Map 1
This map centers around the central city of Auxerre. This 3 point production center
should be the ultimate aim of any attack and the focus of defense.
Attack
An excellent strategy from the north is to prepare a feint attack on Donzy while
capturing the town of Contres. At the same time plan a larger attack on Nexon
with the town of Tanny as the eventual objective. If the opponent has fortified
Nexon with a large force, occupy at least one of the two hexes illustrated with
the arrows to limit the defenders ability to reinforce. Then attack Nexon
with air/naval units to wear it down -- after two turns it should be weakened
to the point where a direct assault will succeed. Focus on Tanny and guard your
supply. When everything is in place, disregard Donzy and attack Auxerre from as
many sides as possible.
From the south, the key feature is the large mountain range that dominates
the center of your approach. Although Mezin is isolated and appears to be a rather
easy target, this isolation also makes it a very poor base of operations once
captured. Lorne is in a similar position. It is probably better to attack Varbourg
directly given its exposed position. Next capture the town of Montargon, place
one or more units in the mountains and as above, press an attack on Auxerre from
several directions.
Defense
If an attacker from the north controls Nexon and Reolen, he will be very hampered
if you hold one or both of the road hexes to the southeast as shown in the arrow.
This will threaten his supply lines and also limit movement. Donzy is rather well
protected from attack from the north by the bridge and limited land approaches.
Also, dont forget your ability to put a battleship into Contres at the start
or later in the game by moving it from Auxerre. The port makes this town a key
strongpoint.
Map 2
The central island with the large production cities of Barcastle and Newpool are
the focus of this map. Note that their isolation from the other cities presents
both a benefit and a hindrance.
Attack
Whether from the north or the south, the first target should be the isolated production
cities of Clayton or Hope. Your opponent is likely to anticipate this and defend
well. The attacker has the advantage of being able to use the road network that
connects to your map to support an ongoing campaign.
Other than the small amount of production from the city itself, the defenders
re-supply must come from across the sea into one of the three ports. These ports
are especially vulnerable to blockade.
Garby and Winsea each occupy islands that have a good deal of strategic importance
but which are difficult to defend. First establish a presence on one of these
islands so that air and ground units can be brought in. Dont forget the
ability of Marines to establish a beachhead and bring in ground units. In any
case, occupying one or more of the other islands is a good intermediate step until
an assault on the central island from several directions becomes a possibility.
Defense
A key thing to remember when defending this map is to use the advantages of the
sea. Dont leave any port that is within striking distance unguarded, even
for one turn. Once the attacker has a foothold, it will be very difficult to dislodge
him. Another key is to use the illustrated choke-points to their best advantage.
A few carefully placed units in these areas limits the attackers opportunities.
Lastly, supply considerations are paramount on this map. Merely cutting a highway
or blockading a port can have disastrous effects to an attacking force and should
be one of the first strategies to consider when defending.
Map 3
The large inlet of the Lowenmeer offers several points of attack from the north.
However, the rough terrain can be used by a defender to great advantage.
Attack
Any attack from the North should focus on Zeven as its first objective. Rugenhaven
offers limited opportunities for access, while Zeven has two easy land approaches
as well as the sea. Control of the Lowenmeer inlet will be crucial. An attacker
may want to secure more than one port in this inlet to keep the supply line secure.
In addition, capturing the port of Saal will allow an attack on Zeven from three
directions. However, once Zeven is captured, the prospects for continued attacks
dwindle. One possibility (provided Saal is also captured) is to isolate Fussen
and wear it down with repeated attacks until it is weak enough to capture. Another
would be to strike east from Zeven to Rugenhaven. In both cases, an attacker will
have to guard his supply lines from counter-attack out of Landstat.
In an attack from the South the city of Bork is an obvious first target. But
dont disregard Fussen. While situated behind forest and river hexes, it
is also relatively easy to isolate from the rest of the cities on this map which
is a weakness that can be exploited. With the capture of the town of Hoym, a player
can cut the supply to Fussen, leaving it dependent on its own production to replace
any combat losses.
Defense
A weakness on this map is that all the ports are isolated from each other, making
a sustained naval defense very difficult. This is especially important if your
opponents map offers several different ports from which to attack. He will
be able to build a much larger navy in a shorter period of time. Lastly, the isthmus
near Saal as illustrated with the arrow often proves to be a key point. It offers
a lightly defended highway into the other half of the map. Placing "speedbumps"
may be the best way to defend the area.
Map 4
A peninsula with difficult terrain surrounded by three islands invites a seaborne
attack on the flanks.
Attack
An attacker on this map has two options attack the peninsula or go to one
or more flanks. An attack on the peninsula from the North should probably focus
on Zargora. Given the terrain, an attack on Peta will be very difficult to maintain
for more than one turn. However, the attack can be supported with naval "speedbumps"
in the Strait of Pirgos that will limit naval reinforcements. This tactic can
also be deployed in the Strait of Atra to limit reinforcements to battles on the
East as illustrated by the arrows.
An attack on the flank will require a great deal of planning. The island of
Andissa poses a problem because there are not any towns to capture to support
taking the city. An attacker will either need to establish one or more beachheads
or assault the town directly. In either case, expect many casualties. The island
to the West, with the city of Lindai, is a little different in that there are
two towns available to serve intermediate steps. However, they are linked only
by a coastal road that is susceptible to blockade.
An attack from the South should target Naxos and Kato. Once taken, the task
of going further will be daunting. Airborne and marine units are likely to see
a great deal of action.
Defense
Players cannot afford to focus defenses on the main peninsula at the expense of
the other three islands. As usual, do not leave any port unguarded. Use the straits
of Pirgos and Atra to your advantage by placing units there before an attacker
has the opportunity. Lastly, consider abandoning a battle on one of the three
islands if it is evident that it will be a lost cause. This will allow you to
concentrate your resources on your remaining territories. These islands do not
make very good bases from which to continue an attack and losing one does not
spell disaster.
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