France: Opening Moves

Commander – Napoleon at War is the second in a series of high level turn based strategy games. It spans the Napoleonic Wars from 1805 to 1815, allowing players to control France or the Coalitions against it through the entire period or in shorter scenarios. Easy to learn, with fun and addictive gameplay, this is a Napoleonic wargame in the style of the old "Panzer General".
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GaryChildress
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France: Opening Moves

Post by GaryChildress »

OK. Just downloaded it and ran the game for the first time. As my first ever Napoleonic wargame I have no idea what I'm doing. I'm curious what others do for their first moves as French. Do you buy research or do you invest in units? If so what types of units? Do you save up for a general? Obviously Napoleon is already there. I assume you don't need to purchase any other generals for awhile? I guess the obvious first move would be to attack the Austrians where all your troops are gathered to start off with. Do you also attack Venice in the South?

What about the Navy? What are the best opening moves for your ships?

Many thanks.
xriz
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RE: France: Opening Moves

Post by xriz »

Yea I attack the Astrians right off, I wait till I conqure austria before I start to invest in tech.

For navel, I through my ships of the line at the Brits till they (my ships) are all gone (also helps with income once they are sunk). I try and save the frigats for attacking british convoys but they don't last too long in the Atlantic.

The AI is pretty easy, not sure how this would work against a real human.
balto
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RE: France: Opening Moves

Post by balto »

If you playing PBEM, there is no strategy for France, you will lose. Against a good wargamer, France will lose in 4-8 turns and its entire Navy will disappear in 3 turns. If you are playing a poor wargamer, you might last until the Prussians declare war on you, then its over.

As far as playing the AI, do not buy naval or generals. Just focus on replacing your losses and land forces and make sure your manpower does not go below 75%.

Do not attack Venice - ship the units in Italy up North because the sooner you take the Austrian capital, the quicker all Austrian forces disappear. So those Austrians in Vienna are cannon fodder, leave them alone.
GaryChildress
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RE: France: Opening Moves

Post by GaryChildress »

ORIGINAL: balto

If you playing PBEM, there is no strategy for France, you will lose. Against a good wargamer, France will lose in 4-8 turns and its entire Navy will disappear in 3 turns. If you are playing a poor wargamer, you might last until the Prussians declare war on you, then its over.

Wow, sounds like there isn't much point in playing as France then. [X(]

Maybe a future patch will help France out a little?
Gloo
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RE: France: Opening Moves

Post by Gloo »

If playing by e-mail you're surely doomed if playing France ! [&:]

Against the AI though it's pretty easy to win whatever difficulty settings you chose. Just forget the navy early in the game as previously recommended. You'll be able to sink enough of the English ships later on. Forget Venice as well and concentrate your research on infantry and artillery without depleting your Manpower. Try to keep it permanently above 80. Regarding the Commanders, De Villeneuve will do fine for your best Ship of the line but wait till you're sure you won't lose it, for he'll take a very long time (+30 turns) to recover if wounded. On land, don't forget to keep forces around captured cities (at least 2 foot units and a foot arty) and invest in 2 good Commanders at least for your best shock units (see their caract. in the units view). They'll prove useful in conquering Russia. Always keep at least 2-3 light cav. ahead in Russia for you'll be able to scout ennemy troops and capture some useful ressources/towns as well. I never noticed AI recapturing undefended cities but I always keep a militia guarding each.

You should be able to complete a "Sealion" operation before conquering Russia in the last months of the campaign. Go for fast moving units (horse arty, heavy cav.) and focus your best inf. units with good shock value on the front lines(research helps here). A good deal of arty will be prevalent in the conquest of England and Russia. At least 1 siege arty and 2-3 horse arty (forget foot arty in russia for they can't fire after being towed). Alternate fight/retreat for reinforcement and try to preserve your best units while finishing the easiest fights with the rookies to max out their experience.

The main tip to keep momentum, really is your Manpower. Never ever go under 80 ! [:-]
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Moltke71
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RE: France: Opening Moves

Post by Moltke71 »

How can one have "Sealion" with no navy?
Jim Cobb
Gloo
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RE: France: Opening Moves

Post by Gloo »

I know ; seems weird [:)]

You don't need any "navy" to use transport ships ! Each land unit has a "virtual transport" attached to it. The same way that land transports are abstracted concepts.
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Moltke71
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RE: France: Opening Moves

Post by Moltke71 »

Thanks, buddy!
Jim Cobb
Gloo
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RE: France: Opening Moves

Post by Gloo »

My pleasure [:)]
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PDiFolco
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RE: France: Opening Moves

Post by PDiFolco »

Hmm, froggies grognards also were frogmen, ya know ? [:D]
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