Strategy Options and Tips
Sifted from the sands of ConSimWorld
So How do I Win?
The French USUALLY are in the lead at the end of turn 1 and OFTEN are
ahead at the end of turn two. The longer the game goes on, however, the
more likely that they will be overborne by weight of numbers. So if the
French win, they usually win early.
Of course, if the tide has turned and the French are losing, they can
still pull it off, at least in the 3-5 player game, as the coalition
tends to fragment over which of THEM will win. This fragmentation can be
subtle (failure to play cards or make moves when needed), obvious
(leaders leaving grand armies to go off somewhere else and flag
territories on their own), or in-your-face (playing event cards against
other coalition members or even joining the French).
In the two player game the balance is dead even between the two players,
as the French are one player and all of the coalition is under the other
player. The more players you add, the more this breaks up.
France has a 50-50 shot in a two player game, but the addition of a
third, fourth or fifth player reduces the French players overall chance
of winning by that percentage. The French, however, usually still have
the lead at the end of the first and often second turns, but as there are
more players to burn cards, there is less chance of the game ending early
... and thus ending with a French victory.
Still, the French will usually always have a chance at winning.
Britain is often behind on turns one and two. The longer the game goes
on, the more chances of controlling the seas, which means more cards and
the freedom to go where she chooses. This can gain a lot of points for
the coalition player in a two-player game, or the British player in a 3-5
player game. Unfortunately, when the British make their big move it
becomes obvious, so if the game is not going to end on that turn, their
move can often splinter the alliance and drive allies into the French
camp.
Austria - not the sick punching bag people think. Four cards, a home card
and a resource, a lot of space to move around in. Usually they are
guaranteed help from their allies, who want a buffer against the French.
The Austrians won two of six demo games at WBC ...and in one of those
came back from being conquered. What is important to the Austrians is
either fighting to stay IN the game with allies, or knowing when to fold
their hand and save what they can. By submitting or letting themselves
get conquered, with a view to a comeback ...if the game goes that long.
Russia --a conundrum. Grab points early by blowing off your allies (via
Sweden, Turkey or Prussia) or play the team game, hoping that by saving
Austria and keeping her in the war you will lead the Grand Army forward
to place your flags on the Rhine. Doing both is hard. Hitting Prussia,
Sweden or Turkey while they are weak may give them to the French, but
there are plusses and minuses to that - if the French accept, they are
gambling on breaking even on points, while giving Russia closer targets
to take from France. Also, if the minors are weak, they are less of a
threat to your Allies. Russia needs to do a lot more diplomacizing than
people think if she is to come out ahead. I have often seen a good
Russian tell the British and Austrians that Russia will attack the
minors, and if the other allies have a problem with that the tsar is sure
his fellow emperor in Paris would like an ally. Russia is a deep game.
Prussia -- Wray Farrel demonstrated at WBC how Prussia can win by not
fighting people. Diplomacy and, like comedy, a good sense of timing are
key. She also needs to gain the least to win.
STRATEGY TIPS
from the mouths of the players
BRITAIN: I think the key is to bide your time, play the Admiralty so you
can string things out for a while, concentrate your forces and then hit
near the end of the turn when France's resources are dwindling. Lisbon
and even Gibralter are death traps, as you get no help from the
fortresses while your limited lines of retreat threaten to destroy any
army that lands there. Land in Naples and campaign in Italy, or in
Antwerp, where you can quickly build troops to help sustain the army. If
you do land in Spain, try to do it when you have pre-emptive power and
can reinforce before Spain's turn comes around.
DENMARK: I find the Admiral Fisher effect pretty worthless, but maybe I'm
using it wrong. After all, with no 'improved sailing capability' for the
Danish Fleet, they need to roll a 9+ to find the Brits. And then the
Brits can scamper on a roll of 7+... Consequently, I can never bring them
'to heel.' Now, after I've played that card (to no avail), the British
sail back into the North Sea and turn the Danish Fleet into matchsticks
because Fisher's no longer got his mojo going!
A. Fischer is a response card so you can just sail into a British zone
and let them initiate battle. If they don't bother, you are still denying
them a zone for Admiralty/transport/Continental Systems purposes.
The event is best used on defense. You really didn't expect the Danes to
hunt down the Royal Navy did you? The Danish fleet can be a real pain to
a stretched Royal Navy.
Beseiging Fortresses
Courtesy of Lou Water
Chances of taking a 2-strength Fort
# Dice Rolled | Chance of Taking Fortress
|
5 | 20%
|
6 | 27%
|
7 | 33%
|
8 | 40%
|
9 | 46%
|
10 | 52%
|
11 | 57%
|
12 | 62%
|
14 | 70%
|
Incidentally, a full-blown Napoleon gets a 20% chance against Gibralter.
On the average, you should expect to suffer about .34 Unit casualties per
assault when attacking a 2-strength fortress and about .69 Unit
casualties per assault when attacking Gibralter.