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Post by Banastre Tarleton on Feb 9, 2017 20:41:01 GMT
I'll have to disagree with you. 1. HRE being boring is an opinion, albeit a widely-held one 2. With regards to position: France has multiple secured flanks, which (30-turn conquest aside) is a benefit 3. The tough coalition generals are Nelson, Suvorov, Archduke Charles, and (to a lesser degree) Rowland, Bagration, and Wilhelm III; they tend to end up meeting poweful Frenchmen. Compare to Massena, Napoleon, Jourdan, and Desaix, going against a lineup of 2 HRE Generals worth their salt. 4. A 30-turn conquest, which requires individual Generals to operate alone and behind enemy lines, is fundamentally different from a 45-turn conquest. Practicing on any country doesn't prepare you. 5. France's cities are fewer, but HRE can seldom accumulate as much money as France in the first 10 turns. Outside of 30-turn land, that's indisputably a plus. --- 2 - Yet as France, you're ultimately fighting in all four directions including both the far east and west ends of the map board. Not to include the aforementioned rivers which tend to curtail movement within France and east of France. Obviously important when facing a turn count. 3 - Actually, the way it plays out as HRE is that you're only likely to face Dumouriez full strength in a pitched battle and Dombrowski going south creates a bigger headache for the HRE player than all the French generals combined. - Dumouriez is easily killed on turn two no matter which city he attacks - Massena, Claude, and Moreau remain stationary under bombardment - Desaix is seriously weakened by the Swiss - Napoleon and Marmont are disposed of or weakened by the Neapolitans - Jourdan is killed off by the British 4 - Yes, I noted that a 30 turn conquest differs greatly than a 45 turn conquest in my reply. Your comment on practicing not preparing you would be more credible if your guides on Conquest as France didn't contain changes in strategy and if there wasn't a sticky thread with four pages of comments titled "WIP: France 1798 Under 30" that documents the various methods you and others used to get France 1798 in under 30 turns, albeit with a modded game. Very clearly, you were building on where you left off with your conquest for Isabel. Whether you call it practice or "playing the same scenario multiple times until you get it right" is a difference in semantics, not game play. 5 - I'd be interested to see the math there and the cities you're assuming will be taken as France, and not taken or not upgraded as HRE. The point is that the HRE economy is the strongest at game start and a plus for playing that side.
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Post by pathdoc on Feb 16, 2017 13:49:04 GMT
Returning briefly to the point, this thread has now sort of become redundant as the Napoleonic Code is now in my hands.
However, do feel free to continue derailing - seriously and without irony, do - because I'm finding that the debate that's been started up is both interesting and informative.
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Post by huykhoi2000 on Feb 16, 2017 14:01:47 GMT
Returning briefly to the point, this thread has now sort of become redundant as the Napoleonic Code is now in my hands. However, do feel free to continue derailing - seriously and without irony, do - because I'm finding that the debate that's been started up is both interesting and informative. In term of completion, I'm far ahead you (cuz u dont rush for campaign and conquest). But in term of farming, I don't know how many time to spend for items like you. How many items have you get?
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Post by pathdoc on Feb 16, 2017 16:54:29 GMT
Returning briefly to the point, this thread has now sort of become redundant as the Napoleonic Code is now in my hands. However, do feel free to continue derailing - seriously and without irony, do - because I'm finding that the debate that's been started up is both interesting and informative. In term of completion, I'm far ahead you (cuz u dont rush for campaign and conquest). But in term of farming, I don't know how many time to spend for items like you. How many items have you get? Once you have the Trafalgar grind and the 1815 grind (or some variation on that theme) set up, and a bit of patience, it's not that hard. If you really want to see my brag sheet of items, here goes: Napoleonic code. On War Ship's figurehead (2+ ship defence). Snare drum Armoured carrier Mixed gunpowder (artillery power +4). I intend to replace or supplement this with +6 as soon as I can afford it. Sophia on rockets ought to be pretty lethal against forts and coast artillery with that on board. I had the opportunity a day or so ago, but I knew the Code was coming and wanted that more. Iron helmet (artillery defence +4) - I got this one to protect light, heavy and siege artillery when they have to go up against other artillery pieces. War Horse Horse artillery (movement +2) Cavalry Pistol (cavalry attack +6) Golden Staff (boosts earning of Nobility). I think once I've got the 1815 grind set up on my Android platform, with its 999 turn limit, I will be into some serious medal farming. I currently only have it set up on Kindle with 99 turn limit, and the waves of enemies only really start smashing against the meat grinder when the game ends. This tends to happen when both Britain and Egypt fail, and the French and some Algerians (yes, they go that far) come back from Britain to defend France, while hordes of mostly Cavalry from Tunisia and Turkey move north and northwest back onto Turkish shores and into Greece and the Ionian sea.
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Post by Banastre Tarleton on Feb 16, 2017 22:09:29 GMT
If you're going to put Sophia on one of the two defense-disadvantaged unit types, I'd put her on double-siege artillery. In my experience, that is the most consistently powerful version of Sophia that can be created against fortifications. With five stars and +6 she'll put up 150-200+ all day. Plus with rockets, you have that whole collateral damage thing....
Iron helmet (artillery defence +4) - I got this one to protect light, heavy and siege artillery when they have to go up against other artillery pieces.
I have no experience with this item and little regard for defense items in general. But is this only effective against artillery or against attacks from all unit types?
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Post by pathdoc on Feb 17, 2017 1:50:51 GMT
I was under the impression that it defends the artillery general from anything. In any case, the general I have holding it right now is on heavy artillery and has distance to protect him from every enemy except his own kind.
Rocket artillery collateral damage always spreads east-west away from the launcher. Hold your flanking troops to the north and south wherever possible and they are immune, while the damage can spill into the third hex and thus extend the rockets' range if enemies are standing there. Your points are well made and will be tried in practice, but sometimes it's nice for enemy artillery I am firing on not to be able to shoot back in the same turn (e.g. if Sophia can destroy them outright or weaken them to the point where they are guaranteed one shot kills for accompanying inf or cav & with minimal retaliation).
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