Chang Shing uses these weapons:
Weapons:
Fire Dragon Guns: A traditional weapon, which design dates to at least 400 years. Essentially a matchlock musket. Comes in a variety of sizes, the largest ones has a bore of 30mm. 1 Metal.
Fire Phoenix Guns: A not-so-traditional weapon, which is imported from barbarous wheat-eaters. Essentially a percussion-cap flintlock rifled musket. Comes in standardized sizes. 1 metal, complex.
Crescent Sword: Another traditional weapon, even older than the fire dragon guns. A cutlass in the shape of the crescent moon. 1 Metal.
Lances: Favored by horsemen who need a longer reach weapon for charges. 1 Metal.
Smokeless Fire Crow: The primitive rocket now uses a metal tube with the new stuff, which somehow makes it controlled enough to be deployed as a field weapon. Small amount of the stuff is also used in the payload and mixed with gunpowder. It flies much further than the fire crow, but accuracy is still woeful. 1 Metal, Doubly complex for the time being.
Ships:
Rowboats: When everything fails.
Junks: Despite its awkward sail shape, if the direction of the wind is good, its more efficient than other sail vessels. [2 Transport capacity]
Armed Junks: Junks, armed by brave men each holding a crescent sword and a fire dragon gun. 1 Metal.
Land Vehicles:
Horses: A traditional way to move around.
Horse Carts: A traditional way to move more things around [2 Transport capacity].
Technology:
Semaphores and telegraph wires - Perfectly good ways to relay things around.
Smokeless Powder - Doubly Complex until 1911, Complex until 1912
Rudimentary Rocketry
Steel
Oil
Matchlocks
Rifling
Bombs
Naval Battle:Naval battles were usually like this. Sloops find a Junk in an unwanted position, gives chase, Junk turns downwind, Sloops break chase. With the improved fire crows, one of your ships now breaks the cycle, and actually sinks a Sloop from a very far range. Apparently this is enough to make Manonerans cower.
Slight Advantage to Chang Shing.
Land Battle, Far West Island line (Mountain):Even you are now landing more troops on the rocks, and with rockets brought ashore, they found it hard to advance an inch. Your brave soldiers were met with a higher intensity of enemy fire, from a range not really reachable from your muskets, and your Elite fire phoenix gun users are now picked off more often.
You lose ground, Fighting on 1st tile on your side.
Land Battle, Far East Island line (Rocks on the sea):In this area, your junks resorted to the tactic of shooting rockets as the enemy were rowing across the waterways between rocks, causing a lot of casualties. On the other hand, most of your counter attacks over water were defeated by a hail of gunfire from well defended positions.
Stalemate, fighting on 2nd tile from your side.
Land Battle, West Mainland Line (Swamps)In this part, the rockets are seeing some use, but the terrain and low accuracy means they are usually just fired at a general direction, without assessing its effects, and charges following rocket fire were either soundly repulsed by a larger amount of gunfire, or unopposed because they enemy simply wasn't there. Your officers also get picked apart from seemingly nowhere, making organization difficult. Bit by bit, due to poor organization and ineffective charges,
you lose ground. Fighting on 2nd tile from your side.
Land Battle, East Mainland line (Plains)The Rockets were put into good use here. Despite its small numbers, the flat terrain and its improved range means your troops can actually use it as a direct fire weapon. A large enough number of them were brought up and fired into the same direction. As the enemy is in disarray, your cavalry charges in and mop the enemy up. Your officers gets picked about, and in a line to line battle your infantry loses squarely to their superior firepower, but your combined arms charge was fearsome enough that you slowly
gains ground. Fighting on 4th tile from your side.
Its 1911 Design phase.