Russia tips
Posted: Tue Jan 15, 2008 7:52 pm
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]
Ahhh, Tchaikovsky! Such rousing music we have for the opening theme in this game. But, it's only part of the story.
Yes, Napoleon lost trying to get to Russia's capitals. But, your opponent knows this fact, and is not likely to make the same mistake in this game.
On the other hand, you are not likely to be handing him his lunch anytime soon, either.
Russia has some very important decisions to make, before the game even starts. The thinking process starts with some givens:
Turkey is your enemy. He will NOT come after you early in the game unless
1) You are too aggressive against him, and
2) He gets what he wants of North Africa quickly, AND
3) He gets money from an ally to fund the war effort.
But, after 6-24 months, rest assured that Turkey WILL come after you. And, you had best be ready for it whenever it comes. You must have a force in the field that can slow him down, for he can reach your capital in five months if he pushes things, 12 if he goes safely. You can reach the same area with corps fighting Sweden or France in about 6-10 months. As a result, you must choose your wars AND your commitments carefully.
You can afford a two front war. And, France can never realistically have a chance at forcing you to surrender, unless he has total and unconditional peace with Austria and Prussia, and is has an at least neutral Spain.
However, you cannot really fight a three front war (Scandinavia and other minors, France, and Turkey). Unfortunately, you have FOUR potential enemies at the beginning of the game (add Great Britain to the list). If Prussia or Austria goes to war without having not defeated France, it's time to quit that game and go watch I Love Lucy reruns or something. But, still, those four are going to be tough to juggle. Impossible, in my opinion.
So, the first decision you need to make is a pair of related decisions:
1) Which war(s) do you definitely want to take part in? AND,
2) Which war(s) do you definitely want to avoid?
Turkey is unavoidable and not up to you. You have to count on him going to war against you, even if he does not, because you can't afford to have him come after a denuded homeland. So, he counts as a number one, even if it doesn't actually occur.
Scandinavia is difficult to avoid fighting in if you want to grow. There's really nowhere else to grow for you.
So, this means you are already looking at a two front war without even considering GB or France! You had best consider carefully any war-like inclinations to or from either of them. It seems to me that, not only should you avoid war with at least one of them, but you need to GUARANTEE no war against the other. The only way to do this is to make friends with that power (i.e. ally with them, in game turns).
You have two choices, really: France or GB. Either choice by you changes the whole scope of the game. Both can be deadly if you mess them up. But, the reality of the situation is that it's going to take some VERY substantial diplomacy to avoid having to pick one or the other.
The one thing you want to avoid above all things is being at war with both. You can't beat France or GB, and GB can't beat you. But, having a war with either is very costly. So, let's see: Loss of PP combined with no hope for victory. Not good.
Pick one, and fight it with all you have. Or, at least a quarter of it.
Here are some plusses and minuses to war with either:
France (minuses):
All you will really be adding is extra factors in assistance to one or both of the central powers. And, up against Napoleon, you are likely to lose more PP than you gain in these battles.
Your strength is in large armies over short distances or at home. France is a LONG way from home. You'll have to build a supply chain through a port to have any chance of it working. And, if you are at war with Turkey and not winning, and it is winter, you have no supply. By spring, whatever you took six months to get into the field will have foraged itself to death. Learn the lesson the real Napoleon learned: Long supply lines KILL your army.
You are going to be asked to provide a leader, especially early in the game. So, you need one in Scandinavia, one available against Turkey, should war erupt, and one against France. But, wait: Don't you only HAVE two good leaders? Oops.
France (plusses):
Your cossacks are very valuable. Even having ONE of them puts a crimp in France's ability to move around, at least for a time. And, he can't just attack it, unless he sends a cav corp.
Your army LIVES off of militia (because you can't afford all regular infantry). Well, militia isn't so bad against France. You are only a little bit worse off than you would be against one of the other continental powers. But, put those militia against Turkey, and you all of a sudded grant him equal status vs. your army. Not pretty.
You have boats available to move around with and create supply lines.
Great Britain (minuses):
You lose your regular trade. It's not much to start with, and then you give it up with the war.
You MIGHT lose your American trade. It's not likely, since it's not a good strategy for him until later in the game, but it COULD happen.
You can't get to him. Yes, you can conquer Scandinavia, but you can't get to the main homeland at all, unless you get lucky (and, being unlucky just once, and you lose your fleets).
If he decides to land some troops, you have a major problem on your hands. If you don't have a good leader, he will win most of the time. His morale is just too high.
You can't reliably use sea supply. Think through what this means while you are walking from Finland to Stockholm. Unpleasant. Plus, he can drop a corps in behind your lines at any time, unless they are all defended. If he does while you are stretched out, your army starves to death trying to get back into supply.
Great Britain (plusses):
You will have cavalry superiority anywhere you like, provided he lands somewhere you can get to.
you will also have significant numerical superiority. His three corps (with Wellington) will have at most 42 factors in them. Your four corps will have over sixty, and likely cav superiority to boot. If he wants his cavalry (to prevent superiority), he has to drop to 36 factors total. Not a pretty picture.
The only places he will attack are the capitals of your minors, or St. Petersburg. This means you can focus your attention. Remember that his army MUST stay at least 2 turns (more if he fails the break-in roll), so you will have an opportunity to kill whatever army he brought. Which could be his WHOLE army, since he doesn't get a whole lot of manpower.
Your ships are combined with France's ships. While this doesn't tip the scales that much, it DOES mean he has to be MUCH more careful. And, if Spain happens to join you and France, GB is in real trouble.
[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]
Ahhh, Tchaikovsky! Such rousing music we have for the opening theme in this game. But, it's only part of the story.
Yes, Napoleon lost trying to get to Russia's capitals. But, your opponent knows this fact, and is not likely to make the same mistake in this game.
On the other hand, you are not likely to be handing him his lunch anytime soon, either.
Russia has some very important decisions to make, before the game even starts. The thinking process starts with some givens:
Turkey is your enemy. He will NOT come after you early in the game unless
1) You are too aggressive against him, and
2) He gets what he wants of North Africa quickly, AND
3) He gets money from an ally to fund the war effort.
But, after 6-24 months, rest assured that Turkey WILL come after you. And, you had best be ready for it whenever it comes. You must have a force in the field that can slow him down, for he can reach your capital in five months if he pushes things, 12 if he goes safely. You can reach the same area with corps fighting Sweden or France in about 6-10 months. As a result, you must choose your wars AND your commitments carefully.
You can afford a two front war. And, France can never realistically have a chance at forcing you to surrender, unless he has total and unconditional peace with Austria and Prussia, and is has an at least neutral Spain.
However, you cannot really fight a three front war (Scandinavia and other minors, France, and Turkey). Unfortunately, you have FOUR potential enemies at the beginning of the game (add Great Britain to the list). If Prussia or Austria goes to war without having not defeated France, it's time to quit that game and go watch I Love Lucy reruns or something. But, still, those four are going to be tough to juggle. Impossible, in my opinion.
So, the first decision you need to make is a pair of related decisions:
1) Which war(s) do you definitely want to take part in? AND,
2) Which war(s) do you definitely want to avoid?
Turkey is unavoidable and not up to you. You have to count on him going to war against you, even if he does not, because you can't afford to have him come after a denuded homeland. So, he counts as a number one, even if it doesn't actually occur.
Scandinavia is difficult to avoid fighting in if you want to grow. There's really nowhere else to grow for you.
So, this means you are already looking at a two front war without even considering GB or France! You had best consider carefully any war-like inclinations to or from either of them. It seems to me that, not only should you avoid war with at least one of them, but you need to GUARANTEE no war against the other. The only way to do this is to make friends with that power (i.e. ally with them, in game turns).
You have two choices, really: France or GB. Either choice by you changes the whole scope of the game. Both can be deadly if you mess them up. But, the reality of the situation is that it's going to take some VERY substantial diplomacy to avoid having to pick one or the other.
The one thing you want to avoid above all things is being at war with both. You can't beat France or GB, and GB can't beat you. But, having a war with either is very costly. So, let's see: Loss of PP combined with no hope for victory. Not good.
Pick one, and fight it with all you have. Or, at least a quarter of it.

Here are some plusses and minuses to war with either:
France (minuses):
All you will really be adding is extra factors in assistance to one or both of the central powers. And, up against Napoleon, you are likely to lose more PP than you gain in these battles.
Your strength is in large armies over short distances or at home. France is a LONG way from home. You'll have to build a supply chain through a port to have any chance of it working. And, if you are at war with Turkey and not winning, and it is winter, you have no supply. By spring, whatever you took six months to get into the field will have foraged itself to death. Learn the lesson the real Napoleon learned: Long supply lines KILL your army.
You are going to be asked to provide a leader, especially early in the game. So, you need one in Scandinavia, one available against Turkey, should war erupt, and one against France. But, wait: Don't you only HAVE two good leaders? Oops.
France (plusses):
Your cossacks are very valuable. Even having ONE of them puts a crimp in France's ability to move around, at least for a time. And, he can't just attack it, unless he sends a cav corp.
Your army LIVES off of militia (because you can't afford all regular infantry). Well, militia isn't so bad against France. You are only a little bit worse off than you would be against one of the other continental powers. But, put those militia against Turkey, and you all of a sudded grant him equal status vs. your army. Not pretty.
You have boats available to move around with and create supply lines.
Great Britain (minuses):
You lose your regular trade. It's not much to start with, and then you give it up with the war.
You MIGHT lose your American trade. It's not likely, since it's not a good strategy for him until later in the game, but it COULD happen.
You can't get to him. Yes, you can conquer Scandinavia, but you can't get to the main homeland at all, unless you get lucky (and, being unlucky just once, and you lose your fleets).
If he decides to land some troops, you have a major problem on your hands. If you don't have a good leader, he will win most of the time. His morale is just too high.
You can't reliably use sea supply. Think through what this means while you are walking from Finland to Stockholm. Unpleasant. Plus, he can drop a corps in behind your lines at any time, unless they are all defended. If he does while you are stretched out, your army starves to death trying to get back into supply.
Great Britain (plusses):
You will have cavalry superiority anywhere you like, provided he lands somewhere you can get to.
you will also have significant numerical superiority. His three corps (with Wellington) will have at most 42 factors in them. Your four corps will have over sixty, and likely cav superiority to boot. If he wants his cavalry (to prevent superiority), he has to drop to 36 factors total. Not a pretty picture.
The only places he will attack are the capitals of your minors, or St. Petersburg. This means you can focus your attention. Remember that his army MUST stay at least 2 turns (more if he fails the break-in roll), so you will have an opportunity to kill whatever army he brought. Which could be his WHOLE army, since he doesn't get a whole lot of manpower.
Your ships are combined with France's ships. While this doesn't tip the scales that much, it DOES mean he has to be MUCH more careful. And, if Spain happens to join you and France, GB is in real trouble.