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The A Team of twcenter.net proudly presents

The Napoleon Total War Grand Campaign Guide:

FRANCE

CONTENTS
I. Starting Overview A. Regions B. Armies & Locations C. Fleets & Locations D. Agents & Locations E. Government, Funds & Trade/Diplomatic Standings F. Faction Strengths & Weaknesses G. Short-term & Long-term Threats H. Goals & Missions II. Beginning the Campaign A. A Summary of General Strategies B. Detailed Strategy Guide (through TURN 35) III. Resources (Maps & Useful Links) IV. Credits

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STARTING OVERVIEW
REGIONS
France starts with the following twelve (12) regions: France (F3) Capitol/Home Region Bretagne (F1) Normandie (F2) Picardie-Champagne (F4) Flanders & Wallonia (F5) Alsace-Lorraine (F6) Piedmont-Liguria (F7) Provence (F8) Pays dOc (F9) Aquitaine (F10) Corsica (F11) Hannover (F12) NOTE: Numbers in parentheses that follow region-names, e.g. France (F3), indicate the regions code-number as assigned by the A Team staff on the Grand Campaign Map (see Resources, Page 38)

Armies & Locations


As one might expect, taken as a whole, France starts the game with one of the largest and most powerful armies in the Grand Campaign. The downside to this is that they are spread out for the most part, and they are all that initially exists to protect all twelve of Frances starting regions. A detailed breakdown of where each of Frances armies starts out, who leads it and what comprises it is located on the next page. The quick breakdown of Frances army is as follows: TOTAL UNITS: 42 Total Generals: 6 Total Artillery: 8 Total Cavalry: 7 Total Militia: 6 Total Elite Infantry: 1 Total Line Infantry: 11 Total Grenadiers: 1 Total Skirmishers: 2

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Armies & Locations (continued)


The detailed breakdown of Frances starting armies is as follows:
Leader's Name
Alexandre de Rose Dominique de Villars Florentin Gribeauval Hyacinth Mouton Jean-Andr Massna Jean Baptiste Bernadotte Joachim Murat Louis-Nicolas Davout Michel Ney Napolon Bonaparte Phillipe Durand Pierre Augereau

Unit(s)
6-lber Foot Artillery National Guard (Militia) Chevau-Lgers Lancers National Guard (Militia) Chasseurs Cheval (Light Cavalry) Fusiliers of Line Militia General's Staff (5-Star) Chasseurs Cheval (Light Cavalry) 8-lber Foot Artillery Fusiliers of Line Fusiliers of Line General's Staff (3-Star) 6-lber Foot Artillery Fusiliers of Line Fusiliers of Line General's Staff (7-Star) Chevau-Lgers Lancers 6-lber Foot Artillery Fusiliers of Line General's Staff (6-Star) 6-lber Foot Artillery Fusiliers of Line Fusiliers of Line General's Staff (6-Star) Chevau-Lgers Lancers 8-lber Foot Artillery Fusiliers of Line Fusiliers of Line General's Staff (7-Star) Chasseurs Cheval (Light Cavalry) Chasseurs Cheval (Light Cavalry) 12-lber Foot Artillery 12-lber Foot Artillery Old Guard (Elite Infantry) Grenadiers of the Line (Grenadiers) Fusiliers of Line Voltiguers (Skirmishers) Voltiguers (Skirmishers) National Guard (Militia) National Guard (Militia) National Guard (Militia)

Location Code
F8

Location
Marseille, Provence

F10

Bordeaux, Aquitaine

F7 F4

Torino, Piedmont-Liguria Reims, Picardie-Champagne

IT1

Northern Italy (NE countryside )

F12

Hannover, Hannover

F6

Strasbourg, Alsace-Lorraine

F6

Alsace-Lorraine (NE countryside )

F6

Alsace-Lorraine (S countryside )

F6

Alsace-Lorraine (W countryside )

F3 F1

Paris, France Rennes, Bretagne

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Fleets & Locations


France has a decent navy to start with, though without the aid of the Spanish navy, it is certainly no match for any massed British fleet in the early stages of the game. The quick breakdown of Frances navy is as follows: TOTAL UNITS: 9 Total True Admirals: 1 Total 1st Rates: 1 Total 2nd Rates: 0 Total 3rd Rates: 2 The detailed breakdown of Frances starting fleets is as follows:
Admiral's Name Victor Durand Pierre-Charles Villeneuve Rank 1-Star 3-Star Unit(s) 32-gun Frigate 32-gun Frigate Corvette 122-gun Ship-of-the-Line 74-gun Ship-of-the-Line 74-gun Ship-of-the-Line 38-gun Frigate 38-gun Frigate 32-gun Frigate Atlantic Ocean (SW of Lisbon, Portugal ) Mediterranean Sea (N of Corsica ) Location

Total 38-gun Frigates: 2 Total 32-gun Frigates: 3 Total Corvettes: 1 Total Trade Ships: 0

Agents & Locations


France has three (3) starting agents, one (1) SPY and two (2) GENTLEMEN. Spies are the primary agent for gathering information and performing assassinations during the campaign, while Gentlemen are the primary agent to advance a factions knowledge or technologies. For more information on agents and their uses, see Resources, Page 42. The detailed breakdown of Frances starting agents is as follows:
Location Code
F3 F3 F3

Agents's Name
Charles-Louis Schulmeister Jean Rapp Franois-Ren de Chateaubriand

Agent Type
Spy (3-Star) Gentleman (3-Star) Gentleman (3-Star)

Location
France (E countryside, near border ) France (central countryside, S of Paris ) France (W countryside, S of Rennes )

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Government, Funds & Trade/Diplomatic Standings


France begins the game with the only government defined as an Empire. It basically provides the same bonuses/penalties as a Constitutional Monarchy, while it functions the same as an Absolute Monarchy. Its populace is divided between a Middle- and Lower-Class. Due to this hybrid nature, an Empire is one of the most effective governments in the game, providing middle-of-the-road bonuses without the nuisance of elections. For more information on governments, see Resources, Page 42. France starts the game with the following ministers:
Minister's Name
Napolon Bonaparte Charles de Talleyrand Marc Michel Gaudin Claude Ambroise Rgnier Louis-Alexandre Berthier Denis Decrs

Position
Monarch Head Treasury Justice Army Navy

Rank
7-Star 4-Star 7-Star 3-Star 7-Star 4-Star

Trait(s)
no political/government traits Bon Vivant, Upright, Frugal and Thrifty Economist, Capitalist Upright Bon Vivant, Camp Follower Honest, Patron

NOTE: Traits shown in BOLD are directly affecting the minister's rank in his current position

Frances starting treasury is 6,500 based on no change to income/costs, it will receive 1,966 per turn. Frances initial Trade and Diplomatic standings are as follows:
Potential Trade Agreements
Ottoman Empire (sea ) Denmark (sea ) Mecklenburg (sea ) Portugal (sea ) Prussia (land ) Hessen (land )

Trade Agreements
Baden-Wrttemberg (land ) Kingdom of Italy (land ) Batavian Republic (land ) Swiss Confederation (land ) Spain (land )

Allies
Baden-Wrttemberg Bavaria Kingdom of Italy Batavian Republic Swiss Confederation Spain

At War
Austria Kingdom of Sicily Sweden Russia Great Britain Kingdom of Naples

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Faction Strengths & Weaknesses


France begins the game from a moderately strong position, both militarily and economically. The initial armies stationed in Alsace-Lorraine as well as Northern Italy are more than adequate to defend against any early threats from Austria. France also has some key allies on her eastern borders that can help her against Austria and Russia. Frances monthly income, if not wasted on immediately increasing the armys size, will provide a reasonable start to building up her sizeable infrastructure and economy. Provided France can maintain good diplomatic ties and protect some of her trade ports from a British blockade, there are very profitable Trade Agreements in the waiting perhaps even importing some Trade Goods which will further increase the monthly income and aid in the building of even more infrastructure. Put bluntly, if France can hold back her enemies for one year although closer to two years would be ideal with a minimal investment in additional army units, she will be unstoppable. Frances greatest weakness can also be summed up rather briefly time. Russian armies are already on their way towards Austria, and they will join the fight quickly. While there is little hope in the French navy eliminating the threat of Admiral Nelson and the British fleets to seaborne trade, there is an even greater threat posed by the British they may decide to quickly land an army in northern or northwestern France, and there are no sizeable French forces nearby to provide a defense, let alone a counter-attack. So France seems destined to achieving a great balancing act, or fall if she fails. She must first build up her existing and impressive infrastructure, which will later support her huge (future) armies. If she tries to build those armies too soon, i.e. before her infrastructure can support them, she will find herself quickly lacking any funds for further growth, and then be slowly beaten down by the combined forces of her great enemies.

Short-term & Long-term Threats


The biggest short-term threats to France are as follows:
SHORT-TERM THREATS QUICK SUMMARY
- will strike out from Tyrol & Venetia towards Italy & the Swiss - will strike out at Bavaria and western Germanic nations - will blockade French and allied ports - will try to land an army in Bretagne and/or Normandie Great Britain

QUICK SOLUTION
- pull French forces back to the border - allow French allies to take the brunt of Austrian and/or Russian offensives - mass French forces for a counter-attack - ignore Allied ports for the short-term; ensure all French ports are garrisoned with a cheap militia or sloop unit - cancel any SEA Trade Agreements affected by blockades; if necessary, destroy ALL northern Trade Ports, to force French trade through safer Mediterranean ports - move an army into and/or build an army in France, station it near Paris for counter-attack - IF British forces do land, strike immediately and destroy the army before it can inflict any serious damages to French infrastructure

Austria & Russia

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Short-term & Long-term Threats (continued)


The biggest long-term threats to France are as follows:
LONG-TERM THREATS QUICK SUMMARY QUICK SOLUTION
- allow French allies to wreak a war of attrition on Austria - do NOT engage in the allied activity, unless Austria begins to steamroll over one-or-more allies - attack Austrian regions after appx 1 year, resistance to built-up French forces should be futile by then - destroy any British armies that land; re-route any French trade to Mediterranean ports - start building up French navy, should pose serious threat to Nelson after year two; destroy British navy - once British navy destroyed, take Ireland; use navy to ensure British troops can't cross from Scotland - once French forces are re-coup'd, attack Scotland, then England, and finally Wales > a simultaneous attack on all three is most affective, though it requires three full-stack armies devoted to the British isles for a while - try to maintain friendly relations with Prussia until Austria is knocked out - once hostilities break open, hit Prussia fast and hard, sort of the 19th century version of blitzkrieg - ensure Prussian neighbors stay happy and stay out of the fight, use any means necessary until Prussia is DOA - do NOT attack until BOTH Austria and Prussia are destroyed, usually appx 3 years or so into game - due to distance and attrition, extremely difficult to take out Russia with only one "front", so send 2-3 full-stack armies to attack from the West, while 2-3 full-stack armies also attack from the South - use infrastructure towns as safe havens during attrition months, then "hop" towards Moscow, aka "island hopping", like the US Marines in WW2 Pacific Theater - keep raiding and/or blockading their ports, to prevent either from building any form of navy in the Mediterranean - after year one or so, send a full-stack army to knock them out, once and for all - if necessary, knock out Papal States as well, the income from the Italian kingdoms will be substantial, once subdued

Austria

- wants to destroy France

Great Britain

- wants to destroy France

Prussia

- may want to destroy France

Russia

- wants to destroy France

Kingdom of Sicily and Kingdom of Naples

- want to destroy France

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Goals & Missions


The French goals for victory are to capture and hold thirty-five (35) regions by the end of your turn in Late December, 1812, including the following five (5) regions: Brandenburg (P5) Moscow Guberniya (R5) East Prussia (P3) France (F3) Austria (A6)

The game will at times present you with missions that you can undertake, and upon completion of the mission, you will receive the specified reward. All missions have a trigger, which can be a date, a number of variable turns defined by the games mechanics, the capture of a region/city, etc. The missions you may receive as France are as follows:
Mission
Capture Vienna Capture Berlin Capture Warsaw Capture Konigsberg Capture Moscow Capture Madrid Build Arc de Triomphe France's Initial Turn War is declared by or on Prussia Berlin falls, turns for trigger vary Berlin and/or Warsaw falls, turns for trigger vary Battle with and/or Invade Russia War is declared by or on Spain Based on varying number of victories, turns for trigger vary

Mission Trigger

Mission Reward
Receive Treasury Funds: 2,000 Receive Treasury Funds: 2,000 Receive Treasury Funds: 2,000 Receive Treasury Funds: 2,000 Receive Treasury Funds: 2,000 Receive Treasury Funds: 3,000 Active army units receive one experience-chevron

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BEGINNING THE CAMPAIGN


A Summary of General Strategies
Players have a variety of strategies they can pursue in Napoleon Total War. This brief overview will highlight strategies that have a theme and is intended for first-time or relatively inexperienced players. The Defensive Strategy: this strategy, also known as the turtle strategy is most effective when the player has lots of time to hold back from pursuing the factions goals. It involves allowing the enemy to pursue their desires, relatively unhindered, while the player enhances its ability to wage war at a later time. At some point, the player, aka the turtle, will feel confident enough to come out of its shell and start pursuing its goals away from the safety of its shell. The downside to this strategy is that it puts the player at risk from repeated attacks, some of which may succeed, removing limited resources from the player. Also, the player is not receiving any new or additional resources for growth, while allowing the enemy free reign to capture resources and pursue its own goals. The Opportunistic Strategy: this strategy, also known as camping, employs many of the elements of the turtle/defensive strategy with one key difference (one could refer to it as the snapping turtle). The player masses forces in one or more advantageous locations, areas where it thinks the enemy will eventually be at a disadvantage, i.e. the enemy will have few troops or a battered element of troops remaining. The player then strikes, securing a new resource. The downside to this strategy is two-fold. First, it requires the player to mass troops in an area that the enemy must venture into and in a weakened
state, i.e. the enemy may not materialize where the player expects or not be in a weakened state; and second, like the turtle strategy, camping deprives the player of new resources.

The Rush Strategy: this strategy, also known as steamrolling, is the opposite of the turtle strategy the player forgoes investment in building infrastructure, and instead concentrates all resources on building up its army. Once the army is large enough or can no longer be expanded upon, the player starts rapidly advancing on the enemy, taking one region after another. It is most useful when the enemy is on-the-ropes and the player is simply looking to put an end to the enemys existence. But otherwise, this is one of the riskiest strategies, with many downsides. First and most obvious is that it ignores the possibility of the rush failing. It also leaves the player incredibly vulnerable to counterattack, especially on the flanks of the rush and/or by sea. Many players place too much emphasis on using just one of the above general strategies, and more often than not, they fail to achieve their goals or, if they do succeed, they find the experience was incredibly frustrating in one way or another. One of the purposes of this guide is to show that one of the more enjoyable ways to play is combining all three of the above strategies throughout the game.

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Detailed Strategy Guide


The previous sections have already detailed the starting position of France in the Grand Campaign, as well as pointing out her short-term and long-term threats. Now the guide will show turn-based moves through the first third of the game approximately, as well as the thinking behind them, which will help any player get a firm grip on the game before pursuing their own personal finale. For the purposes of this guide, both Campaign and Battle Difficulty are set to MEDIUM and Unit Size is set to LARGE. Also, players may first wish to read up on other tips regarding how to play Napoleon Total War (NTW), which cover such topics as creating better ministers, army formations and tactics during battle, etc (see Resources, Page 42). The first turn is always the most critical in NTW. It requires you to first organize your entire empire, and then formulate a relatively long-term plan for achieving your goals. Even if you must change your long-term plan and you will its important that you begin with its idea in mind. So the explanation for your first-turn-moves may seem long, but thats only because of the organizing and planning you are undertaking. Early January, 1805 - TURN 1
Create your best government: for a more detailed explanation on this process, see Resources, Page 42. You want to get rid of both Claude Ambroise Rgnier, as well as Denis Decrs the first is only a basic 3-star minister, while the second is only a 4-Star because he has the Patron attribute and is currently assigned as the Navy Minister. You want two new ministers that are both 4-Stars or more, before any attribute bonus is applied to their actual minister-position. You also want to clear the candidates queue, as when it is refilled (one new candidate per turn), you may get lucky and gain a very skilled candidate for later use. After using the rotating random seed method to replace your ministers, your new government should look similar to the AFTER picture shown below. Note that these two somewhat-minor changes already have an impact on the games data and your success your governments approval rating has already gone up by 2% and your monthly income has increased from 1,966 per turn to 2,011. These may not seem awe-inspiring, but they are huge advantages in the early stages of the game. For example, that income increase of 45 can pay for the per-turn-upkeep of a new Merchantmen ship.

BEFORE

AFTER

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Early January, 1805 - TURN 1 (continued)


Trade: one thing you desperately need in the early stages of the game is cash, so you must ensure that you are maximizing all available Trade Agreements. Your first target should be Prussia. Not only will a Trade Agreement with them lessen their hostility towards you, they also offer a unique opportunity to consolidate your empire in the early stages note that Hannover (F12), one of your initial regions, sits like an island, completely exposed on all sides to possible attack later on. The Prussians also control the region Cleves-Mark (P6), which allows them easy access into your vulnerable heartlands, if they choose. So a great way to disable this potential Prussian threat, make your defenses more easily secure, AND get the Prussians less hostile towards you is to offer a swap of the regions on Turn 1. While youre at, offer them a Trade Agreement and also demand their two initial technologies of Public Schooling and Fire and Advance as part of the total deal they should always accept, since Hannover generates slightly more income, and dont worry, youll retake Hannover when war eventually erupts between you and Prussia. The other positive that came out of your Prussian deal is that you can now create a Trade Agreement by-land with Oldenburg, and that income will offset the slight value you lost with Hannover. Now create Trade Agreements with the Ottoman Empire and Hessen. For some extra cash that you will need this turn, offer the Kingdom of Sardinia the technologies of Conscription & Fire and Advance for 1,000. Your remaining potential Trade Agreements are with Denmark, Mecklenburg, and Portugal, but be wary. These are all by SEA, and the game mechanics dictate that any seaborne trade must pass through the nearest port to your home region in this case, that means the trade from all three of these nations will pass through Antwerp in your region of Flanders & Wallonia (F5). That puts it in perfect blockade range of the idle British fleets hovering off your northern coasts. For the moment, you will ignore that danger and proceed with your Trade Agreements with all three nations. If Portugal puts up a fuss and demands money for a Trade Agreement, counter-offer with giving them the technology Fire and Advance (recently acquired by you from Prussia) and demanding that they also pay 1,000 they should accept but only if they pay 500, which is a fair price for that technology. Last thing to do before youre finished is to move the militia unit you have in Reims, Picardie-Champagne (F4) and garrison it in the port of Antwerp at least if the British move on the port during their turn, they can only blockade you and not also damage the port for later use. Roads: these are essential in NTW, though often overlooked scroll through your cities and ensure that ALL cities have at least BASIC roads built or in the queue Research: you start with two (2) gentlemen and have a college-level intellectual centre already established at Orlans, France (F3) move both gentlemen into the college (one wont reach it until TURN 2), then begin researching National Debt Generate Spies: you start with one (1) but will need many more, both to protect your generals from enemy spy assassination attempts and to gather information about your enemies; build a Members Club at your other intellectual centre in Lige, Flanders & Wallonia (F5)

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Early January, 1805 - TURN 1 (continued)


Defend your cities: ensure that every city has at least one permanent unit in it, preferably a militia unit; this will let the games Campaign Artificial Intelligence (CAI), i.e. your enemy, know that there are no easy pickings to be had note that technically, the CAI should NOT be able to see which of your regions has units or how many, without using a spy, but the CAI cheats in this regard. Based on you starting with six (6) militia units, this means that you must recruit another six (6) to permanently garrison and defend all twelve (12) of your initial regions Formulate your long-term plan: this is always the most important task you will complete during TURN 1, as it will dictate your moves and strategy for many coming turns; for this guide, you are going to start with a turtle strategy near the Austrian frontier, pulling all of your forces back to your own border and re-organizes them; you will allow your nearby allies (Baden-Wrttemberg, the Swiss Confederation and the Kingdom of Italy), as well as Bavaria, to absorb and blunt any initial offensives by the Austrians and/or Russians then allow them to continue to fight a war of attrition, while you build up your infrastructure and army, until you are ready to go on the offensive; if the Austrians and/or Russians make a breakthrough and capture any of your allys regions, you will immediately counter-attack and capture that region back for yourself As you re-organize your army, you will send select units back towards France and the northwest coast of your empire, to prepare for the likelihood of a British army landing somewhere near there. You will make every reasonable gesture to keep the Prussians happy for the next year or so, and out of the fight. In the meantime, as your increasing income allows, you will start building up your army in the two weakest spots Cleves-Mark (P6), which must be ready to at least defend itself for the eventual war with Prussia, as well as Piedmont-Liguria (F7), which once reinforced will allow you to pursue at least one of two longer-term options. First, if the opportunity is ripe, you can open up a second front with the Austrians, south of the Alps, and march on Tyrol (A9) and/or Venetia (A6); or second, you can turn an army south and march on the Italian kingdoms to secure their wealth Organize your navy: build a Trading Port at Toulon, Provence (F8); recruit a Merchantmen at Genoa, Piedmont-Liguria (F7); recruit a Sloop at Brest, Bretagne (F1) and recruit another Sloop at Le Havre, Normandie (F2) these Sloops will protect the dockyards from raids and landings, as well as provide you with the chance to raid the southern British ports From your initial Mediterranean fleet, dispatch one 32-gun Frigate to raid/blockade the harbor at Taranto, Naples (NP1); send the other 32-gun Frigate to raid/blockade the harbor at Siracusa, Sicily (SL1); and finally, send the remaining Corvette to secure the Valletta Spice Trade Post, which is south of Siracusa the Corvette cannot trade but it will hold the post until you can get a Merchantmen down there From your initial Atlantic fleet, dispatch one 38-gun Frigate to the Calcutta Tea Trading Post, south of the fleet, to hold; dispatch the other 38-gun Frigate to the Cameroons Ivory Trading Post, southeast of fleet, to hold; dispatch the 32-gun Frigate to the Algiers Spice Trading Post, south of the Balearic Isles (SP4), to hold; then move the remaining three-ship-fleet, led by Admiral Villeneuve, inside the Straits of Gibraltar, and wait just off the African coast start harassing/raiding the British at Gibraltar (B5) if/when they try to build a port

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Early January, 1805 - TURN 1 (continued)


Organize your army: now you will begin the movements of your army to start carrying out the long-term plan you previously formulated - Move General Massnas army from the northeastern countryside of North Italy (IT1) to Torino, Piedmont-Liguria (F7) - Move General Bernadottes army from the eastern countryside of Cleves-Mark (P6) to the city of Cleves - from General Davouts army, located northeast of Strasbourg, Alsace-Lorraine (F6), move the two Fusilier units into Strasbourg; move General Davout and the remaining artillery unit to Cleves, Cleves-Mark (P6) - move your lone spy, located southwest of Strasbourg, Alsace-Lorraine (F6), into General Neys army, located south of Strasbourg; then move General Neys army to Torino, Piedmont-Liguria (F7) - from General Bonapartes army, located west of Strasbourg, Alsace-Lorraine (F6), move the single Fusilier into Strasbourg; then move the rest of General Bonapartes army to Paris, France (F3), to defend against any eventual British landings to the north or northwest of Paris - Move the artillery unit located in Marseilles, Provence (F8), to Strasbourg, Alsace-Lorraine (F6) - Move the cavalry unit located in Bordeaux, Aquitaine (F10), to Strasbourg, Alsace-Lorraine (F6) PRESS END-TURN

Late January, 1805 - TURN 2


Review any alerts/diplomacy changes: on the left margin of the screen, at the beginning of each turn, the game sends messages to you about important updates, such as what new infrastructure and units are available; in this game being documented, war has just broken out, since the previous Turn, between Austria and the Ottoman Empire this is great news for France, since it means Austria is now forced to fight on her southern and eastern borders as well Funds: if you made all the recommended purchases/etc during Turn 1, your Treasury should be at approximately 4,411 at the start of Turn 2, with income of 3,536 per turn predicted in the future you want to keep that income per turn number at the 1,000-or-more level if it falls below 1,000, you have built too many army/navy units too quickly Military Upgrades: you want to balance the use of Treasury funds between military use and infrastructure-upgrades during the early stages of the game; one military upgrade you need and can afford to build is a Great Arsenal in Paris, France (F3) this will allow the recruiting of 12-lber artillery, which has a firing range of 600, compared to an 8-lbers range of 520 or a 6-lbers range of 450 while the 12-lber takes slightly longer to re-load and is not as accurate, its greater range fulfills a basic tenet of warfare, that being if you can hit the enemy before he can hit you, you probably win

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Late January, 1805 - TURN 2 (continued)


Infrastructure Upgrades: you do not need more than two recruitment centers (i.e. barracks) for infantry/cavalry in the early stages of the game these are fulfilled in Paris, France (F3), as well as Marseilles, Provence (F8); any others should be converted to administration-buildings (to generate more income) as soon as possible you should convert the Cantonment buildings located in Cleves, Cleves-Mark (P6) and Reims, Picardie-Champagne (F4) to Tax Offices Unit Moves: none, except those previously ordered PRESS END-TURN

Early February, 1805 - TURN 3


Review any alerts/diplomacy changes: there were no alerts per se, but you should always be watching the movements of your enemies where the fog-of-war is lifted on the margins of your borders and along your trade routes since the last turn, a British fleet raided your Dutch allys port at Rotterdam, Holland (N1), and two other British fleets, including one lead by the infamous Admiral Nelson, have appeared in the English Channel Funds: your Treasury should be at approximately 3,746 with income of 3,561 per turn predicted Military Upgrades: recruit four (4) Fusiliers at Paris, France (F3) Infrastructure Upgrades: you do not need Supply Posts anywhere, but they are useful in regions on your border where you are constantly in battle otherwise, once they are behind the general fighting, they are best used to convert into Markets convert the Supply Post at Mont-de-Marsan, Aquitaine (F10) into a Market to generate more income; build a Manufactory at Clermont-Ferrand, France (F3) Unit Moves: none, except those previously ordered PRESS END-TURN

Late February, 1805 - TURN 4


Review any alerts/diplomacy changes: busy turn a new Gentlemen appeared and was moved into the college at Orlans, France (F3); the Members Club was built as well as three new ships a Merchantmen and two Sloops; most importantly, Admiral Nelsons fleet has begun a blockade of Antwerp, Flanders & Wallonia (F5) this cuts off your trade with Denmark, Mecklenburg and Portugal and put a sizeable dent in this turns Treasury for this turn, you will cancel your Trade Agreements with all three of these nations, and this next part may seem counter-productive, but it is an effective work-around to the blockade demolish your Trading Port at Antwerp, so that on the next turn, any seaborne trade will be forced to pass through your Mediterranean port(s) Funds: your Treasury should be at approximately 2,817 with income of 2,585 per turn predicted Military Upgrades: recruit a Merchantmen at Genoa, Piedmont-Liguria (F7); recruit a Sloop at Le Havre, Normandie (F2)

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Late February, 1805 - TURN 4 (continued)


Infrastructure Upgrades: build a Secret Society at Lige, Flanders & Wallonia (F5); build an Iron Mine at Nancy Mines, Alsace-Lorraine (F6) Unit Moves: move Merchantmen from Genoa, Piedmont-Liguria (F7) to Algiers Spice Trading Post, located south of the Balearic Isles (SP4); send Sloop from Le Havre, Normandie (F2) to raid the Dockyard at Portsmouth, England (B1), then return continue this raiding activity every turn PRESS END-TURN

Early March, 1805 - TURN 5


Review any alerts/diplomacy changes: National Debt was researched and Classical Economics research was begun; four (4) Fusiliers built; Basic Roads were completed in six (6) regions; new Trading Port built at Toulon, Provence (F8); Trading Port at Antwerp was demolished, allowing any seaborne trade to pass through Mediterranean ports; Re-establish Trade Agreements with Mecklenburg and Portugal (Denmark has used up her available agreements since you cancelled) Funds: your Treasury should be at approximately 2,777 with income of 2,492 per turn predicted Military Upgrades: recruit three (3) Fusiliers at Marseilles, Provence (F8); recruit Merchantmen at Toulon, Provence (F8) Infrastructure Upgrades: none, except those previously ordered Unit Moves: move 32-gun Frigate from Algiers Spices Trade Post to Annaba Coffee Trade Post, located to the east, to hold PRESS END-TURN

Late March, 1805 - TURN 6


Review any alerts/diplomacy changes: none, though Admiral Nelsons fleet has left Antwerp and is now blockading your Dutch allys port at Rotterdam, Holland (N1) Funds: your Treasury should be at approximately 4,052 with income of 3,721 per turn predicted Military Upgrades: none, except those previously ordered Infrastructure Upgrades: you do not need any Gunsmiths they provide such little bonuses that they are not worth building or maintaining convert the Gunsmith at Metz, Alsace-Lorraine (F6) into a Manufactory; build a Manufactory at Rouen, Normandie (F2); build a Manufactory at Mnster, Cleves-Mark (P6) Unit Moves: none, except those previously ordered PRESS END-TURN

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 16 of 43

Early April, 1805 - TURN 7


Review any alerts/diplomacy changes: new Merchantmen, Sloop, and three (3) Fusiliers built; new Manufactory at Clermont-Ferrand, and new Iron Mine at Nancy Mines built Funds: your Treasury should be at approximately 4,173 with income of 3,428 per turn predicted Military Upgrades: recruit Merchantmen at Genoa, Piedmont-Liguria (F7); recruit a Sloop at Le Havre, Normandie (F2); recruit four (4) Fusiliers at Paris, France (F3) Infrastructure Upgrades: build Cobbled Roads at Paris, France (F3) Unit Moves: move three (3) Fusiliers from Marseilles, Provence (F8), to Torino, Piedmont-Liguria (F7); move Merchantmen from Genoa, Piedmont-Liguria (F7), to Valletta Spice Trade Post, which is south of Siracusa, Sicily (SL1); send Sloop from Le Havre, Normandie (F2), to raid British port at Chatham Docks, England (B1), then return it to Calais, Picardie-Champagne (F4) continue this raiding activity every turn PRESS END-TURN

Late April, 1805 - TURN 8


Review any alerts/diplomacy changes: Classical Economics was researched and National Census research was begun; new Merchantmen built Funds: your Treasury should be at approximately 3,443 with income of 3,441 per turn predicted Military Upgrades: recruit Merchantmen at Toulon, Provence (F8); recruit two (2) Fusiliers at Marseilles, Provence (F8) Infrastructure Upgrades: build Merchant House at Lyons, France (F3) Unit Moves: move Merchantmen from Toulon, Provence (F8), to Annaba Coffee Trade Post, which is southwest of Sardinia (SA1); move Corvette from Valletta Spice Trade Post to Genoa, PiedmontLiguria (F7) it will be used later for transport duty of sea invasions PRESS END-TURN

Early May, 1805 - TURN 9


Review any alerts/diplomacy changes: a -stack British army has garrisoned the Trading Port at Chatham Docks, England (B1), led by a 6-star general, most likely your nemesis Wellington; even more noteworthy, the Austrians have marched on Munich and captured Bavaria (BV1); four (4) Fusiliers built Funds: your Treasury should be at approximately 4,247 with income of 3,496 per turn predicted Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3) Infrastructure Upgrades: build Cobbled Roads at Caen, Normandie (F2) and Rennes, Bretagne (F1)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 17 of 43

Early May, 1805 - TURN 9 (continued)


Unit Moves: move two (2) Fusiliers from Cleves, Cleves-Mark (P6) to Strasbourg, Alsace-Lorraine (F6); move 32-gun Frigate from Annaba Coffee Trade Post to Tunis Coffee Trade Post, southeast of Sardinia, to hold PRESS END-TURN

Late May, 1805 - TURN 10


Review any alerts/diplomacy changes: one (1) Merchantmen, one (1) Sloop, and two (2) Fusiliers built; Great Arsenal, Secret Society, and three Manufactories built Funds: your Treasury should be at approximately 4,071 with income of 3,799 per turn predicted Military Upgrades: recruit two (2) Chasseurs Cheval at Marseilles, Provence (F8) Infrastructure Upgrades: build Cobbled Roads at Reims, Picardie-Champagne (F4) and Strasbourg, Alsace-Lorraine (F6) Unit Moves: the Spanish navy abandoned the Casablanca Tea Trade Post, south of Gibraltar, so move Admiral Villeneuves fleet there to hold; move Merchantmen from Genoa, Piedmont-Liguria (F7) to Tunis Coffee Trade Post; move Sloop from Le Havre, Normandie (F2) to Antwerp, Flanders & Wallonia (F5); before following this next move, see Strategy note below: move Sloop from Brest, Bretagne (F1) to raid British Trading Port at Bristol, England (B1), then move the Sloop just outside the British port to continue raiding each turn STRATEGY NOTE: there is a little-discussed but major defect in the British faction their entire empire is built on a flawed foundation, namely their Trade income, especially until they acquire additional regions outside their initial empire; in a nutshell, they begin the game with too many expensive naval and land units, in terms of upkeep, and they continue to recruit from Turn 1 players can take advantage of this flaw by raiding the two British Trading Ports at Chatham Docks and Bristol, both in southern England (B1), on the eastern and western coasts respectively; if the player can successfully RAID these two ports, simultaneously, for up to three turns, it will deprive the British of their necessary income, quickly exhaust their treasury funds, and force them into eternal bankruptcy, i.e. the upkeep cost on the British units is too expensive for their base tax income and the AI is not programmed to eliminate/demolish units to save its treasury; so after two or three turns of successful raiding, the player will notice the two British ports continuing to burn at the start of the third or fourth turn from when the raiding began; note that BLOCKADING the ports will NOT produce the same effect while a blockade will also cut off the trade income, the British AI will have enough sense to send a fleet to destroy you, and British trade will start filling their Treasury again PRESS END-TURN

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 18 of 43

Early June, 1805 - TURN 11


Review any alerts/diplomacy changes: the alliance between Prussia and Austria has been dissolved, and war has broken out with Prussia versus Austria, Saxony, and Hessen; the British army formerly garrisoned at Chatham Docks, England (B1), has moved to garrison Portsmouth instead players that wish to take advantage of the previously described British trade flaw should now start raiding both British Trading Ports for the purposes of this guide, this action has been taken, in the hope of bankrupting the British early on; Italian troops were seen heading for their eastern border; through the Fog-of-War (FOW), the city of Innsbruck, Tyrol (A9) can be seen burning, though still controlled by Austria; one (1) Merchantmen and two (2) Fusiliers built Funds: your Treasury should be at approximately 3,856 with income of 3,530 per turn predicted Military Upgrades: recruit Merchantmen at Toulon, Provence (F8); recruit Sloop at Brest, Bretagne (F1) Infrastructure Upgrades: build University at Orlans, France (F3) Unit Moves: move Merchantmen at Toulon, Provence (F8) to Casablanca Tea Trade Post, south of Gibraltar; move 32-gun Frigate from Tunis Coffee Trade Post to the Adriatic Sea, then scout for Austrian activity and/or raid the Austrian Trading Ports to the north PRESS END-TURN

Late June, 1805 - TURN 12


Review any alerts/diplomacy changes: National Census research complete, Mass Mobilization research begun; two (2) Chasseurs Cheval built Funds: your Treasury should be at approximately 4,142 with income of 4,557 per turn predicted Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3) Infrastructure Upgrades: build Cobbled Roads at Brussels, Flanders & Wallonia (F5) and Cleves, ClevesMark (P6) Unit Moves: move four (4) Fusiliers from Paris, France (F3) to Strasbourg, Alsace-Lorraine (F6) PRESS END-TURN

Early July, 1805 - TURN 13


Review any alerts/diplomacy changes: Congratulations, the docks at both Bristol and Chatham Docks, England (B1) continue to burn from your raiding activities the previous turn this signals that the British Treasury is bankrupt and incapable of repairing the ports, at least for the present time this is a crippling blow to British ambitions, as she cannot build her infrastructure or recruit additional units, and her current units will begin to deteriorate as they desert due to lack of pay; perhaps related to the British bankruptcy, Admiral Nelsons fleet has abandoned the blockade of your Dutch allys port at Rotterdam, Holland (N1), and he was last seen heading north into the FOW; Cobbled Roads in France (F3) complete Funds: your Treasury should be at approximately 4,707 with income of 4,603 per turn predicted

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 19 of 43

Early July, 1805 - TURN 13 (continued)


Military Upgrades: recruit two (2) Fusiliers and two (2) 12-lbers at Paris, France (F3) Infrastructure Upgrades: build Iron Mines at Asti Mines, Piedmont-Liguria (F7) and Siegen Mines, Cleves-Mark (P6); build Theatre at Strasbourg, Alsace-Lorraine (F6) Unit Moves: move Sloop outside British port at Bristol, England (B1) back to safety at Brest, Bretagne (F1) PRESS END-TURN

Late July, 1805 - TURN 14


Review any alerts/diplomacy changes: one (1) Merchantmen, one (1) Sloop, and two (2) Fusiliers built; Merchant House built Funds: your Treasury should be at approximately 5,244 with income of 4,855 per turn predicted Military Upgrades: recruit two (2) Fusiliers at Marseilles, Provence (F8); recruit Merchantmen at both Toulon, Provence (F8) and Genoa, Piedmont-Liguria (F7) Infrastructure Upgrades: build Cobbled Roads at Torino, Piedmont-Liguria (F7) and Marseilles, Provence (F8) Unit Moves: move Sloop from Brest, Bretagne (F1) to Nantes, France (F3); move Merchantmen from Toulon, Provence (F8)to Cameroons Ivory Trade Post, south of Portugal PRESS END-TURN

Early August, 1805 - TURN 15


Review any alerts/diplomacy changes: Prussia overran and captured Saxony, while the Hessen army appears withered from battles this can be good for France, i.e. Prussia in a war of attrition with Hessen and Austria but, Prussia cannot be allowed to capture/hold Hessen-Kassel, or war with Prussia may be sooner rather than later; two (2) Fusiliers built; Cobbled Roads complete at Bretagne (F1) and Normandie (F2) Funds: your Treasury should be at approximately 5,013 with income of 4,659 per turn predicted Military Upgrades: recruit four (4) Fusiliers at Paris, France (F3) Infrastructure Upgrades: build Cobbled Roads at Bordeaux, Aquitaine (F10) and Toulouse, Pays dOc (F9) Unit Moves: none, except those previously ordered PRESS END-TURN

Late August, 1805 - TURN 16


Review any alerts/diplomacy changes: two (2) Fusiliers and two(2) 12-lbers built; Cobbled Roads complete at Alsace-Lorraine (F6) and Picardie-Champagne (F4) Funds: your Treasury should be at approximately 4,688 with income of 4,182 per turn predicted

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 20 of 43

Late August, 1805 - TURN 16 (continued)


Military Upgrades: recruit two (2) Chasseurs Cheval at Paris, France (F3); recruit three (3) Fusiliers at Marseilles, Provence (F8); Infrastructure Upgrades: build Magistrate at Brussels, Flanders & Wallonia (F5) Unit Moves: move two (2) Fusiliers from Marseilles, Provence (F8) to Asti Mines, Piedmont-Liguria (F7); move four (4) Fusiliers from Paris, France (F3) to Cleves, Cleves-Mark (P6); move two (2) Chasseurs Cheval and two (2) 12-lbers from Paris, France (F3) to Strasbourg, Alsace-Lorraine (F6) PRESS END-TURN

Early September, 1805 - TURN 17


Review any alerts/diplomacy changes: the citizens of Transylvania (A1), no doubt encouraged by their Ottoman neighbors, have risen against their Austrian rulers and founded the new nation of Romania, a new thorn in Austrias side; two (2) Merchantmen, four (4) Fusiliers built; University built Funds: your Treasury should be at approximately 5,805 with income of 4,546 per turn predicted Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3) Infrastructure Upgrades: build a Dry-dock at Brest, Bretagne (F1) Unit Moves: move Merchantmen from Toulon, Provence (F8)to Calcutta Tea Trade Post, located southwest of Portugal STRATEGY NOTE: once the above Merchantmen arrives, you will have activated all of your Trade Posts adding more Merchantmen ships to any of the Trade Posts will further increase their total output, though the per-ship-amount of income will decrease with each additional ship. This can be a lucrative and tempting endeavor, but be wary if the British fleets move on any of your Trade Posts and/or Trading Ports, you are currently powerless to stop them if this happens, you will see a precipitous drop in your per-turn-income, possibly finding yourself bankrupt like the British still are. But there are few rewards without risk, so pursue your trading as best you see fit you will receive no further detailed instruction from this guide on where/when to pursue your trade-ship strategy. PRESS END-TURN

Late September, 1805 - TURN 18


Review any alerts/diplomacy changes: The Austrians have marched upon and captured Stuttgart, Baden-Wrttemberg (W1) your ally is destroyed and Austrian forces now border Alsace-Lorraine (F6) to arms, to arms you must prepare for an immediate counter-attack; Admiral Nelsons fleet has reappeared in the English Channel and has picked up the deteriorating army from Portsmouth, England (B1) you must prepare for a British landing; Mass Mobilization research complete, Code Napoleon research begun; two (2) Chasseurs Cheval and three (3) Fusiliers built; Cobbled Roads complete at Cleves-Mark (P6) and Flanders & Wallonia (F5)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 21 of 43

Late September, 1805 - TURN 18 (continued)


Funds: your Treasury should be at approximately 4,373 with income of 3,580 per turn predicted Military Upgrades: none, except those previously ordered Infrastructure Upgrades: none, except those previously ordered Unit Moves: move General Bonaparte from Paris, France (F3) with the following units: two (2) Chasseurs Cheval, two (2) 12-lbers, one (1) Old Guard, one (1) Grenadiers of the Line, two (2) Voltiguers, and ten (10) Fusiliers place the army on the border between Bretagne (F1) and Normandie (F2) o Demote General Jean-Baptiste Bernadotte at Cleves, Cleves-Mark (P6) though a loyal general, his 3-star rank makes him expendable and once he is demoted, this allows a new general to be recruited; now enlist General Guillaume Marie Anne Brune not the most masculine of names, but a solid general at Strasbourg, Alsace-Lorraine (F6) General Brune will lead your army into battle against the Austrians o Move General Brune from Strasbourg, Alsace-Lorraine (F6) with the following units: two (2) Chevau-Lgers Lancers, two (2) Chasseurs Cheval, two (2) 12-lbers, two (2) 6-lbers, and ten (10) Fusiliers and attack the Austrians at Stuttgart, Baden-Wrttemberg (W1) Battle Notes & Post-Battle Synopsis o The Austrian forces at Stuttgart, Baden-Wrttemberg (W1) are led by 6-star General Johann von Hiller, and consist of two (2) cavalry, three (3) artillery, six (6) line infantry, one (1) militia and two (2) civilian mobs; his forces, especially the line infantry, appear to have taken significant losses in their capture of Stuttgart; he is willing to surrender, but why let his forces withdraw and recuperate, only to have to battle them again later? If you can corner an enemy force in a city, it is always the easiest way to destroy them once defending units flee a battle during a siege, they are automatically destroyed by the game mechanics following the players victory. Let the battle commence (CONTINUED)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 22 of 43

Late September, 1805 - TURN 18 (continued)


Battle Notes & Post-Battle Synopsis (continued)
The Siege of Stuttgart Pre-Battle Formation
12-lbers 6-lbers

You have chosen a unique layout to attack the Austrians: you have staggered your artillery throughout your line infantry, placing your 12-lbers on the outer flanks to take advantage of their greater range. You have also placed one Lancer and one Light cavalry unit on each flank this formation will present the AI with NO obvious weakness, as both flanks are mirrored versions of one another. Also, the artillery and infantry are mutually supportive, so that once the AI does approach your line, grape-shot will rain down on him while the infantry defend the artillery.

Not surprisingly, the AI chose its standard formation cavalry on extreme flanks, followed inward by artillery, then all infantry in the middle. As you notice from the above picture, the town itself sits between the two opposing armies, for the most part. In such a face-off, one army must be forced to march upon the other the trick you utilize is to pivot your army, so that your longer-range 12-lbers can start sniping at the Austrians flanks. This requires lots of patience on your part, as it will take time to inflict enough casualties on the Austrians to force them to abandon their defensive posture. But it will work eventually, and once the Austrians march on your line, set all artillery to grape-shot and constantly re-assess the best units to hit, using manual targeting. Using these tactics, you suffered a total of 155 casualties, while the Austrian forces of 988 were completely wiped out. (CONTINUED)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 23 of 43

Late September, 1805 - TURN 18 (continued)


Battle Notes & Post-Battle Synopsis (continued) o Post-Battle Synopsis: you have captured Stuttgart and with it, the region of BadenWrttemberg (W1). This currently adds 457 to your per-turn-income in new tax revenue, while also providing a second University at Heidelberg and Vineyards at Breisgau. But there is no longer a buffer between your border and Austria you must be constantly ready to defend yourself, and once you finish building your additional armies, you should plan a march on Bavaria (BV1) - demolish the barracks at Stuttgart, as it is heavily damaged after two sieges and will cost over 1,000 to repair plus you want to build an Administration-building ASAP - use your new University at Heidelberg to start researching Poverty Control Laws - with the funds you have left, build a Drill School at Paris, France (F3) if you are a little short, trade a technology or two for cash with the Ottomans PRESS END-TURN

Early October, 1805 - TURN 19


Review any alerts/diplomacy changes: two (2) Fusiliers built Funds: your Treasury should be at approximately 5,302 with income of 4,156 per turn predicted Military Upgrades: recruit four (4) Fusiliers and two (2) 12-lbers at Paris, France (F3); recruit one (1) Militia at Strasbourg, Alsace-Lorraine (F6) Infrastructure Upgrades: build Tax Office at Stuttgart, Baden-Wrttemberg (W1) Unit Moves: move two (2) Fusiliers from Paris, France (F3) to Cleves, Cleves-Mark (P6); move one (1) Militia at Strasbourg, Alsace-Lorraine (F6) to Stuttgart, Baden-Wrttemberg (W1) PRESS END-TURN

Late October, 1805 - TURN 20


Review any alerts/diplomacy changes: Nelsons fleet and the army it carries still sit in the English Channel, but are making no moves; the Italians seem to be battling the Austrians in both Tyrol (A9) and Venetia (A8), with no apparent victories yet; Code Napoleon researched, Logistics research begun; one (1) Militia built; Cobbled Roads complete in Piedmont-Liguria (F7) and Provence (F8) Funds: your Treasury should be at approximately 5,658 with income of 4,084 per turn predicted Military Upgrades: recruit three (3) Fusiliers at Marseilles, Provence (F8) Infrastructure Upgrades: build Court of Justice at Paris, France (F3) and Clearances at Pontrieux, Bretagne (F1) Unit Moves: none, except those previously ordered PRESS END-TURN

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 24 of 43

Early November, 1805 - TURN 21


Review any alerts/diplomacy changes: two new Gentlemen available/moved to Heidelberg, BadenWrttemberg (W1); four (4) Fusiliers built; Cobbled Roads complete at Pays dOc (F9) and Aquitaine (F10); Magistrate built at Brussels, Flanders & Wallonia (F5) Funds: your Treasury should be at approximately 4,388 with income of 4,027 per turn predicted Military Upgrades: recruit two (2) Chasseurs Cheval and two (2) 12-lbers at Paris, France (F3) Infrastructure Upgrades: build Opera House at Paris, France (F3) Unit Moves: move four (4) Fusiliers from Paris, France (F3) to Cleves, Cleves-Mark (P6) PRESS END-TURN

Late November, 1805 - TURN 22


Review any alerts/diplomacy changes: the Prussians invaded Hessen-Kassel (H1) and laid siege to Kassel, but were later driven back by Hessen; a Russian army was briefly spotted in Northern Italy (IT1), coming from Tyrol (A9), but disappeared south into the FOW; Poverty Control Laws research complete, Bottling and Canning research begun; two (2) 12-lbers, three (3) Fusiliers built; Tax Office at Stuttgart, Baden-Wrttemberg (W1) built Funds: your Treasury should be at approximately 5,569 with income of 4,528 per turn predicted Military Upgrades: recruit two (2) Fusiliers at Marseilles, Provence (F8) Infrastructure Upgrades: build a Factory at Clermont-Ferrand, France (F3); build Clearances at Troyes, Picardie-Champagne (F4) Unit Moves: move three (3) Fusiliers from Marseilles, Provence (F8) and two (2) 12-lbers from Paris, France (F3) to Asti Mines, Piedmont-Liguria (F7) PRESS END-TURN

Early December, 1805 - TURN 23


Review any alerts/diplomacy changes: two (2) Chasseurs Cheval built Funds: your Treasury should be at approximately 4,977 with income of 4,356 per turn predicted Military Upgrades: none, except those previously ordered Infrastructure Upgrades: build Cobbled Roads at Ajaccio, Corsica (F11) once complete, all of your regions will be upgraded to Level 2 roads, allowing for faster transport as well as replenishment; build Magistrates at Torino, Piedmont-Liguria (F7) and Toulouse, Pays dOc (F9) Unit Moves: move two (2) Chasseurs Cheval from Paris, France (F3) to Cleves, Cleves-Mark (P6) PRESS END-TURN

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 25 of 43

Late December, 1805 - TURN 24


Review any alerts/diplomacy changes: Logistics research complete, Top Gallants research begun; after a ridiculously long wait, a new Spy was generated and moved to Stuttgart, Baden-Wrttemberg (W1) to protect General Brune and his army; two (2) 12-lbers, two (2) Fusiliers built; Clearances at Pontrieux, Bretagne (F1) built Funds: your Treasury should be at approximately 4,705 with income of 3,731 per turn predicted Military Upgrades: none, except those previously ordered Infrastructure Upgrades: build Magistrates at Strasbourg, Alsace-Lorraine (F6), Reims, PicardieChampagne (F4) and Marseilles, Provence (F8) Unit Moves: move two (2) 12-lbers from Paris, France (F3) to Cleves, Cleves-Mark (P6); move two (2) Fusiliers from Marseilles, Provence (F8) to Asti Mines, Piedmont-Liguria (F7); move General Ney, along with one (1) Chevau-Lgers Lancers and two (2) Chasseurs Cheval, from Torino to Asti Mines, Piedmont-Liguria (F7) move your Spy with him, to guard the general and the army PRESS END-TURN

Early January, 1806 - TURN 25


YEAR ONE REVIEW and ASSESSMENT o o During the first year, you created a strong and varied infrastructure, capable of supporting many large armies while not strangling further development With just two centers of learning, one just recently gained, you have nearly outpaced your ability to research new technology at higher levels but in 1-3 turns, with new infrastructure buildings complete, you will be able to pursue Level 3 Civil and Military technology, as well as Level 2 Industrial technology. Once your Drill School is complete at Paris, France (F3), you should immediately pursue the technology of Grand Battery this will allow you to build an Ordnance Board at Paris, which will give you access to a new unit, the 6-In Howitzer, one of the deadliest. Once each of your armies is equipped with three (3) 6-In Howitzer units, they will be nearly unbeatable. Once the Court of Justice is complete at Paris, you should immediately pursue Trade Unions research, which will provide +2 happiness to the Lower Class this is a key advancement and component to your upcoming military strategy, as it will alleviate the discontent of the foreign populations you are about to conquer. Beyond these final notes, this guide will no longer direct your technology path, as you should have a good understanding by now of the mechanism for research, i.e. how it works and affects your goals. (CONTINUED)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 26 of 43

Early January, 1806 - TURN 25 (continued)


YEAR ONE REVIEW and ASSESSMENT (continued) o Until now, you have concentrated your military efforts on building and sustaining many large armies. While your armies are a powerful force, almost all of them lack some key units for example, howitzers and light infantry. These should be your next goal towards finalizing the composition of each army, but they are not required to pursue the next stage of your long-term strategy.

General Napoleon at Bretagne

General Bonaparte and his army (shown above) currently represent your strongest army, but they have been stationed in Bretagne (F1) for quite some time, to thwart the anticipated landing of the British. But the British remain bankrupt their two major Trading Ports at Bristol and Chatham Docks continue to burn, denying them the critical Trade income they rely on completely. That you were able to cause this, and it has continued to affect them, is largely based on circumstances you seized upon earlier in the game that and a bit of luck. In any case, the British have become a non-threat essentially, though they could still land the army sitting aboard Nelsons fleet, north of Bretagne. But if that occurs now, a lesser French general and force could be used to stop them. You should begin recruiting this force at Paris immediately, so General Bonaparte can move to the East. (CONTINUED)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 27 of 43

Early January, 1806 - TURN 25 (continued)


YEAR ONE REVIEW and ASSESSMENT (continued)
General Davout at Cleves-Mark

General Davout (shown above) bides his time in Cleves-Mark (P6), playing defense against any possible Prussian aggression. For now, the Prussians are mired in their war with Hessen and Austria, which is good for you. Until you have an additional army to support General Davout, you will be unable to support a strong offensive against Prussia, should war break out.
General Brune at Baden-Wrttemberg

General Brune (shown above) has also been idle since engaging the Austrians to capture Stuttgart, Baden-Wrttemberg (W1). He could march on and capture Munich, Bavaria (BV1), but he will come under strong and ceaseless counter-attacks so long as Austria holds Tyrol (A9) (CONTINUED)

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 28 of 43

Early January, 1806 - TURN 25 (continued)


YEAR ONE REVIEW and ASSESSMENT (continued)
General Massna at Piedmont-Liguria General Ney at Piedmont-Liguria

Both General Massnas and General Neys armies are perfectly positioned, and adequately built up, to begin a French breakout and take the fight to Austria. If their armies march on Tyrol (A9) and Venetia (A8), it will allow General Brune to march more safely on Bavaria (BV1). Alternatively, General Neys army could begin the Italian Campaign board the ship you have stationed at Genoa, then land at Sicily to capture Palermo (SL1), before marching on towards Naples (NP1). This is tempting, due to the financial gains of the regions, however it would also require you to delay your Southern-Austrian-strategy, at least until another army is raised or you conquer all four of the Italian mainland-nations. For the purposes of this guide, the remaining strategy will concentrate on bringing Austria to its knees. Going forward, the guide will no longer dictate individual unit-recruitment and moves, but rather concentrate on your army groups mentioned above. The same applies to your infrastructure detailed instructions by the guide will be discontinued, so that you can put to use what you have learned in the past year of the campaign.

Review any alerts/diplomacy changes: the Italians continue to spar with the Austrians in Venetia Funds: your Treasury should be at approximately 3,936 with income of 3,958 per turn predicted Military: begin building a new army at Paris, France (F3), then move it to Bretagne (F1) to allow General Bonapartes army to move east; move General Neys army from Piedmont-Liguria (F7) towards Innsbruck, Tyrol (A9); move General Massnas army from Piedmont-Liguria (F7) towards Venice, Venetia (A8) PRESS END-TURN

2010 The A Team (twcenter.net)

Guide for FRANCE, Page 29 of 43

Late January, 1806 - TURN 26


Review any alerts/diplomacy changes: before General Massnas army could reach Venetia (A8), the Italians captured Venice and the region with a small force Funds: your Treasury should be at approximately 4,317 with income of 4,740 per turn predicted Military: move General Massnas army to the bridge/choke-point connecting Venetia (A8) and Northern Italy (IT1), then wait to see if the Italians hold Venetia if the Austrians re-capture the region, move in and take it, otherwise prepare to alter your strategy in 4-5 turns; General Neys army continues towards Innsbruck, Tyrol (A9) PRESS END-TURN

Early February, 1806 - TURN 27


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 4,922 with income of 4,087 per turn predicted Military: General Neys army has reached the outskirts of Innsbruck, Tyrol (A9), and will attempt to capture the city on the next turn a small Russian army of three (3) units is also there to help the Austrian forces PRESS END-TURN

Late February, 1806 - TURN 28


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 4,249 with income of 4,359 per turn predicted Military: General Neys army was intercepted by a smaller Austrian force trying to reinforce Innsbruck, Tyrol (A9) in the ensuing battle, the Austrian General Karl von sterreich-Teschen was wounded, and the total force of 1,040 Austrians sustained casualties of 987. General Neys initial force of 1,389 sustained only 183 casualties before marching on and capturing Innsbruck in a follow-up battle on the same turn. o With Tyrol (A9) captured, have General Brunes army at Stuttgart, Baden-Wrttemberg (W1) march on Munich, Bavaria (BV1). The Austrian General Andreas Hofer and his entire force of 1,737 were destroyed by General Brunes army, who miraculously suffered only 60 casualties. PRESS END-TURN

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Early March, 1806 - TURN 29


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8), but an Austrian fullstack army has appeared, threatening to re-take the region ensure that General Massnas army stays at its current location and does not provide reinforcement to the Italians Funds: your Treasury should be at approximately 5,834 with income of 5,057 per turn predicted Military: your new army at Paris, France (F3) should be complete by next turn, so move General Murat from Strasbourg, Alsace-Lorraine (F6) towards Paris to take command PRESS END-TURN

Late March, 1806 - TURN 30


Review any alerts/diplomacy changes: the Austrians mysteriously turned back, so the Italians continue to hold Venetia (A8); REMINDER you should be capable by now or in the next 1-2 turns to build an Ordnance Board at Paris, France (F3) this is a necessary step to being able to recruit and place 6-In Howitzers in each of your armies Funds: your Treasury should be at approximately 5,941 with income of 4,885 per turn predicted Military: move General Murats newly formed army from Paris, France (F3) to Bretagne (F1), where General Bonaparte had been positioned; move General Bonapartes army toward Bavaria (BV1); build a small force of Fusiliers at Munich, Bavaria (BV1) just five (5) or so, which will be used to hold Innsbruck, Tyrol (A9), during the next phase of your strategy PRESS END-TURN

Early April, 1806 - TURN 31


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 4,936 with income of 5,025 per turn predicted Military: none, except those previously ordered PRESS END-TURN

Late April, 1806 - TURN 32


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 5,294 with income of 5,055 per turn predicted Military: none, except those previously ordered PRESS END-TURN

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Early May, 1806 - TURN 33


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 6,210 with income of 5,417 per turn predicted Military: with the arrival of General Bonapartes army in Bavaria (BV1), your grand Austrian strategy is nearly ready to put in play move General Bonapartes army northeast of Regensburg, Bavaria (BV1) for now o you should begin forming a new army at Paris, France (F3), complete with cavalry, artillery, etc this will be used to later reinforce Cleves, Cleves-Mark (P6) for the eventual offensive against Prussia PRESS END-TURN

Late May, 1806 - TURN 34


Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8) Funds: your Treasury should be at approximately 6,011 with income of 4,268 per turn predicted Military: with four armies available, you are in an ideal position to crush the Austrians with a body-blow they are unlikely to recover from it is time to employ the Grand Austrian Strategy
Grand Austrian Strategy: 1st Northern Stage

General Bonapartes Army

General Neys Army

General Brunes Army

Move General Bonapartes army to the border of Bavaria (BV1) and Bohemia (A5), preferably in ambush for this turn he will be responsible for capturing Prague on the next turn (CONTINUED)

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Late May, 1806 - TURN 34 (continued)


Grand Austrian Strategy: 1st Northern Stage

General Bonapartes Army

General Neys Army

General Brunes Army

Move General Brunes army from Munich, Bavaria (BV1) to Austria (A6), stopping just east of the town of Salzburg he will be responsible for capturing Vienna on the next turn, but AFTER all other objectives are secured first. Also, be sure to move Spies with their respective army when vacating cities! Move General Neys army from Innsbruck, Tyrol (A9) into Austria (A6), positioning him in support to the west of General Brunes army he will be responsible for capturing Olmtz, Moravia (A4) on the next turn Move the small force of Fusiliers created at Munich, Bavaria (BV1) to Innsbruck, Tyrol (A9) they will hopefully deter any Austrian thoughts of marching on Tyrol through the passes of the central Alps (CONTINUED)

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Late May, 1806 - TURN 34 (continued)


Grand Austrian Strategy: 1st and 2nd Southern Stages

General Massnas Army

Since the Italians still hold Venetia (A8), you must by-pass the region for now and consider it part of the larger Italian Campaign later in the game move General Massnas army through Venetia and towards his new target of Zagreb, Croatia (A7) PRESS END-TURN

Early February, 1806 - TURN 35


Review any alerts/diplomacy changes: in between turns, the recently recovered Austrian General Karl von sterreich-Teschen led a numerically superior force of 1,488 against General Massnas force of 1,344 a glorious, though auto-resolved, victory was achieved, destroying 1,309 of the Austrians, while French casualties were roughly 50% at 667 (resulting position of two forces shown in above picture, along with new icon for Famous Battle) Funds: your Treasury should be at approximately 4,355 with income of 3,919 per turn predicted Military: To finish the Southern stages of the Grand Austrian Strategy, move General Massnas army to first wipe out the remnants of the Austrian forces under General Karl von sterreich-Teschen, then move south to take the city of Zagreb, Croatia (A7) without a fight, i.e. the city should surrender to your superior force under General Massna (CONTINUED)

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Early February, 1806 - TURN 35 (continued)


Grand Austrian Strategy: 2nd Northern Stage

General Bonapartes Army

General Neys Army

General Brunes Army

o o

o o

Move General Bonapartes army to capture Prague, Bohemia (A5), which has a minimal defense that easily crumbles Move General Brunes army to just outside the intercept-range of Vienna (A6), then follow with General Neys army just behind, in support. Upon reaching the outskirts of Vienna, you find respectable Austrian defenders, but more interesting is that the primary defense appears to rest on Russia, who has two forces nearby, the larger led by General Zass. Move General Brunes army slightly forward, to see if you will be intercepted or not The Austrians fail to intercept your forces, which is good you do not want to get entangled at Vienna until you have moved on Olmtz, Moravia (A4), just to the north, first Move General Neys army past Vienna, Austria (A6) and capture Olmtz, Moravia (A4) The city, lightly defended with regular Austrian troops, falls with minimal French losses of 127 NOW attack Vienna, Austria (A6) with General Brunes army do NOT use auto-resolve, as you will need a healthy army to later deal with the Russian army positioned to the east in Hungary (A3) General Brunes masterful tactics not only captured Vienna but also essentially wiped out the smaller Russian army, all with minimal losses of 133 (CONTINUED)

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Early February, 1806 - TURN 35 (continued)


Sweet Victory!

POST VICTORY SYNOPSIS - TURN 35+


Victory over Austria: with the fall of Vienna, Austria (A6), you have fulfilled your first game Mission and have been rewarded with 2,000 to your Treasury; this victory also accomplishes many things for both your short- and long-term strategy, as follows: o The region of Austria (A6) itself provides you with a new University to further your technology research, as well as a new Secret Society, which will provide you with additional Spies to finish protecting your generals and/or establish Spy Rings in the Prussian and/or Russian nations; finally, the city of Vienna provides you with a new recruiting center, closer to your expanding eastern border o For now, the Austrians are a shadow of their former selves you have reduced them to little more than a second-rate-power, controlling only Hungary (A3) and Galicia (A2) and they have sued for peace. This latter move on their part, however, will not please Russia, who still has military access through Austrian lands and a large Russian army, along with the remnants of the smaller Russian force that had been reinforcing Vienna, now both sit within striking distance of Olmtz (A4), Vienna (A6), and/or Zagreb (A7). You must force Austria to grant you military access to deal with this Russian threat immediately, or prepare to reignite war with Austria if they fail to agree (CONTINUED)

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POST VICTORY SYNOPSIS - TURN 35+


Prussia: Your victory over Austria will most likely trigger the Prussians to declare war on you, seeing you as their most prominent threat; if she draws her allies of Denmark (D1), Mecklenburg (M1), and Oldenburg (OD1) into the war as well, your first priority must be to appease them make peace by any means necessary, and if possible, get them to break their alliance with Prussia. Even as smaller powers, these three nations are positioned to wreak havoc on your plans to conquering Prussia itself; once peace is secured with Denmark, Mecklenburg, and Oldenburg, your next move should be to get a second army into Cleves-Mark (P6), which will reinforce General Davouts army on an offensive into Hannover (F12) and then greater Prussia you can also launch offensives from your newly acquired Austrian regions (see Resources, Page 40). Russia: Russia can be ignored for the short-term, unless she starts steam-rolling through Ottoman regions and poses a risk to your new southeastern border other than this, she will only manage to occasionally send an army against you, since Russian armies must travel as far as you must in order to inflict serious damage on one another; she will be dealt with in the long-term, after you destroy Prussia and the remnants of Austria. The best strategy is to use a two-pronged attack use three (3) armies to attack from the East and another two (2) armies to attack from the South (see Resources, Page 41). Great Britain: Since bankrupting the British Treasury early on in the game, she is little more than a thorn in your side you can actually ignore her for the rest of the game, since none of your game goals for victory include any British regions. Some players consider conquering Great Britain a point-of-pride, however. Your first target should be Ireland (B4), then a simultaneous assault on Scotland (B3) and England (B1), before finally using the army in Ireland to take Wales (B2). Spain: There is no plausible reason to get yourself involved in a war with Spain; however, if you feel the need, the best advice is to hit Spain fast and hard, preferably capturing all of her regions on a single turn that means devoting four (4) full armies! If you get into a protracted conflict on the Iberian Peninsula, you will find it harder to achieve victory over time, especially since Portugal will also get involved against you at some point. Italy: The only reason to venture into this conflict is for the tax-income rewards of the regions involved, which are bountiful Italy is also one of the easier campaigns to get through quickly. First, reinforce your region of Piedmont-Liguria (F7) with a full army, then send a second army by sea to capture Sicily (SL1); after recuperating, move the army from Sicily to capture Naples (NP1); after recuperating, declare war on Papal States (PS1), then move the army from Naples to conquer them your declaration of war with Papal States usually forces Northern Italy, as one of their allies, to declare war on you, so move your army from Piedmont-Liguria to capture Northern Italy (IT1), and then Venetia (A8) if applicable.

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RESOURCES The A Teams NTW Grand Campaign Map (Coded)

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RESOURCES The A Teams NTW Grand Campaign Map (Coded): INDEX


Code A1 A2 A3 A4 A5 A6 A7 A8 A9 B1 B2 B3 B4 B5 BV1 D1 D2 F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 H1 IT1 M1 N1 NP1 OD1 City Klausenburg Lemberg Buda-Pest Olmtz Prague Vienna Zagreb Venice Innsbruck London Cardiff Edinburgh Dublin Gibraltar Munich Copenhagen Christainia Rennes Caen Paris Reims Brussels Strasbourg Torino Marseille Toulouse Bordeaux Ajaccio Hannover Kassel Milan Schwerin Amsterdam Naples Oldenburg Galicia Hungary Moravia Bohemia Austria Croatia Venetia Tyrol England Wales Scotland Ireland Gibraltar Bavaria Denmark Norway Bretagne Normandie France Picardie-Champagne Flanders & Wallonia Alsace-Lorraine Piedmont-Liguiria Provence Pays d'Oc Aquitaine Corsica Hannover Hessen-Kassel Northern Italy Mecklenburg Holland Naples Frisa Region Translyvania Initial Ownership Austria Austria Austria Austria Austria Austria Austria Austria Austria Great Britain Great Britain Great Britain Great Britain Great Britain Bavaria Denmark Denmark France France France France France France France France France France France France Hessen Kingdom of Italy Mecklenburg Batavian Republic Kingdom of Naples Oldenburg Code OT1 OT2 OT3 OT4 OT5 P1 P2 P3 P4 P5 P6 PO1 PS1 R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 SA1 SC1 SL1 SP1 SP2 SP3 SP4 SW1 SW2 SX1 W1 Iasi Bucharest Istanbul Belgrade Athens Breslau Warsaw Knigsberg Stettin Berlin Cleves Lisbon Rome Mitau Riga St. Petersburg Novgorod Moscow Smolensk Minsk Vilnius Kamenets Podolsky Kiev Belgorod Odessa Cagliari Luzern Palermo Madrid Pamplona Barcelona Palma Stockholm Aabo Dresden Stuttgart City Region Moldova & Bessarabia Wallachia Rumelia Balkans Greece Silesia Greater Poland East Prussia Pommerania Brandenburg Cleves-Mark Portugal Papal State Courland Estonia & Livonia Ingria Novgorod Guberniya Moscow Guberniya Smolensk Guberniya Belarus Lithuania Volhynia & Poldolia Kiev Guberniya Belgorod Guberniya Little Tatary Sardinia Switzerland Sicily Spain Navarra Catalona Balearic Islands Sweden Finland Saxony & Thuringia Baden-Wrttemberg Initial Ownership Ottoman Empire Ottoman Empire Ottoman Empire Ottoman Empire Ottoman Empire Prussia Prussia Prussia Prussia Prussia Prussia Portugal Papal States Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Russia Kingdom of Sardinia Swiss Confederation Sicily Spain Spain Spain Spain Sweden Sweden Saxony Baden-Wrttemberg

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RESOURCES Map-Guide to conquering Prussia

6 3 4

Map-Guide to conquering Prussia


1: using two armies from Cleves-Mark (P6), invade/conquer Hannover (F12) 2: using two armies from Hannover (F12), invade/conquer Brandenburg (P5) 3: if necessary, using one army from Bohemia (A5), invade/conquer Saxony (SX1) 4: using one army from Moravia (A4), invade/conquer Silesia (P1) 5: using one army from Brandenburg (P5), invade/conquer Pommerania (P4) 6: using one army from Silesia (P1), invade/conquer Greater Poland (P2) 7: using one army from Pommerania (P4), invade/conquer East Prussia (P3)

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1 3
2

RESOURCES Map-Guide to conquering Russia

1 2

Map-Guide to conquering Russia


Three Primary Armies (YELLOW Icons) from the East 1: using one of three armies from East Prussia (P3), invade/conquer Courland (R1) 2: using two of three armies from East Prussia (P3), invade/conquer Lithuania (R8) 3: using one army from Lithuania (R8), invade/conquer Belarus (R7) 4: using one army from Courland (R1), invade/conquer Smolensk Guberniya (R6) 5: using one army from Lithuania (R8), invade/conquer Moscow Guberniya (R5) Two Secondary Armies (WHITE Icons) from the South 1: using one of two armies from Moldava & Bessarabia (OT1), invade/conquer Volhynia & Podolia (R9) 2: using one of two armies from Moldava & Bessarabia (OT1), invade/conquer Little Tartary (R12) 3: using one army from Volhynia & Podolia (R9), invade/conquer Kiev Guberniya (R10) 4: using one army from Little Tartary (R12), invade/conquer Belgorod Guberniya (R11) 5: using one army from Kiev Guberniya (R10), invade/conquer Moscow Guberniya (R5)

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RESOURCES Links to other useful resources (Guides, Tips, etc)


o Napoleon TW Tips & Strategies by - feanor68 http://www.twcenter.net/forums/showthread.php?t=364519 o TWC Italian Campaign Guide and tips http://www.twcenter.net/forums/showthread.php?t=371253 o TWC Iberian Peninsula Campaign Guide/Tips http://www.twcenter.net/forums/showthread.php?t=371578 o Le FUSIL Unit Guide for Napoleon v1.3 http://www.twcenter.net/forums/showthread.php?t=339227 o NTW Unit Cards, Liberatable Countries http://www.twcenter.net/forums/showthread.php?t=371558 o TWC Gameplay and Strategy Discussion http://www.twcenter.net/forums/forumdisplay.php?f=1448 o TWC Sub-Forums : Napoleon: Total War http://www.twcenter.net/forums/forumdisplay.php?f=1431 o Spraetter's Guide to Napoleon: Total War (replaces the less-than-helpful official game-guide) http://shoguntotalwar.yuku.com/topic/69328

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CREDITS
The Napoleon Total War Grand Campaign Guide: France Written and Created by feanor68

Grand Campaign Map (Coded) & Index Created by Luckylewis

All images used in this guide are original screen-captures from Napoleon: Total War The use of this guide is strictly prohibited to non-commercial entities

To post a copy of this guide, please contact a member of the A Team Staff on twcenter.net: Content Manager Aradan Content Manager Assistant Astaroth A Team Manager and Modding Services Coordinator Belisarius The A Team includes
Belisarius Legio Katsumoto Viking Prince Mitch Finlander Luckylewis Feinar Neige Noire BURNY26 Nanny de Bodemloze Augustus Lucifer Major Darling Capt. Fozdike Mr MM feanor68 LaDeDaBrigadier Graham

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