The a Teams Napolean Total War Grand Campaign Guide - France

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Transcript of The a Teams Napolean Total War Grand Campaign Guide - France

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The A Team of twcenter.net proudly presents…

The Napoleon Total War Grand Campaign Guide:

FRANCE

CONTENTS PAGE

I. Starting Overview A. Regions 3 B. Armies & Locations 3 C. Fleets & Locations 5 D. Agents & Locations 5 E. Government, Funds & Trade/Diplomatic Standings 6 F. Faction Strengths & Weaknesses 7 G. Short-term & Long-term Threats 7 H. Goals & Missions 9

II. Beginning the Campaign A. A Summary of General Strategies 10 B. Detailed Strategy Guide (through TURN 35) 11

III. Resources (Maps & Useful Links) 38 IV. Credits 43

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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 d’Oc (F9)

Aquitaine (F10)

Corsica (F11)

Hannover (F12)

NOTE: Numbers in parentheses that follow region-names, e.g. France (F3), indicate the region’s 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 France’s starting regions. A detailed breakdown of where each of France’s armies starts out, who leads it and what comprises it is located on the next page. The quick breakdown of France’s army is as follows:

TOTAL UNITS: 42 Total Generals: 6 Total Elite Infantry: 1

Total Artillery: 8 Total Line Infantry: 11

Total Cavalry: 7 Total Grenadiers: 1

Total Militia: 6 Total Skirmishers: 2

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Armies & Locations (continued)

The detailed breakdown of France’s starting armies is as follows:

Leader's Name Unit(s)

Location

Code Location

Alexandre de Rosée 6-lber Foot Artillery

- National Guard (Militia)

Dominique de Villars Chevau-Légers Lancers

- National Guard (Militia)

Florentin Gribeauval Chasseurs à Cheval (Light Cavalry)

- Fusiliers of Line

Hyacinth Mouton Militia F4 Reims, Picardie-Champagne

Jean-André Masséna General's Staff (5-Star)

- Chasseurs à Cheval (Light Cavalry)

- 8-lber Foot Artillery

- Fusiliers of Line

- Fusiliers of Line

Jean Baptiste Bernadotte General's Staff (3-Star)

- 6-lber Foot Artillery

- Fusiliers of Line

- Fusiliers of Line

Joachim Murat General's Staff (7-Star)

- Chevau-Légers Lancers

- 6-lber Foot Artillery

- Fusiliers of Line

Louis-Nicolas Davout General's Staff (6-Star)

- 6-lber Foot Artillery

- Fusiliers of Line

- Fusiliers of Line

Michel Ney General's Staff (6-Star)

- Chevau-Légers Lancers

- 8-lber Foot Artillery

- Fusiliers of Line

- Fusiliers of Line

Napoléon Bonaparte General's Staff (7-Star)

- Chasseurs à Cheval (Light Cavalry)

- Chasseurs à 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)

Phillipe Durand National Guard (Militia)

- National Guard (Militia)

Pierre Augereau National Guard (Militia) F1 Rennes, Bretagne

F10 Bordeaux, Aquitaine

Marseille, ProvenceF8

F6

Hannover, HannoverF12

Northern Italy (NE countryside )IT1

F7 Torino, Piedmont-Liguria

Alsace-Lorraine (W countryside )F6

F3 Paris, France

Alsace-Lorraine (S countryside )F6

F6 Alsace-Lorraine (NE countryside )

Strasbourg, Alsace-Lorraine

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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 France’s navy is as follows:

TOTAL UNITS: 9 Total “True” Admirals: 1 Total 38-gun Frigates: 2

Total 1st Rates: 1 Total 32-gun Frigates: 3

Total 2nd Rates: 0 Total Corvettes: 1

Total 3rd Rates: 2 Total Trade Ships: 0

The detailed breakdown of France’s starting fleets is as follows:

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 faction’s knowledge or technologies. For more information on agents and their uses, see Resources, Page 42. The detailed breakdown of France’s starting agents is as follows:

Admiral's Name Rank Unit(s) Location

Victor Durand 1-Star 32-gun Frigate

- - 32-gun Frigate

- - Corvette

Pierre-Charles Villeneuve 3-Star 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

Mediterranean Sea (N of Corsica )

Atlantic Ocean (SW of Lisbon, Portugal )

Agents's Name Agent Type

Location

Code Location

Charles-Louis Schulmeister Spy (3-Star) F3 France (E countryside, near border )

Jean Rapp Gentleman (3-Star) F3 France (central countryside, S of Paris )

François-René de Chateaubriand Gentleman (3-Star) F3 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:

France’s starting treasury is 6,500… based on no change to income/costs, it will receive 1,966 per turn.

France’s initial Trade and Diplomatic standings are as follows:

Minister's Name Position Rank Trait(s)

Napoléon Bonaparte Monarch 7-Star no political/government traits

Charles de Talleyrand Head 4-Star Bon Vivant, Upright, Frugal and Thrifty

Marc Michel Gaudin Treasury 7-Star Economist, Capitalist

Claude Ambroise Régnier Justice 3-Star Upright

Louis-Alexandre Berthier Army 7-Star Bon Vivant, Camp Follower

Denis Decrès Navy 4-Star Honest, Patron

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

Trade Agreements

Potential

Trade Agreements Allies At War

Baden-Württemberg (land ) Ottoman Empire (sea ) Baden-Württemberg Austria

Kingdom of Italy (land ) Denmark (sea ) Bavaria Kingdom of Sicily

Batavian Republic (land ) Mecklenburg (sea ) Kingdom of Italy Sweden

Swiss Confederation (land ) Portugal (sea ) Batavian Republic Russia

Spain (land ) Prussia (land ) Swiss Confederation Great Britain

Hessen (land ) Spain 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. France’s monthly income, if not wasted on immediately increasing the army’s 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.

France’s 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 QUICK SOLUTION

Austria & Russia

- will strike out from Tyrol & Venetia

towards Italy & the Swiss

- will strike out at Bavaria and western

Germanic nations

- 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

Great Britain

- will blockade French and allied ports

- will try to land an army in Bretagne

and/or Normandie

- 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

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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

Austria - wants to destroy France

- 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

Great Britain - wants to destroy France

- 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

Prussia - may want to destroy France

- 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

Russia - wants to destroy France

- 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

Kingdom of Sicily and

Kingdom of Naples- want to destroy France

- 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

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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 game’s mechanics, the capture of a region/city, etc. The missions you may receive as France are as follows:

Mission Mission Trigger Mission Reward

Capture Vienna France's Initial Turn Receive Treasury Funds: 2,000

Capture Berlin War is declared by or on Prussia Receive Treasury Funds: 2,000

Capture Warsaw Berlin falls, turns for trigger vary Receive Treasury Funds: 2,000

Capture Konigsberg Berlin and/or Warsaw falls, turns for trigger vary Receive Treasury Funds: 2,000

Capture Moscow Battle with and/or Invade Russia Receive Treasury Funds: 2,000

Capture Madrid War is declared by or on Spain Receive Treasury Funds: 3,000

Build Arc de Triomphe Based on varying number of victories, turns for trigger vary 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 faction’s 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 enemy’s 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 counter-attack, 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 – it’s important that you begin with its idea in mind. So the explanation for your first-turn-moves may seem long, but that’s 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 Régnier, as well as Denis Decrès – 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 game’s data and your success – your government’s 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 you’re 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 don’t worry, you’ll re-take 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 you’re 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 Orléans, France (F3) – move both gentlemen into the college (one won’t 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 Liège, 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 game’s 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-Württemberg, 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 ally’s 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 Masséna’s army from the northeastern countryside of North Italy (IT1) to Torino,

Piedmont-Liguria (F7)

- Move General Bernadotte’s army from the eastern countryside of Cleves-Mark (P6) to the city of

Cleves

- from General Davout’s 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 Ney’s

army, located south of Strasbourg; then move General Ney’s army to Torino, Piedmont-Liguria

(F7)

- from General Bonaparte’s army, located west of Strasbourg, Alsace-Lorraine (F6), move the single

Fusilier into Strasbourg; then move the rest of General Bonaparte’s 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-lber’s range of 520 or a 6-lber’s 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 ally’s 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 Orléans, France (F3); the Members Club was built as well as three new ships – a

Merchantmen and two Sloops; most importantly, Admiral Nelson’s 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 turn’s 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 Liège, 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 Nelson’s fleet has left Antwerp and is now

blockading your Dutch ally’s 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 Münster,

Cleves-Mark (P6)

Unit Moves: none, except those previously ordered

PRESS END-TURN

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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, Piedmont-

Liguria (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 ½-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)

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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 à 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 Villeneuve’s 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

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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 Orléans, 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 à 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, Cleves-

Mark (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 Nelson’s fleet has abandoned the blockade of your Dutch

ally’s 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

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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 d’Oc (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

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Late August, 1805 - TURN 16 (continued)

Military Upgrades: recruit two (2) Chasseurs à 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 à

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 Austria’s 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-Württemberg (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 Nelson’s 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 à Cheval and three (3) Fusiliers built; Cobbled Roads

complete at Cleves-Mark (P6) and Flanders & Wallonia (F5)

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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

à 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-Légers Lancers, two (2) Chasseurs à Cheval, two (2) 12-lbers, two (2) 6-lbers, and ten

(10) Fusiliers… and attack the Austrians at Stuttgart, Baden-Württemberg (W1)

Battle Notes & Post-Battle Synopsis

o The Austrian forces at Stuttgart, Baden-Württemberg (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 player’s victory. Let the battle commence…

(CONTINUED)

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Late September, 1805 - TURN 18 (continued)

Battle Notes & Post-Battle Synopsis (continued)

o 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)

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.

12-lbers

6-lbers

The Siege of Stuttgart…Pre-Battle Formation

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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 Baden-

Württemberg (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-Württemberg (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-Württemberg (W1)

PRESS END-TURN

Late October, 1805 - TURN 20

Review any alerts/diplomacy changes: Nelson’s 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

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Early November, 1805 - TURN 21

Review any alerts/diplomacy changes: two new Gentlemen available/moved to Heidelberg, Baden-

Württemberg (W1); four (4) Fusiliers built; Cobbled Roads complete at Pays d’Oc (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 à 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-Württemberg (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 à 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 d’Oc (F9)

Unit Moves: move two (2) Chasseurs à Cheval from Paris, France (F3) to Cleves, Cleves-Mark (P6)

PRESS END-TURN

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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-Württemberg

(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, Picardie-

Champagne (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-Légers Lancers and two (2) Chasseurs à 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 During the first year, you created a strong and varied infrastructure, capable of supporting many

large armies while not strangling further development

o 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)

Page 27: The a Teams Napolean Total War Grand Campaign Guide - France

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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.

o 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 Nelson’s 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)

General Napoleon at Bretagne

Page 28: The a Teams Napolean Total War Grand Campaign Guide - France

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Early January, 1806 - TURN 25 (continued)

YEAR ONE REVIEW and ASSESSMENT (continued)

o 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.

o General Brune (shown above) has also been idle since engaging the Austrians to capture Stuttgart,

Baden-Württemberg (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)

General Davout at Cleves-Mark

General Brune at Baden-Württemberg

Page 29: The a Teams Napolean Total War Grand Campaign Guide - France

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Early January, 1806 - TURN 25 (continued)

YEAR ONE REVIEW and ASSESSMENT (continued)

o Both General Masséna’s and General Ney’s 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).

o Alternatively, General Ney’s 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.

o 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.

o 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

Bonaparte’s army to move east; move General Ney’s army from Piedmont-Liguria (F7) towards

Innsbruck, Tyrol (A9); move General Masséna’s army from Piedmont-Liguria (F7) towards Venice,

Venetia (A8)

PRESS END-TURN

General Ney at Piedmont-LiguriaGeneral Massénaat Piedmont-Liguria

Page 30: The a Teams Napolean Total War Grand Campaign Guide - France

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Late January, 1806 - TURN 26

Review any alerts/diplomacy changes: before General Masséna’s 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 Masséna’s 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 Ney’s

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 Ney’s 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 Ney’s army was intercepted by a smaller Austrian force trying to reinforce Innsbruck,

Tyrol (A9) – in the ensuing battle, the Austrian General Karl von Österreich-Teschen was wounded,

and the total force of 1,040 Austrians sustained casualties of 987. General Ney’s 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 Brune’s army at Stuttgart, Baden-Württemberg (W1)

march on Munich, Bavaria (BV1). The Austrian General Andreas Hofer and his entire force of

1,737 were destroyed by General Brune’s army, who miraculously suffered only 60 casualties.

PRESS END-TURN

Page 31: The a Teams Napolean Total War Grand Campaign Guide - France

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Early March, 1806 - TURN 29

Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8), but an Austrian full-

stack army has appeared, threatening to re-take the region – ensure that General Masséna’s 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 Murat’s newly formed army from Paris, France (F3) to Bretagne (F1), where

General Bonaparte had been positioned; move General Bonaparte’s 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

Page 32: The a Teams Napolean Total War Grand Campaign Guide - France

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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 Bonaparte’s army in Bavaria (BV1), your grand Austrian strategy is

nearly ready to put in play – move General Bonaparte’s 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…

o Move General Bonaparte’s 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)

Grand Austrian Strategy: 1st Northern Stage

GeneralBonaparte’s Army

GeneralNey’s Army

GeneralBrune’s Army

Page 33: The a Teams Napolean Total War Grand Campaign Guide - France

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Late May, 1806 - TURN 34 (continued)

o Move General Brune’s 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!

o Move General Ney’s army from Innsbruck, Tyrol (A9) into Austria (A6), positioning him in

support to the west of General Brune’s army – he will be responsible for capturing Olmütz,

Moravia (A4) on the next turn

o 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)

Grand Austrian Strategy: 1st Northern Stage

GeneralBonaparte’s Army

GeneralNey’s Army

GeneralBrune’s Army

Page 34: The a Teams Napolean Total War Grand Campaign Guide - France

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Late May, 1806 - TURN 34 (continued)

o 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 Masséna’s 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 Österreich-Teschen led a numerically superior force of 1,488 against General Masséna’s 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 Masséna’s army to

first wipe out the remnants of the Austrian forces under General Karl von Österreich-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 Masséna

(CONTINUED)

Grand Austrian Strategy: 1st and 2nd Southern Stages

GeneralMasséna’s Army

Page 35: The a Teams Napolean Total War Grand Campaign Guide - France

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Early February, 1806 - TURN 35 (continued)

o Move General Bonaparte’s army to capture Prague, Bohemia (A5), which has a minimal defense

that easily crumbles…

o Move General Brune’s army to just outside the intercept-range of Vienna (A6), then follow with

General Ney’s 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

Brune’s 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 Olmütz, Moravia (A4), just to the north, first

o Move General Ney’s army past Vienna, Austria (A6) and capture Olmütz, Moravia (A4)… The city,

lightly defended with regular Austrian troops, falls with minimal French losses of 127

o NOW attack Vienna, Austria (A6) with General Brune’s 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 Brune’s masterful tactics not only captured Vienna but also

essentially wiped out the smaller Russian army, all with minimal losses of 133

(CONTINUED)

Grand Austrian Strategy: 2nd Northern Stage

GeneralBonaparte’s Army

GeneralNey’s Army

GeneralBrune’s Army

Page 36: The a Teams Napolean Total War Grand Campaign Guide - France

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Early February, 1806 - TURN 35 (continued)

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 Olmütz (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 re-

ignite war with Austria if they fail to agree

(CONTINUED)

Sweet Victory!

Page 37: The a Teams Napolean Total War Grand Campaign Guide - France

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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 Davout’s 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.

Page 38: The a Teams Napolean Total War Grand Campaign Guide - France

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RESOURCES… The A Team’s NTW Grand Campaign Map (Coded)

Page 39: The a Teams Napolean Total War Grand Campaign Guide - France

©2010 The A Team (twcenter.net) Guide for FRANCE, Page 39 of 43

RESOURCES… The A Team’s NTW Grand Campaign Map (Coded): INDEX

Code City Region Initial Ownership Code City Region Initial Ownership

A1 Klausenburg Translyvania Austria OT1 Iasi Moldova & Bessarabia Ottoman Empire

A2 Lemberg Galicia Austria OT2 Bucharest Wallachia Ottoman Empire

A3 Buda-Pest Hungary Austria OT3 Istanbul Rumelia Ottoman Empire

A4 Olmütz Moravia Austria OT4 Belgrade Balkans Ottoman Empire

A5 Prague Bohemia Austria OT5 Athens Greece Ottoman Empire

A6 Vienna Austria Austria P1 Breslau Silesia Prussia

A7 Zagreb Croatia Austria P2 Warsaw Greater Poland Prussia

A8 Venice Venetia Austria P3 Königsberg East Prussia Prussia

A9 Innsbruck Tyrol Austria P4 Stettin Pommerania Prussia

B1 London England Great Britain P5 Berlin Brandenburg Prussia

B2 Cardiff Wales Great Britain P6 Cleves Cleves-Mark Prussia

B3 Edinburgh Scotland Great Britain PO1 Lisbon Portugal Portugal

B4 Dublin Ireland Great Britain PS1 Rome Papal State Papal States

B5 Gibraltar Gibraltar Great Britain R1 Mitau Courland Russia

BV1 Munich Bavaria Bavaria R2 Riga Estonia & Livonia Russia

D1 Copenhagen Denmark Denmark R3 St. Petersburg Ingria Russia

D2 Christainia Norway Denmark R4 Novgorod Novgorod Guberniya Russia

F1 Rennes Bretagne France R5 Moscow Moscow Guberniya Russia

F2 Caen Normandie France R6 Smolensk Smolensk Guberniya Russia

F3 Paris France France R7 Minsk Belarus Russia

F4 Reims Picardie-Champagne France R8 Vilnius Lithuania Russia

F5 Brussels Flanders & Wallonia France R9 Kamenets Podolsky Volhynia & Poldolia Russia

F6 Strasbourg Alsace-Lorraine France R10 Kiev Kiev Guberniya Russia

F7 Torino Piedmont-Liguiria France R11 Belgorod Belgorod Guberniya Russia

F8 Marseille Provence France R12 Odessa Little Tatary Russia

F9 Toulouse Pays d'Oc France SA1 Cagliari Sardinia Kingdom of Sardinia

F10 Bordeaux Aquitaine France SC1 Luzern Switzerland Swiss Confederation

F11 Ajaccio Corsica France SL1 Palermo Sicily Sicily

F12 Hannover Hannover France SP1 Madrid Spain Spain

H1 Kassel Hessen-Kassel Hessen SP2 Pamplona Navarra Spain

IT1 Milan Northern Italy Kingdom of Italy SP3 Barcelona Catalona Spain

M1 Schwerin Mecklenburg Mecklenburg SP4 Palma Balearic Islands Spain

N1 Amsterdam Holland Batavian Republic SW1 Stockholm Sweden Sweden

NP1 Naples Naples Kingdom of Naples SW2 Aabo Finland Sweden

OD1 Oldenburg Frisa Oldenburg SX1 Dresden Saxony & Thuringia Saxony

W1 Stuttgart Baden-Württemberg Baden-Württemberg

Page 40: The a Teams Napolean Total War Grand Campaign Guide - France

©2010 The A Team (twcenter.net) Guide for FRANCE, Page 40 of 43

RESOURCES… Map-Guide to conquering Prussia

12

3

4

5

6

7

Ma

p-G

uid

e to

con

qu

erin

g… P

russia

1: u

sing tw

o arm

ies fro

m C

leve

s-Mark (P

6), in

vade

/con

qu

er H

ann

ove

r (F12

)2

: usin

g two

armie

s from

Han

no

ver (F1

2), in

vade

/con

qu

er B

rand

en

bu

rg (P5

)3

: if ne

cessary, u

sing o

ne

army fro

m B

oh

em

ia (A5

), invad

e/co

nq

ue

r Saxon

y (SX1

)4

: usin

g on

e arm

y from

Mo

ravia (A4

), invad

e/co

nq

ue

r Silesia (P

1)

5: u

sing o

ne

army fro

m B

rand

en

bu

rg (P5

), invad

e/co

nq

ue

r Po

mm

eran

ia(P

4)

6: u

sing o

ne

army fro

m Sile

sia (P1

), invad

e/co

nq

ue

r Gre

ater P

olan

d (P

2)

7: u

sing o

ne

army fro

m P

om

me

rania

(P4

), invad

e/co

nq

ue

r East Pru

ssia (P3

)

Page 41: The a Teams Napolean Total War Grand Campaign Guide - France

©2010 The A Team (twcenter.net) Guide for FRANCE, Page 41 of 43

RESOURCES… Map-Guide to conquering Russia

1

2

34

5

Ma

p-G

uid

e to

con

qu

erin

g… R

ussia

Three P

rima

ry Arm

ies (YELLOW

Icon

s) from

the Ea

st…1

: usin

g on

e o

f thre

e arm

ies fro

m East P

russia (P

3), in

vade

/con

qu

er C

ou

rland

(R1

)2

: usin

g two

of th

ree

armie

s from

East Pru

ssia (P3

), invad

e/co

nq

ue

r Lithu

ania (R

8)

3: u

sing o

ne

army fro

m Lith

uan

ia (R8

), invad

e/co

nq

ue

r Be

larus (R

7)

4: u

sing o

ne

army fro

m C

ou

rland

(R1

), invad

e/co

nq

ue

r Smo

len

sk Gu

be

rniya (R

6)

5: u

sing o

ne

army fro

m Lith

uan

ia (R8

), invad

e/co

nq

ue

r Mo

scow

Gu

be

rniya (R

5)

Two

Secon

da

ry Arm

ies (WH

ITE Icon

s) from

the So

uth

…1

: usin

g on

e o

f two

armie

s from

Mo

ldava

& B

essarab

ia (OT1

), invad

e/co

nq

ue

r Vo

lhyn

ia&

Po

do

lia(R

9)

2: u

sing o

ne

of tw

o arm

ies fro

m M

old

ava&

Be

ssarabia (O

T1), in

vade

/con

qu

er Little

Tartary (R1

2)

3: u

sing o

ne

army fro

m V

olh

ynia

& P

od

olia

(R9

), invad

e/co

nq

ue

r Kie

v Gu

be

rniya (R

10

)4

: usin

g on

e arm

y from

Little Tartary (R

12

), invad

e/co

nq

ue

r Be

lgoro

d G

ub

ern

iya (R1

1)

5: u

sing o

ne

army fro

m K

iev G

ub

ern

iya (R1

0), in

vade

/con

qu

er M

osco

w G

ub

ern

iya (R5

)

1

2

34

5

Page 42: The a Teams Napolean Total War Grand Campaign Guide - France

©2010 The A Team (twcenter.net) Guide for FRANCE, Page 42 of 43

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

Page 43: The a Teams Napolean Total War Grand Campaign Guide - France

©2010 The A Team (twcenter.net) Guide for FRANCE, Page 43 of 43

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 BURNY26

Legio Nanny de Bodemloze

Katsumoto Augustus Lucifer

Viking Prince Major Darling

♔Mitch Capt. Fozdike

Finlander Mr MM

♔Luckylewis♔ feanor68

Feinar La♔De♔Da♔Brigadier Graham

Neige Noire