Any nation tips
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Any nation tips
Greetings. This is another in a series of "tips" notes I intend to write. I plan on writing them for each major power, using knowledge I gained from playing the boardgame, but applied to the computer version. I hope to create a separate thread for each nation. If I get ambitious, I'll create a thread for general game tips as well (tips that apply to all powers).
[center]I would ask that only tips be placed here, not debates or thanks or whatever. If you have a problem with or like a tip, write the author a PM and convince them, and they can edit their entry. That should keep the length of these to a minimum.
Tips that don't agree with other tips, however, are perfectly fine. Everyone is free to post their tips here.[/center]
Declaring war is tricky. You only want to do it when you are ready. Plus, there are right ways and wrong ways to go about it.
The first rule of DoWs is NEVER go to war unless there is a reason. War breaks all of the "rules" of sane governing. So, it is imperative that one has a reason. Of course, that reason might be pure greed, but, hey, this is Napoleon's time we're talking about. [:)]
In the board game, one could not call another to allies due to having declared war because you were defending a minor country ally. The rules in the computer game are slightly ambiguous on this point, because minors and majors seem to be treated identically (except, minors cannot call allies other than the one controlling them, and that's not a true "call to allies").
So, unless I figure out differently through testing, the best way to get declare war is to do it defending a minor. Your opponent cannot (if I read the rules correctly) call any allies when you do it this way. On the other, neither can you. But, hopefully, you have already discussed things with your allies on this point.
Now, the best way to declare war is NOT the same as the best way of getting into a war! The best way to start a war is to get your opponent to do it, thus saving yourself 4 political points! Unfortunately, your opponent is not required to defend any micors, so you are depending on his judgement and will for war. Plus, what if he doesn't get that minor in the first place?
Well, then you conquer it the old fashioned way. Unless, of course, a DIFFERENT major decides to defend it. Choose your minor country declarations of war almost as carefully as you do your major ones. Prussia, for instance, should not normally declare war on Denmark, because he can't actually conquer it without help. That one is obvious, but similar situations can occur all over the map. Be careful.
[center]I would ask that only tips be placed here, not debates or thanks or whatever. If you have a problem with or like a tip, write the author a PM and convince them, and they can edit their entry. That should keep the length of these to a minimum.
Tips that don't agree with other tips, however, are perfectly fine. Everyone is free to post their tips here.[/center]
Declaring war is tricky. You only want to do it when you are ready. Plus, there are right ways and wrong ways to go about it.
The first rule of DoWs is NEVER go to war unless there is a reason. War breaks all of the "rules" of sane governing. So, it is imperative that one has a reason. Of course, that reason might be pure greed, but, hey, this is Napoleon's time we're talking about. [:)]
In the board game, one could not call another to allies due to having declared war because you were defending a minor country ally. The rules in the computer game are slightly ambiguous on this point, because minors and majors seem to be treated identically (except, minors cannot call allies other than the one controlling them, and that's not a true "call to allies").
So, unless I figure out differently through testing, the best way to get declare war is to do it defending a minor. Your opponent cannot (if I read the rules correctly) call any allies when you do it this way. On the other, neither can you. But, hopefully, you have already discussed things with your allies on this point.
Now, the best way to declare war is NOT the same as the best way of getting into a war! The best way to start a war is to get your opponent to do it, thus saving yourself 4 political points! Unfortunately, your opponent is not required to defend any micors, so you are depending on his judgement and will for war. Plus, what if he doesn't get that minor in the first place?
Well, then you conquer it the old fashioned way. Unless, of course, a DIFFERENT major decides to defend it. Choose your minor country declarations of war almost as carefully as you do your major ones. Prussia, for instance, should not normally declare war on Denmark, because he can't actually conquer it without help. That one is obvious, but similar situations can occur all over the map. Be careful.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
RE: Any nation tips
The only way to keep a piece of property safe from intrusion by an enemy is to create a wall of corps counters and/or depot garrisons between the enemy and that location. Normally, such a location is one's capital, but there may be other reasons to be concerned.
The chief of these might be the capital of a minor country that you are about to gain control over (IF your oppoenent does not reach it and besiege it).
Another would be a single corps that can't reach the front, but needs to be protected. For instance, a Polish corps that's moving forward is VERY valuable, so one would want to keep it safe until it can join the main army.
Another would be a single corps counter that has had most of its infantry and militia removed, but still has cavalry. Such a corps is seldom valueable taking up room in the main army, but one doesn't want to leave it all alone, either.
The chief of these might be the capital of a minor country that you are about to gain control over (IF your oppoenent does not reach it and besiege it).
Another would be a single corps that can't reach the front, but needs to be protected. For instance, a Polish corps that's moving forward is VERY valuable, so one would want to keep it safe until it can join the main army.
Another would be a single corps counter that has had most of its infantry and militia removed, but still has cavalry. Such a corps is seldom valueable taking up room in the main army, but one doesn't want to leave it all alone, either.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
RE: Any nation tips
When your enemy is stretched out (at the end of a long series of depots), cutting that depot chain can be VERY valuable. Simply placing a corps counter between any two of the depots in the chain will stop supply, at least temporarily.
But, your opponent can simply move backwards a space and kill it off, gaining PP while you lose them. However, there are other ways:
Obviously, cossacks or friekorps seem to have been designed for this kind of thing. High movement to get to the location desired, and they don't cost anything for supply. Guerillas likewise are good at this, but they don't have the same high movement rate. Still, LOTS of them appear ....
An even better way of taking out supply is to actually "eat" a depot: Attack an unprotected depot, and you get to forage for free in that spot. However, there are two key restrictions to think about. First, you can't "eat" if you have force-marched. Second, you can't eat if you plan on assaulting the city in the area you are attacking.
Another problem comes up if the opponent has factors on this depot: You have to fight first, and you can't "eat" it at the end of combat (supply is checked in movement, before combat). Still, you are likely to win this if you have "critical mass" (enough factors to kill his garrison population).
This brings up something people don't generally think about: Leave TWO factors behind in any cities you might be using for supply later in the game. One for occupying the city itself, but one to garrison the depot.
But, your opponent can simply move backwards a space and kill it off, gaining PP while you lose them. However, there are other ways:
Obviously, cossacks or friekorps seem to have been designed for this kind of thing. High movement to get to the location desired, and they don't cost anything for supply. Guerillas likewise are good at this, but they don't have the same high movement rate. Still, LOTS of them appear ....
An even better way of taking out supply is to actually "eat" a depot: Attack an unprotected depot, and you get to forage for free in that spot. However, there are two key restrictions to think about. First, you can't "eat" if you have force-marched. Second, you can't eat if you plan on assaulting the city in the area you are attacking.
Another problem comes up if the opponent has factors on this depot: You have to fight first, and you can't "eat" it at the end of combat (supply is checked in movement, before combat). Still, you are likely to win this if you have "critical mass" (enough factors to kill his garrison population).
This brings up something people don't generally think about: Leave TWO factors behind in any cities you might be using for supply later in the game. One for occupying the city itself, but one to garrison the depot.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
RE: Any nation tips
Always have an exit strategy. Literally.
If you're repatriated, the computer decides how to repatriate you -- perhaps inconveniently. For instance, if the French Grand Armee crosses the channel and ends up taking Scotland, Ireland and Wales -- and they don't choose 'enforced access', they'll probably be repatriated into Wales. This is rather ugly, since Wales doesn't have any ports, and the British might rather enjoy letting the French troops sit there while their allies on the Continent march towards Paris. Oops. Likewise, if you have a nearby conquered state that's cut off from your own territory by your enemy, and you'll be repatriated there without a way home... get access.
And you can't take 'enforced access' unless you get an unconditional, IIRC.
OTOH, there are times where you don't want the access, because you won't be trapped without it and you -need- to be moved towards home faster; or even if you get the unconditional, maybe you'd rather eliminate some fleets.
If you're repatriated, the computer decides how to repatriate you -- perhaps inconveniently. For instance, if the French Grand Armee crosses the channel and ends up taking Scotland, Ireland and Wales -- and they don't choose 'enforced access', they'll probably be repatriated into Wales. This is rather ugly, since Wales doesn't have any ports, and the British might rather enjoy letting the French troops sit there while their allies on the Continent march towards Paris. Oops. Likewise, if you have a nearby conquered state that's cut off from your own territory by your enemy, and you'll be repatriated there without a way home... get access.
And you can't take 'enforced access' unless you get an unconditional, IIRC.
OTOH, there are times where you don't want the access, because you won't be trapped without it and you -need- to be moved towards home faster; or even if you get the unconditional, maybe you'd rather eliminate some fleets.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Any nation tips
Regarding DOWs, one thing that might not be intuitive for a new player is how ally calls work. The bit to note is that allies responding to the call DOW the primary opponent -- not other allies. In other words, if one alliance includes France and Turkey and another includes Prussia and Austria; France DOWs Prussia; and Prussia calls Austria, then Austria's answering the call will only (directly) result in war between Austria and France. If France calls Turkey (which France can do if and only if Prussia called... regardless of the Austrian response) -- an affirmative Turkish response results in Turkey DOWing only Prussia.
The Turkish-Austrian war needs to wait for the next chance to declare war (probably the diplomatic phase -- although it should be possible during the naval phase, if one attacks a not-at-war fleet carrying at-war troops), and France can't force Turkey to choose between DOWing Austria or suffering -2 PP/12mos timeout for breaking the alliance (not that the Turks are bothered much by -2 PP).
The Turkish-Austrian war needs to wait for the next chance to declare war (probably the diplomatic phase -- although it should be possible during the naval phase, if one attacks a not-at-war fleet carrying at-war troops), and France can't force Turkey to choose between DOWing Austria or suffering -2 PP/12mos timeout for breaking the alliance (not that the Turks are bothered much by -2 PP).
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Any nation tips
Musings on chit selection...
Combat chits are vaguely rock-papers-scissors if all else is equal -- but things are usually not equal. One should mix up the selection a bit (for instance, sometimes throwing in an Assault or Escalated Assault even if you have a force that could easily pull off a nasty Outflank), but there are limits as to how random you should be.
Outflank, for instance, is not permitted with just a single corps. If facing multiple corps with a low strategic rating (poor strategic leader, or no leader at all) outflank is permissible, but less likely to succeed. It is especially unlikely to succeed if the poorly-led corps also have sufficiently low morale that they're unlikely to last into the third phase. In these cases, then, Cordon loses some of its appeal (it is still decent against Echelon... but it is poor against Assault or Probe, and very bad against Escalated Assault). So if you're defending against a stack of low-morale Turkish feudals led by the less than strategically brilliant Grand Vizier, it is entirely possible that the Turkish player is more likely to employ something like Escalated Assault (and the Turks get a morale bonus with Assault or Escalated Assault) and not gamble on an Outflank.
And remember that with Outflank... overstacking will degrade a leader's tactical rating, but will not drop that strategic rating one bit.
Defend, on other hand, is very nice against Escalated Assault and Assault, but has weak third rounds against Echelon and Probe (not so much an issue against low-morale Turkish feudals likely to break earlier, or vastly outnumbered forces you're likely to *kill* earlier) and is rather bad against a successful Outflank.
A successful defensive outflank is nasty for any attack except Probe, where the Probe still has better odds. Outflank-vs-outflank prevents either force from outflanking, and results in balanced odds with higher morale level than casualty level.
...
Likewise, if you're on defense and badly outnumbered, but have a leader with a high strategic rating -- withdraw might be good. Lacking a good strategic leader... you want to minimize casualty level. Against an opponent who's likely to have little cavalry there, pursuit becomes much less dangerous so you may be willing to risk high morale tables (breaking quickly may result in high percentages on the pursuit table, but a high percentage of 2 cav isn't going to be a high number); whereas against a more substantial cavalry force, you may be better off trying to withstand three rounds (which means low morale AND low casualty levels) and withdrawing at the end of the day. You're probably going to lose anyway, but something like Counterattack or Escalated Counterattack might be more likely to result in your outright elimination than, say, Defend.
Combat chits are vaguely rock-papers-scissors if all else is equal -- but things are usually not equal. One should mix up the selection a bit (for instance, sometimes throwing in an Assault or Escalated Assault even if you have a force that could easily pull off a nasty Outflank), but there are limits as to how random you should be.
Outflank, for instance, is not permitted with just a single corps. If facing multiple corps with a low strategic rating (poor strategic leader, or no leader at all) outflank is permissible, but less likely to succeed. It is especially unlikely to succeed if the poorly-led corps also have sufficiently low morale that they're unlikely to last into the third phase. In these cases, then, Cordon loses some of its appeal (it is still decent against Echelon... but it is poor against Assault or Probe, and very bad against Escalated Assault). So if you're defending against a stack of low-morale Turkish feudals led by the less than strategically brilliant Grand Vizier, it is entirely possible that the Turkish player is more likely to employ something like Escalated Assault (and the Turks get a morale bonus with Assault or Escalated Assault) and not gamble on an Outflank.
And remember that with Outflank... overstacking will degrade a leader's tactical rating, but will not drop that strategic rating one bit.
Defend, on other hand, is very nice against Escalated Assault and Assault, but has weak third rounds against Echelon and Probe (not so much an issue against low-morale Turkish feudals likely to break earlier, or vastly outnumbered forces you're likely to *kill* earlier) and is rather bad against a successful Outflank.
A successful defensive outflank is nasty for any attack except Probe, where the Probe still has better odds. Outflank-vs-outflank prevents either force from outflanking, and results in balanced odds with higher morale level than casualty level.
...
Likewise, if you're on defense and badly outnumbered, but have a leader with a high strategic rating -- withdraw might be good. Lacking a good strategic leader... you want to minimize casualty level. Against an opponent who's likely to have little cavalry there, pursuit becomes much less dangerous so you may be willing to risk high morale tables (breaking quickly may result in high percentages on the pursuit table, but a high percentage of 2 cav isn't going to be a high number); whereas against a more substantial cavalry force, you may be better off trying to withstand three rounds (which means low morale AND low casualty levels) and withdrawing at the end of the day. You're probably going to lose anyway, but something like Counterattack or Escalated Counterattack might be more likely to result in your outright elimination than, say, Defend.
--
Not a grognard.
Not an optimizer. It's a game to me, not a job.
Not a grognard.
Not an optimizer. It's a game to me, not a job.
RE: Any nation tips
Excellent suggestions and thoughts on chit-pulling, Grognot!
I have two to go with those:
First, every chit pull has something that does well against it. THAT chit is the "danger zone". With any other pull by your opponent, you do at least "OK", but the one chit pull is usually disastrous.
However, there ARE some mitigating factors. The biggest is terrain. Terrain can change the tables. For instance, forest cuts the casualty table for both sides by one column. When in forest, scan the table for any table-entries with a 1 casualty level. That item retains its original value, because 1 is as low as the table goes.
It cuts both ways, though: If your OPPONENT chooses a chit that give HIM a 1 casualty table, it is he reaping the benefit.
The other thing that counts big is national modifiers. It's really important to know when the table affects you (usually positively). All four of the "assault vs. counter attack" entries raise the morale of a Turkish army by 1.0. That's usually about 40%! Big change. Austria does better on Echelon vs. Cordon. On either side. UNLESS he already has a +1. Napoleon and Wellington automatically succeed on their Outflank if it's vs. Defend (unless terrain says differently). Russians get + 1.0 morale on most Defend choices (again, by either side).
A big change that many people miss, even experienced players, is that tactical ratings are ignored when the chit pull is Assault (or Esc.) vs. Defend. Ahhh, finally, something to bring Napoleon down to size. Except, of course, he probably chose Outflank ....
On the flip side, every great military mind in history followed at least one adage: Always know your opponent. The rules that I just spoke about? The apply to your opponent as well. Remember that when you are fighting. It's just as important to know your opponent's potential benificial mods as it is your own. When Alexander comes calling on Napoleon's army, he has to be thinking "Hey, if I pick Assault and he picks the best chit against that (Defend), Napoleon loses his +1/-1, and I get + 1.0 morale. This is almost automatic!"
Except, of course, Napoleon can pretty safely pull Outflank, and throw that idea into the tank.
Still, remember the modifiers: Terrain, river crossings, national, etc. Memorize the list. If you can't remember it, make a table and color-code it or something to remind yourself. These things are just to critical to forget.
I have two to go with those:
First, every chit pull has something that does well against it. THAT chit is the "danger zone". With any other pull by your opponent, you do at least "OK", but the one chit pull is usually disastrous.
However, there ARE some mitigating factors. The biggest is terrain. Terrain can change the tables. For instance, forest cuts the casualty table for both sides by one column. When in forest, scan the table for any table-entries with a 1 casualty level. That item retains its original value, because 1 is as low as the table goes.
It cuts both ways, though: If your OPPONENT chooses a chit that give HIM a 1 casualty table, it is he reaping the benefit.
The other thing that counts big is national modifiers. It's really important to know when the table affects you (usually positively). All four of the "assault vs. counter attack" entries raise the morale of a Turkish army by 1.0. That's usually about 40%! Big change. Austria does better on Echelon vs. Cordon. On either side. UNLESS he already has a +1. Napoleon and Wellington automatically succeed on their Outflank if it's vs. Defend (unless terrain says differently). Russians get + 1.0 morale on most Defend choices (again, by either side).
A big change that many people miss, even experienced players, is that tactical ratings are ignored when the chit pull is Assault (or Esc.) vs. Defend. Ahhh, finally, something to bring Napoleon down to size. Except, of course, he probably chose Outflank ....
On the flip side, every great military mind in history followed at least one adage: Always know your opponent. The rules that I just spoke about? The apply to your opponent as well. Remember that when you are fighting. It's just as important to know your opponent's potential benificial mods as it is your own. When Alexander comes calling on Napoleon's army, he has to be thinking "Hey, if I pick Assault and he picks the best chit against that (Defend), Napoleon loses his +1/-1, and I get + 1.0 morale. This is almost automatic!"
Except, of course, Napoleon can pretty safely pull Outflank, and throw that idea into the tank.
Still, remember the modifiers: Terrain, river crossings, national, etc. Memorize the list. If you can't remember it, make a table and color-code it or something to remind yourself. These things are just to critical to forget.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
RE: Any nation tips
On the flip side, every great military mind in history followed at least one adage: Always know your opponent. The rules that I just spoke about? The apply to your opponent as well. Remember that when you are fighting. It's just as important to know your opponent's potential benificial mods as it is your own. When Alexander comes calling on Napoleon's army, he has to be thinking "Hey, if I pick Assault and he picks the best chit against that (Defend), Napoleon loses his +1/-1, and I get + 1.0 morale. This is almost automatic!"
I dont know if I understand you right but it seems your saying Alexander gets a +1 morale if he attacks with assault vs someone picking defence. I beleive that is incorrect.
[font=helveticaneue-condensed]
"(G) The defender’s final morale level is increased by “+1” if commanded by a Russian leader"
[/font]
An Elephant
RE: Any nation tips
He doesn't GAIN +1. He just no longer loses his -1, and Nappy loses his +1. Tactical mods are not used at all.ORIGINAL: zaquex
On the flip side, every great military mind in history followed at least one adage: Always know your opponent. The rules that I just spoke about? The apply to your opponent as well. Remember that when you are fighting. It's just as important to know your opponent's potential benificial mods as it is your own. When Alexander comes calling on Napoleon's army, he has to be thinking "Hey, if I pick Assault and he picks the best chit against that (Defend), Napoleon loses his +1/-1, and I get + 1.0 morale. This is almost automatic!"
I dont know if I understand you right but it seems your saying Alexander gets a +1 morale if he attacks with assault vs someone picking defence. I beleive that is incorrect.
[font=helveticaneue-condensed]
"(G) The defender’s final morale level is increased by “+1” if commanded by a Russian leader"
[/font]
However, cav superiority IS used, so one has to keep ones eye on that.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
- DCWhitworth
- Posts: 676
- Joined: Sat Dec 15, 2007 1:20 am
- Location: Norwich, England
RE: Any nation tips
I'd like to throw in a couple of thoughts about picking chits.
Firstly outflank. Many people with a leader with a strategic rating of 3 or less simply dismiss outflank. But an often overlooked fact is that after the second round you get +2 to the roll to determine if the outflanking force turns up. A 3 followed by a 5 - pretty good odds I'd say. In fact I'm prepared to consider picking outflank with a 2 rated leader. Even better, while everyone has outflank on their mind when faced by Napoleon, who will be worrying about it much when faced by a 2 rated leader ? It's a gamble granted, but the odds are much better than many think.
Another thing is that people agonise over chit picking. The simple fact is however that there is not only no *right* chit to pick, but there is usually no safe one to pick either. Usually you can reduce the choice down to a couple of chits, then you might as well toss a coin, or roll a die. In fact I find that introducing an element of chance when picking your chit has two good effects. Firstly it messes with your opponents head, secondly it means you needn't beat yourself up if you pick a bad chit - who of us hasn't kicked ourselves and said "arrrgh, I knew I should have picked assault !" - instead you can simply write it off to bad luck.
Firstly outflank. Many people with a leader with a strategic rating of 3 or less simply dismiss outflank. But an often overlooked fact is that after the second round you get +2 to the roll to determine if the outflanking force turns up. A 3 followed by a 5 - pretty good odds I'd say. In fact I'm prepared to consider picking outflank with a 2 rated leader. Even better, while everyone has outflank on their mind when faced by Napoleon, who will be worrying about it much when faced by a 2 rated leader ? It's a gamble granted, but the odds are much better than many think.
Another thing is that people agonise over chit picking. The simple fact is however that there is not only no *right* chit to pick, but there is usually no safe one to pick either. Usually you can reduce the choice down to a couple of chits, then you might as well toss a coin, or roll a die. In fact I find that introducing an element of chance when picking your chit has two good effects. Firstly it messes with your opponents head, secondly it means you needn't beat yourself up if you pick a bad chit - who of us hasn't kicked ourselves and said "arrrgh, I knew I should have picked assault !" - instead you can simply write it off to bad luck.
Regards
David
David
RE: Any nation tips
ORIGINAL: DCWhitworth
I'd like to throw in a couple of thoughts about picking chits.
Firstly outflank. Many people with a leader with a strategic rating of 3 or less simply dismiss outflank. But an often overlooked fact is that after the second round you get +2 to the roll to determine if the outflanking force turns up. A 3 followed by a 5 - pretty good odds I'd say. In fact I'm prepared to consider picking outflank with a 2 rated leader. Even better, while everyone has outflank on their mind when faced by Napoleon, who will be worrying about it much when faced by a 2 rated leader ? It's a gamble granted, but the odds are much better than many think.
Another thing is that people agonise over chit picking. The simple fact is however that there is not only no *right* chit to pick, but there is usually no safe one to pick either. Usually you can reduce the choice down to a couple of chits, then you might as well toss a coin, or roll a die. In fact I find that introducing an element of chance when picking your chit has two good effects. Firstly it messes with your opponents head, secondly it means you needn't beat yourself up if you pick a bad chit - who of us hasn't kicked ourselves and said "arrrgh, I knew I should have picked assault !" - instead you can simply write it off to bad luck.
1. Chit picking was the most stressful and fun part of them game for me. It was simply exciting.
2. Yes, you can do outflank and AFTER the 2nd round you get +2, let's just hope your force is alive long enough to see round 2 or that it has enough forces to even do some damage that last round when they do show up. If someone goes Counter on you or Esc Assault, you are going to take a beating those first 2 rounds. Obviously, it's personal choice though and how big of a risk taker are you and situationally dependent.
- DCWhitworth
- Posts: 676
- Joined: Sat Dec 15, 2007 1:20 am
- Location: Norwich, England
RE: Any nation tips
ORIGINAL: NeverMan
1. Chit picking was the most stressful and fun part of them game for me. It was simply exciting.
2. Yes, you can do outflank and AFTER the 2nd round you get +2, let's just hope your force is alive long enough to see round 2 or that it has enough forces to even do some damage that last round when they do show up. If someone goes Counter on you or Esc Assault, you are going to take a beating those first 2 rounds. Obviously, it's personal choice though and how big of a risk taker are you and situationally dependent.
1. Good, enjoy yourself. I am by no means saying do it my way, just presenting an option.
2. Yes I'm not saying it is without risk. It can certainly be touch and go if the outflanking force doesn't turn up after the first round. But it *is* a viable option and shouldn't be dismissed.
Regards
David
David
RE: Any nation tips
ORIGINAL: DCWhitworth
ORIGINAL: NeverMan
1. Chit picking was the most stressful and fun part of them game for me. It was simply exciting.
2. Yes, you can do outflank and AFTER the 2nd round you get +2, let's just hope your force is alive long enough to see round 2 or that it has enough forces to even do some damage that last round when they do show up. If someone goes Counter on you or Esc Assault, you are going to take a beating those first 2 rounds. Obviously, it's personal choice though and how big of a risk taker are you and situationally dependent.
2. But it *is* a viable option and shouldn't be dismissed.
Absolutely, I just wanted to make sure the risks were pointed out.

Me? I would be more inclined to outflank with a 3 a lot more than I would with a 2.
RE: Any nation tips
This is one I noticed in the game I'm playing now:
Whenever you take control of a minor that has corps, do NOT place all your factors in the corps counter, unless you also move it into the capital city. This forces the opponent to win two combats: The one in the field, and the one for the capital. Typically, 1 factor doesn’t stop the invader, but it forces him to make that break-in roll.
If you decide to defend the capital city (only), you still want to populate the corps, at least for most minors. This is because the cavalry has higher morale, so keeping them as cavalry allows your overall morale to be higher. Break-ins always favor the defender to a degree (5-2 vs. 5-1 tables), so this small edge might be just what you need to keep fighting another month.
One thing that can trip people up (in the interface): If you don't MOVE into the city, then you are in the field (rural zone) of the area, and you WILL be attacked. Always remember (if it is your intent to defend from within the city) to MOVE to the city. You don't get the option at the time of battle (this is very different than the boardgame was, so I suspect a lot of former board-gamers will get tripped up on this).
Finally, there is a corollary hint: As a major power, almost always you should leave a factor behind in capital cities you conquer. This way, if you decide to reinforce out from there (with the corps) later in the round (or, earlier next month), you won’t lose "uninterrupted occupancy".
This has the second benefit that your opponent cannot build factors there (behind your lines). So, tied to this idea: You also should leave a factor behind in strategically-placed cities that are not capitals. Remember that your opponent might be able to build a small army in those, if they are not occupied and it's a reinforcement month. This should be a risk you think about rather than just stumble into.
Whenever you take control of a minor that has corps, do NOT place all your factors in the corps counter, unless you also move it into the capital city. This forces the opponent to win two combats: The one in the field, and the one for the capital. Typically, 1 factor doesn’t stop the invader, but it forces him to make that break-in roll.
If you decide to defend the capital city (only), you still want to populate the corps, at least for most minors. This is because the cavalry has higher morale, so keeping them as cavalry allows your overall morale to be higher. Break-ins always favor the defender to a degree (5-2 vs. 5-1 tables), so this small edge might be just what you need to keep fighting another month.
One thing that can trip people up (in the interface): If you don't MOVE into the city, then you are in the field (rural zone) of the area, and you WILL be attacked. Always remember (if it is your intent to defend from within the city) to MOVE to the city. You don't get the option at the time of battle (this is very different than the boardgame was, so I suspect a lot of former board-gamers will get tripped up on this).
Finally, there is a corollary hint: As a major power, almost always you should leave a factor behind in capital cities you conquer. This way, if you decide to reinforce out from there (with the corps) later in the round (or, earlier next month), you won’t lose "uninterrupted occupancy".
This has the second benefit that your opponent cannot build factors there (behind your lines). So, tied to this idea: You also should leave a factor behind in strategically-placed cities that are not capitals. Remember that your opponent might be able to build a small army in those, if they are not occupied and it's a reinforcement month. This should be a risk you think about rather than just stumble into.
At LAST! The greatest campaign board game of all time is finally available for the PC. Can my old heart stand the strain?
RE: Any nation tips
If you get controll of a minor due to a DOW by another power it is usually not worth it to use the minors corp. Normaly there is no chance that a minor can hold off a majors aggression alone and fighting with Corps cost PP.
There are exceptions however, some countries like Egypt, Denmark and Sweden have a small chance of managing to defend themselves, but it very much depends on who the aggressor are and what resources they put in.
If you try to buy time and the cav raise the morale or if the minor capital is a fortress (something very rare) it might be worth using the corp as a garrisson. When you are supporting a minor or already at war with the aggressor your focus should be on winning the war and not primarily to protect the minor. In most cases the minor is worth more for you as conquered. If the war is going your way there is usually plenty of time to take the minor back, if it doesnt its the least of your problems anyway.
There are exceptions however, some countries like Egypt, Denmark and Sweden have a small chance of managing to defend themselves, but it very much depends on who the aggressor are and what resources they put in.
If you try to buy time and the cav raise the morale or if the minor capital is a fortress (something very rare) it might be worth using the corp as a garrisson. When you are supporting a minor or already at war with the aggressor your focus should be on winning the war and not primarily to protect the minor. In most cases the minor is worth more for you as conquered. If the war is going your way there is usually plenty of time to take the minor back, if it doesnt its the least of your problems anyway.
An Elephant