Turkey tips
Posted: Wed Jan 23, 2008 4:58 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]
Gobble! Gobble!
Now, this could be an invitation to Thanksgiving dinner, or it could be a description of what Turkey tries to do in this game. My intention is the latter.
This game is different than the board game. In the board game, a very real potential objective was dominant power status. While this was difficult to attain, with proper alliances, it CAN be done. Usually, though, the other nations see Turkey as a huge threat, and they prevent it by ganging up on her.
In EiANW, Turkey's only real objective is the Ottoman Empire. She has nothing at all to fear from either Russia or Austria by themselves. They simply cannot force her to surrender (assuming the rule about being forced to sue for peace if your capital is occupied is not correct). They can make things "painful", or "painful as it would be to other powers", but Turkey has one overriding thing in her benefit: She doesn't need anywhere near the political points that anybody else needs.
This is a KEY point, and one every Turkish player has got to get a firm handle on: Political points win this game. Armies do not. Armies HELP, by increasing the odds of political point gains. But, the armies themselves are irrelevant to the real heart of the game: The Political Status Display.
The advantage of Turkey's low VP total required is that they can reside in the middle zone of the PSD for nearly the whole game, and not have a price to pay at the end.
Now, how this translates into strategy:
Turkey, as I said, has one and only one strategic element that she wants: The Ottoman Empire. Therefore, this should be Turkey's ambition from the word go. Now, I cannot recall in the computer game rules whether the OE requires 6 nations, all 8, or only 2 (or, whatever). Whatever it is, Turkey should firmly report to the other majors that she is taking all of the powers east of < fill in the blank -- I will use Algeria believing it is the right one >. Any power that tries to take one of those will be at war. As will any allies who refuse to assist Turkey.
The war costs Turkey virtually nothing, but the other major really can't fight it effectively. Yes, they can prevent the Ottoman Empire from being formed, but that's about it. Hardly a noble goal in this game.
The other major element in Turkey's favor is cavalry. She can field enough cavalry to have superiority over just about any other army anywhere on the map. This is a major factor. That +1 to the die rolls cannot be underestimated. Further, it means that she can safely overstack her army to the point of rediculousness. I once had fifteen Turkish corps attacking four Russian corps. Yeah, he had leadership over me. But, it didn't matter in the end: The stack was crushed, even though it technically won the battle.
Another thing in her favor: Reinforcement. I can hear you gasping "WHAT? Has he lost his MIND? Turkish corps have a ONE for a strategic rating!"
Ahhh, but when one has a dozen corps ready to reinforce, one can move in just the high-morale troops for the initial day of combat. Then, reinforce with everybody else. That could be as many as a dozen corps. If Turkey fought this battle on the plains (as she should), the average is that two of those corps are going to reinforce each turn. Now, remember that the morale level is calculated at the very beginning of the battle (even for second days). So, having these one and two-morale corps reinforce in does NOT change the morale numbers at all! All it does is increase the body count (for the enemy).
The only real downside to the above is that Turkey has to take "real" troop losses for the first round of combat, and possibly feudal cavalry for the second and later ones (the cav might be the only ones to make it in).
Some have said that Russia has nothing to fear from Turkey. Well, that statement is partially true, and partially false. If Russia is fighting Turkey with no other wars, yes, Russia should win. But, if her interests are divided, then, she cannot simply ignore Turkey. That's a path to four to six months of mayhem leading to a forced surrender.
Turkey must remember this! If the Russians are ignoring Turkey in favor of a war with either France or GB, Turkey should very quickly talk to that power about an alliance and some money. Russia is a big target in this case.
The other major thing is the feudals. What are they, really? Soak-offs. They die. They return. They die. They return. Use them or lose them. The closer the turn counter is to the December turn, the more aggressive Turkey should be with them. the only exception to this is for corps that are a long way away from their home province.
[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]
Gobble! Gobble!
Now, this could be an invitation to Thanksgiving dinner, or it could be a description of what Turkey tries to do in this game. My intention is the latter.
This game is different than the board game. In the board game, a very real potential objective was dominant power status. While this was difficult to attain, with proper alliances, it CAN be done. Usually, though, the other nations see Turkey as a huge threat, and they prevent it by ganging up on her.
In EiANW, Turkey's only real objective is the Ottoman Empire. She has nothing at all to fear from either Russia or Austria by themselves. They simply cannot force her to surrender (assuming the rule about being forced to sue for peace if your capital is occupied is not correct). They can make things "painful", or "painful as it would be to other powers", but Turkey has one overriding thing in her benefit: She doesn't need anywhere near the political points that anybody else needs.
This is a KEY point, and one every Turkish player has got to get a firm handle on: Political points win this game. Armies do not. Armies HELP, by increasing the odds of political point gains. But, the armies themselves are irrelevant to the real heart of the game: The Political Status Display.
The advantage of Turkey's low VP total required is that they can reside in the middle zone of the PSD for nearly the whole game, and not have a price to pay at the end.
Now, how this translates into strategy:
Turkey, as I said, has one and only one strategic element that she wants: The Ottoman Empire. Therefore, this should be Turkey's ambition from the word go. Now, I cannot recall in the computer game rules whether the OE requires 6 nations, all 8, or only 2 (or, whatever). Whatever it is, Turkey should firmly report to the other majors that she is taking all of the powers east of < fill in the blank -- I will use Algeria believing it is the right one >. Any power that tries to take one of those will be at war. As will any allies who refuse to assist Turkey.
The war costs Turkey virtually nothing, but the other major really can't fight it effectively. Yes, they can prevent the Ottoman Empire from being formed, but that's about it. Hardly a noble goal in this game.
The other major element in Turkey's favor is cavalry. She can field enough cavalry to have superiority over just about any other army anywhere on the map. This is a major factor. That +1 to the die rolls cannot be underestimated. Further, it means that she can safely overstack her army to the point of rediculousness. I once had fifteen Turkish corps attacking four Russian corps. Yeah, he had leadership over me. But, it didn't matter in the end: The stack was crushed, even though it technically won the battle.
Another thing in her favor: Reinforcement. I can hear you gasping "WHAT? Has he lost his MIND? Turkish corps have a ONE for a strategic rating!"
Ahhh, but when one has a dozen corps ready to reinforce, one can move in just the high-morale troops for the initial day of combat. Then, reinforce with everybody else. That could be as many as a dozen corps. If Turkey fought this battle on the plains (as she should), the average is that two of those corps are going to reinforce each turn. Now, remember that the morale level is calculated at the very beginning of the battle (even for second days). So, having these one and two-morale corps reinforce in does NOT change the morale numbers at all! All it does is increase the body count (for the enemy).
The only real downside to the above is that Turkey has to take "real" troop losses for the first round of combat, and possibly feudal cavalry for the second and later ones (the cav might be the only ones to make it in).
Some have said that Russia has nothing to fear from Turkey. Well, that statement is partially true, and partially false. If Russia is fighting Turkey with no other wars, yes, Russia should win. But, if her interests are divided, then, she cannot simply ignore Turkey. That's a path to four to six months of mayhem leading to a forced surrender.
Turkey must remember this! If the Russians are ignoring Turkey in favor of a war with either France or GB, Turkey should very quickly talk to that power about an alliance and some money. Russia is a big target in this case.
The other major thing is the feudals. What are they, really? Soak-offs. They die. They return. They die. They return. Use them or lose them. The closer the turn counter is to the December turn, the more aggressive Turkey should be with them. the only exception to this is for corps that are a long way away from their home province.