.
Attacker: An enemy must out-flank the defender's position(below) if he is to be successful.
Defender: The defender's hill affords good tree cover at the summit, which can be used to cloak vulnerable units, give a height advantage and a good view of the battle-field.
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Chikugo
Value: 320 Koku
Features: Port
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: This river map comprises mostly of lowland, with one major hill to the north of the map covered with trees.
Attacker: An attacking force at the bridge must attempt to draw the enemy into range of missile units, whilst preparing for a second conflict on the hill.
Defender: The hill to the north can give the defending general a clear view of the approaching force, and give him time to evaluate the situation.
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Chikuzen
Value: 304 Koku
Features: None
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: A river map, with mostly low-lying land sloped toward the attacker's position, sparsely populated by hills.
Attacker: Ranged weapons must be employed to soften the defenders front-line.
Defender: Ranged weapons must be employed to ruthlessly cut down attackers advancing across the single bridge.
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Dewa
Value: 400 Koku
Features: Gold Deposits
Bonus: None
Units: None
Terrain: Dewa consists of sharply contrasting terrain in the form of numerous hills and valleys. A small area of woodland is positioned centrally here.
Attacker: An advancing general must dominate the heights as he negotiates the terrain, but at the same time keep his army fresh for the coming battle.
Defender: The small area of woodland is ideal for a surprise defensive strike.
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Echigo
Value: 420 Koku
Features: Silver Deposits
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: This lowland province is completely flat, and has a major river running through it.
Attacker: See Defender strategy below.
Defender: The defender must strive to block an attacking general from crossing the bridge, as once across, there is no advantage to seek for either side, and nowhere to run.
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Echizen
Value: 280 Koku
Features: None
Bonus: None
Units: Warrior Monks, Samurai Archers
Terrain: A deep central valley funnels the attacking force toward the defenders.
Attacker: A successful attack must come from equally high ground, gained by scaling the sides of the valley.
Defender: Hide in forest atop the highest hill in the province, to the south-west side of the battlefield.
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Etchu
Value: 220 koku
Features: None
Bonus: None
Units: Warrior Monks, Samurai Archers
Terrain: South-eastern woods, overlooking a low valley that sweeps the length of the eastern flank.
Attacker: The attacker's advance is hampered by the presence of more woodland across the centre of the region, but is at the same time afforded some cover from the defending generals army.
Defender: Defensive troops may lurk within the south-eastern woods.
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Harima
Value: 220 koku
Features: Silver Deposits
Bonus: None
Units: Yari Ashigaru, Samurai Archers
Terrain: Harima is a predominantly flat province, two raised planes with sparse tree cover, and a shallow valley.
Attacker: The attackers must try to outflank the defenders position(below).
Defender: The defensive general must use their' high ground advantage to initially wreak havoc upon enemy units on the valley floor.
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Hida
Value: 120 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Samurai
Terrain: Steep cliffs in the east, tree-covered hills.
Attacker: The attacker starts close to steep cliffs in the east, and must negotiate around the edge of the map over steep slopes and tree-covered hills in-order to meet the defense in the north-east.
Defender: There is plenty of high ground at the defender's disposal.
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Higo
Value: 178 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Samurai
Terrain: This is a province mainly covered by low foothills, with an eastern forest and larger hills to the west.
Attacker: The attacking general should be wary of tiring his troops as he traverses the many hills between the start point and his opponent.
Defender: Defenders should seek a wide slope that combines a good field of fire with an all important height advantage.
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Hitachi
Value: 620 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Ashigaru, Samurai Archers
Terrain: A wide shallow valley with the east and west edges of the basin covered in forest.
Attacker: Attackers must maneuver around the edge of the map, maintaining height, but being careful not to tire before they join the battle ahead.
Defender: A large defending force of archers positioned at altitude can easily turn the valley floor into a killing ground.
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Hizen
Value: 408 Koku
Features: Port
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: Hizen consists mostly of lowland, with undulating hills covering the landscape.
Attacker: The attacker begins on a low plain, whereas the defending force starts on slightly higher ground. An attacking force should seek height quickly, but must be aware of possible hidden hostile units within the many areas of woodland.
Defender: See Attacker above.
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Hoki
Value: 103 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Samurai
Terrain: Three steep hills on this otherwise flat province.
Attacker: Attack units must take advantage of increased mobility in the lowlands, perhaps using cavalry to quickly advance towards their foes.
Defender: The defenders command the expansive hills which give their armies an all important advantage.
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Hyuga
Value: 174 Koku
Features: None
Bonus: None
Units: None
Terrain: Hyuga stretches from tree-capped hills in the south-east down to a shallow valley floor.
Attacker: Attackers must seek higher ground quickly, and watch for defenders hidden within the tree line waiting to outflank or break up their formation.
Defender: The defenders command these expansive hills which give their armies an all important advantage.
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Iga
Value: 120 Koku
Features: Iron and Sand Deposits
Bonus: Ninja +1 Honor
Units: Samurai Archers
Terrain: The highlands of the Iga province are hemmed in by cliffs on the east side, with open plains and varied hills spread out in abundance to the west.
Attacker: See Defender below.
Defender: The defender typically camps upon any sizeable hill, preparing for any out-flanking maneuver employed by the attacker. Both sides can make good use of tree cover.
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Inaba
Value: 125 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Samurai
Terrain: Consisting of mostly highland, this province has a sweeping valley surrounded by modest hills.
Attacker: Generals of both armies can afford themselves a panoramic view of the battlefield by maneuvering their forces atop these features.
Defender: See Attacker above.
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Ise
Value: 440 Koku
Features: None
Bonus: None
Units: Warrior Monks (3), Samurai Archers (2)
Terrain: A flatland with hills placed at strategic locations, Ise's wide valley floor is bordered by raised ground to the north and to the south.
Attacker: Defenders and attackers start in these locations respectively, with control of the valley floor being paramount in any strategy. Ranged weapons can be used effectively here, along with quickly moving cavalry units.
Defender: See Attacker above.
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Iwami
Value: 120 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Ashigaru, Samurai Archers
Terrain: A large central hill dominates the landscape in Iwami, with wide flat plains and forest covered high hills peripherally.
Attacker: Attackers should march up through the higher wooded areas, until the defenders can be seen.
Defender: This central hill blocks the line of sight for both generals, perhaps being a disadvantage for the defender, as he cannot see his enemies chosen route.
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Iyo
Value: 220 Koku
Features: Copper Deposits
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: An almost featureless wide-open valley, with sloping sides at the edge rising to much higher hillsides.
Attacker: The Attacker must begin on a flat plain.
Defender: The defender takes position upon a small hill.
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Izu
Value: 70 Koku
Features: None
Units: Yari Cavalry
Bonus: None
Terrain: Forested slopes to the eastern or western edges of this province, and the rest of the terrain is mostly flat.
Attacker: As an attacker, you will have to lure the defender down for his position, or attempt to meet him on an equal level.
Defender: Defending generals will should take advantage of the forested slopes to the eastern or western edges of this province.
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Izumo
Value: 148 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Samurai (2)
Terrain: A long thin valley.
Attacker: The long thin valley within this region threatens to channel the attacking general toward the defense, leaving them open to heavy casualties on the valley floor.
Defender: Defenders will most likely take position upon a south-western slope, taking refuge in trees at the summit. It is vital for both sides to maintain altitude.
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Kaga
Value: 200 Koku
Features: None
Bonus: Warrior Monks +1 Honor
Units: warrior Monks (2), Samurai Archers
Terrain: A turbulent mix of hills and cliff faces, Kaga presents many excellent defensive positions.
Attacker: Generals must take care not to tire their troops as they traverse the difficult terrain.
Defender: A defending force atop the south-western mountain could prove problematic for an attacker to defeat.
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Kai
Value: 200 Koku
Features: Gold Deposits
Bonus: None
Units: Daimyo, Emissary, Yari Cavalry, Yari Samurai, Cavalry Archers
Terrain: Little flat land is available in this highland province.
Attacker: As a frontal advance would be suicide, attackers must attempt to out-flank the defender's position, making sure that they retain altitude for a height advantage.
Defender: The defenders usually reach the highest slopes first, affording themselves a good field of fire.
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Kawachi
Value: 420 Koku
Features: None
Bonus: None
Units: Yari Ashigaru (2)
Terrain: Kawachi is a lowland province with a major river running through it.
Attacker: Heavily armoured units are needed to survive this attack long enough to break through the defensive ranks onto the opposite bank.
Defender: Defenders will seek to hold back enemy forces at the single bridge, whilst archer units decimate their numbers from range.
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Kazusa
Value: 190 Koku
Features: None
Bonus: Emissary +1 Honor
Units: None
Terrain: Lowland plains rise with a sweeping slope to a plateau in the south.
Attacker: An attacker must attempt to approach the enemy from the side, being wary of possible ambush from the tree cover to the east.
Defender: The defenders gain the initial advantage here, commanding a view of the battlefield.
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Kii
Value: 270 Koku
Features: None
Bonus: Warrior Monks +1 Honor
Units: Yari Ashigaru
Terrain: This land is divided by a deep central valley with thick woodlands on the eastern flank.
Attacker: The attacking force must traverse hilly terrain whilst marching upon the defenders position, taking care not to stray to the valley floor.
Defender: The defending general may take up position at the bottom of the map, deploy ambush units, dig in, and await the coming battle.
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Kozuke
Value: 410 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Samurai
Terrain: A typical eastern province, Kozuke is mostly flatland with precious little cover.
Attacker: To be successful, an attacking general must take advantage of every slope possible, seeking to gain even the slightest advantage.
Defender: The defender would do well to set up camp in a forward position to allow for a possible retreat and re-grouping toward the centre of the map.
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Mikawa
Value: 260 Koku
Features: None
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: Located on mainland Japan, the greater part of Mikawa is flat and featureless with a river.
Attacker: An invading force must face a bridge battle before they can cross the major river and defeat the defending general beyond. Archers are vital, try to lure the enemy into range.
Defender: Archers are vital, the defenders should aim to destroy any heavily-armoured spearhead to a bridge crossing. force.
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Mimasaka
Value: 123 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Daimyo, Emissary, Yari Samurai, Samurai Archers
Terrain: Tall mountains rise along the flank of this province, leading to a land of valleys and hills.
Attacker: Exhaustion will be a definite factor when marching upon the defenders, so gain a good vantage point early on, and plan your route.
Defender: Defense will be typically choose the highest hill in the vicinity.
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Mino
Value: 260 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Ashigaru (2)
Terrain: Mino is a combination of towering cliffs and mountains leading out to a shallow valley.
Attacker: Attackers must seek to join their foes on an equal level to have any chance of success.
Defender: Defenders will seek to control the heights, giving their archers an unparalleled field of fire, and their melee units the advantage of fighting downhill.
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Musashi
Value: 640 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: A river proince with some hill to retreat to.
Attacker: A bitter bridge battle will have to be fought to defend this province, with the attacker trying to minimise early casualties.
Defender: If the attacker makes it across the water, the defending force must retreat to the hills in an attempt to gain a slight height advantage over the invading troops.
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Mutsu
Value: 600 Koku
Features: None
Bonus: None
Units: Daimyo, Emissary, Yari Samurai, Samurai Archers
Terrain: The highlands of Mutsu consist of a series of rolling hills and valleys.
Attacker: Attackers must seek any high ground that they can find, perhaps utilising the western hills in their advance.
Defender: Defenders will aim to meet the attacking general as they advance up the shallow valley.
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Nagato
Value: 139 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: Eastern hills and forests in this region.
Attacker: Successful attackers will need to gain control of hilltops on the enemy's flank, perhaps attempting to force them from their position.
Defender: Defenders will no doubt take a stand in the eastern hills and forests of this region, where they are afforded a wide viewpoint over the plain below.
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Noto
Value: 100 Koku
Features: None
Bonus: None
Units: None
Terrain: The edges of this map slope gradually down into a large bowl valley, with some more mountainous terrain at one end.
Attacker: The lack of cover should encourage a cautious advance by an attacker, but at the same time, open ground can aid fast moving units such as cavalry.
Defender: An army would almost certainly set up camp here to repel any invaders.
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Omi
Value: 235 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: Predominately wide-open grassland, this huge battlefield is bordered by several strategic hills, notably in the south-east.
Attacker: An attacking general should be wary of tiring his troops if pursuing the enemy over long distances of plain.
Defender: The defender should take advantage of cover in the south-western woodlands to conceal a surprise attack.
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Osumi
Value: 171 Koku
Features: None
Bonus: None
Units: None
Terrain: The many hills and small valleys of Osumi may force generals into a bitter war of attrition as they vie for supremacy.
Attacker: Unconventionally, the attacker starts on higher ground than the defender, giving them an opportunity to set up archer units at altitude, exposing vulnerable enemy units below.
Defender: Overcome the height advantage of the attacker. Use cavalry to out flank them.
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Owari
Value: 650 Koku
Features: None
Bonus: Yari Ashigaru +1 Honor
Units: Daimyo, Emissary, Yari Ashigaru, Samurai Archers
Terrain: Twin bridges span a major river in this province, a situation causing generals to re-think their bridge-battle tactics.
Attacker: Attackers must evaluate defending unit types at each bridge and match them to their own forces accordingly.
Defender: Ideally, two separate defending forces are needed to repel the invaders, perhaps with cavalry archers moving quickly between the two as reinforcements.
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Sado
Value: 160 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Yari Ashigaru
Terrain: Sado is essentially a steep-sided bowl valley.
Attacker: An attacking general will need to marshal his forces such that he can join his foe on an equal height.
Defender: The defenders will no doubt dig in on one of these slopes, waiting for the enemy to approach.
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Sagami
Value: 160 Koku
Features: Port
Bonus: None
Units: Cavalry Archers, Yari Samurai
Terrain: Gentle grassland slopes lead down toward a wide-open flat plain.
Attacker: Invading forces should attempt to draw the enemy down to valley floor. Long range weaponry and fast moving units such as cavalry can be used effectively here.
Defender: Defenders should seek the high ground around the edge of the map. Long range weaponry can be used effectively here.
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Sanuki
Value: 380 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: A battle in this province will be joined upon the flat terraces of farmland.
Attacker: Predominantly a straight-forward clash of numbers and troop types, this battle is not for the faint-hearted.
Defender: Defenders will have to work with a low gradient slope to the south-east which will not afford much height bonus.
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Satsuma
Value: 180 Koku
Features: None
Bonus: No-Dachi +1 Honor
Units: Daimyo, Emissary
Terrain: Satsuma is a land of sharp and shallow hills, with a large area of higher ground close to the attacker's starting point.
Attacker: A hail of gun-fire and arrows may be loosed upon the enemy if this feature can be gained early on.
Defender: Other defensive points are available towards the edge of the map.
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Shimosa
Value: 290 Koku
Features: None
Bonus: None
Units: Daimyo, Emissary
Terrain: Some hills along the offensive side of this river province.
Attacker: Hills close to the river bridge on the offensive side provide an initial tactical advantage in this province.
Defender: A defending general should typically set up a barrage of missile fire from range to hinder advancing units, then send in cavalry or foot-soldiers to stop them gaining a foothold on his side of the river.
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Shimotzuke
Value: 210 Koku
Features: Copper Deposits
Bonus: None
Units: Samurai Archers, Yari Samurai
Terrain: A land of few truly advantageous positions, Shimotsuke is a flat farmland bordered by steep hills.
Attacker: If you cannot defeat the enemy by strength of numbers, you must seek higher ground.
Defender: The woodland to the south-east can be used to conceal surprise attacks - position archers near it to force an attacking general to close in, then strike.
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Shinano
Value: 340 Koku
Features: Iron and Sand Deposits
Bonus: Cavalry +1 Honor
Units: Samurai Archers, Yari Samurai
Terrain: Wide hills each side of this province overlook a large central valley below.
Attacker: Invaders must gain height quickly before they advance upon the enemy.
Defender: The defending general begins in the southern heights, stay there.
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Suo
Value: 139 Koku
Features: Iron and Sand Deposits
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: A combination of steep hills and deep valleys, this province boasts several defensive positions.
Attacker: From a position where the generals initially face each other, units must advance to high ground as quickly as possible. Ranged weapons can be used effectively from hilltops here, which may well win the day.
Defender: See Attacker above.
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Suruga
Value: 100 Koku
Features: None
Bonus: None
Units: Yari Samurai, Samurai Archers
Terrain: Suruga has a predominantly flat landscape, with the south-eastern hills rising above the distant highlands to the north.
Attacker: The invading force must march across the lowlands, perhaps aiming to capture the high hill ahead of them.
Defender: Consequently, a defending general has ample time to prepare for an attack. A strong front line can be established on the southern slopes, with tree cover obscuring a surprise strike force.
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Tajima
Value: 95 Koku
Features: None
Bonus: Shinobi +1 Honor
Units: None
Terrain: Large central hills are key to this area.
Attacker: Large central hills restrict the advance of an attacking army in this region. Both sides should take great care not to be caught in the lowlands.
Defender: The undulating terrain affords a general plenty of time to plan an effective defense, where he must pay particular attention to his army's flanks. Both sides should take great care not to be caught in the lowlands.
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Tamba
Value: 220 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: With mountains at the extremities, this province is a wide valley surrounded by high hills in the west, and low hills in the east.
Attacker: Attacking forces should aim to move quickly northward in-order to gain a good view of the battle-field. Once the enemy is spotted, the attacking generals must attempt to maintain altitude and outflank them.
Defender: See Attacker above.
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Tosa
Value: 242 Koku
Features: None
Bonus: Yari Ashigaru +1 Honor
Units: None
Terrain: A solitary hill is the only real feature of strategic importance in this province.
Attacker: A well-placed archery unit here will turn the plain below into a killing field. If the battle is taken elsewhere, then generals will have to contend with each other over gently undulating terrain.
Defender: See Attacker above.
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Totomi
Value: 155 Koku
Features: Port
Bonus: Samurai Archers +1 Honor
Units: Daimyo, Samurai Archers, Yari Samurai, Ninja (2), Emissary
Terrain: The almost entirely flat terrain of Totomi forces generals to consider carefully their unit selection and deployment. Devastating gun-powder units and fast moving cavalry can prove to be a deciding force in such battles.
Attacker: See Terrain above.
Defender: See Terrain above.
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Wakasa
Value: 103 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: Initially, generals face each other across a wide, shallow valley in this province.
Attacker: See Defender below.
Defender: Defenders may dig in on the south-west slope which arguably holds the best advantage. Both forces must take care not to be caught on the valley floor, where a downhill charge by the opposing army would be devastating.
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Yamashiro
Value: 150 Koku
Features: None
Bonus: Emperor's Palace All Units +1 Honor
Units: Warrior Monks (3), Samurai Archers (2)
Terrain: This province presents a compromise between outcrops of rocky highland and sweeping lowland plains.
Attacker: A hill protects the attackers advance until the last moments, where they may quickly set up a missile unit.
Defender: The defending general initially has no high ground to take advantage of, and so may choose to retreat to the southern heights.
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Yamato
Value: 202 Koku
Features: None
Bonus: None
Units: Samurai Archers, Yari Ashigaru
Terrain: A rather unremarkable province, Yamato greets the observer to a wide vista of hills and valleys.
Attacker: An attack force must expect to be constantly harried by surprise enemy units employing hit and run tactics.
Defender: Many of the hills are heavily forested at the top, which may aid concealment but may render archers ineffectual.
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