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Thread: Napoleon Total War Multi-Player Strategy Guide for Newbs

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    Major Hemorrhoid's Avatar Senator
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    Default Napoleon Total War Multi-Player Strategy Guide for Newbs

    NAPOLEON TOTAL WAR MULTI-PLAYER STRATEGY GUIDE FOR NEWBS (Land Battles Only)

    (A) Faction Selection:
    The six most powerful factions when used in "no rules" battles starting with the most powerful and ending with the least powerful:
    1. France (good infantry, very good artillery, and very good cavalry)
    2. Great Britain (very good infantry, good artillery, and average cavalry)
    3. Prussia (very good infantry, poor artillery, and good cavalry).
    4. Russia (good infantry, average artillery, and good cavalry)
    5. Austria (good infantry, average artillery, and good cavalry)
    6. Ottoman Empire (good infantry, very poor artillery, and very good cavalry)
    *These ratings are based on the COST EFFECTIVENESS of the units of a particular faction, and does not necessarily reflect a factional class (artillery, cavalry, and infantry) of units' overall effectiveness on the battlefield. For example, British infantry is superior to Prussian infantry (both British and Prussian infantry are highly versatile), however it is also more expensive thereby rendering both British and Prussian infantry approximately equal as far as their "cost effectiveness" is concerned.

    Select one of the factions listed above, preferably either France, Great Britain, or Prussia (France, Prussia, or the Ottoman Empire in "no artillery allowed" games). There is no sense in handicapping yourself from the start by choosing an underpowered faction and being immediately "steamrolled" by your opponent.

    (B) Map Selection:
    Map selection isn't tremendously important for newbs. You're probably going to get your rear end handed to you no matter what map you play on. Besides, you need to learn them all and then decide which ones fit your style of play the best.

    (C) Unit Selection and Basic Tactics:
    Unit selection and tactics are however extremely important, even for newbs. You'll need a large contingent of skirmishers and light infantry simply to offset the hoards of skirmishers and light infantry that your opponent will probably throw at you (somewhere around half a dozen units of skirmishers and/or light infantry units should suffice), a relatively large amount of artillery (two or three units should do, one supporting each of your flanks, and one supporting your center if you bring three units of artillery), and an adequate contingent of cavalry. This is the tough one, as your opponent will bring anywhere between zero and twenty units of cavalry to the battle! However, most people probably bring somewhere between four and eight cavalry units to most of their games, usually stationing half of their cavalry on each of their flanks to counter movements by enemy cavalry around their flanks, which is what you should do. Also, all or at least the vast majority of your cavalry should be lancers (sometimes referred to as "uhlans" {Russian "Cossacks" are also lancers}) if they are available to your chosen faction. When you need to charge one of your opponent's units with your lancer cavalry units, charge your opponent while your cavalry is in a three or four rank linear formation (avoid the "diamond" formation unless your goal is penetration instead of inflicting maximum carnage on your opponent's units) taking care NOT to charge his unit from the same angle of attack with more than one unit of lancers because it will create a "traffic jam" and thus blunt the effectiveness of your lancer's charge bonus. Charge, disengage, and charge again until the desired results are achieved, you decide your cavalry has had enough, or your cavalry routs!
    Helpful Tip: If your cavalry is caught up in melee with a unit which is about to rout (red), simply right mouse button click on an area behind the enemy unit after selecting one of your cavalry units, and run a couple of your horsemen beyond the melee. This will normally cause the ememy unit to immediately rout, making it unecessary to disengage your cavalry and engage in another cavalry charge in order to rout the enemy unit.

    As strange as it sounds, most line infantry (except for some of the "elite" units) is not very cost effective and is therefore optional. About the only good thing about it is that it has the abilty to form anti-cavalry square formations, but as you improve your reaction times you'll quickly learn how to fend of cavalry attacks without the use of line infantry using a combination of artillery, skirmishers, light infantry, and your own cavalry performing countercharges.
    The cheap one star general's bodyguard unit is usually a decent investment, if for no other reason than it makes a good late game "damn, all my cavalry is dead" stop-gap unit, since you will probably (and should) try harder to keep it alive than the rest of your cavalry units. Higher ranking general's bodyguard units are pretty much a waste of money, since your opponent will invariably "snipe" them almost as soon as the game starts, whereas your one-star general at least has a small chance of surviving into the late stages of the game. Still, I suppose you could attempt to hide your high ranking general near the edge of the map somewhere should you decide to invest the excessive amount of funds required to purchase one. Since his "morale bonus" applies to your entire army regardless of where your general is located, this may actually be a viable strategy in some cases. However, don't be surprised if your opponent routs and/or kills your expensive, high ranking general with a fast moving cavalry unit while you concentrate on the actual battle. This will have the unfortunate consequence of causing a massive morale drop for your entire army, and very likely cause all or most of your army to immediately "chain rout". This is another reason why I avoid wasting money on high ranking generals. The cheap, one-star general seems to me to be a much better investment. Hell, with enough practice you may even learn how to sneak your crappy one-star general close enough to your units during the heat of battle to actually use his special abilities once or twice before he gets "sniped", but normally that's a relatively futile endeavor against a good player.

    So there you have it:
    1. 6-8 units of skirmishers/light infantry.
    2. 4-8 units of cavalry (preferably lancer cavalry).
    3. 2-3 units of artillery (preferably howitzers with maybe one cannon mixed in until you learn how to use the longer ranged, more deadly cannons effectively).
    4. 1 one-star general's bodyguard unit.
    5. Add up to as many as 7 units of various kinds of line infantry if you are encountering problems with enemy cavalry routing your skirmishers/light infantry and/or artillery units.
    You'll need to experiment with different combinations of units to find out which ones work the best for you, however this guide's recommendations are as good a place as any for a "newb" to start.

    I will now touch briefly on some very basic tactics (we have already briefly covered some basic cavalry tactics earlier in this section) which can be utilized to good effect while playing Napoleon Total War. Basically, the more firepower you can bring to bear on your opponent (the more guys you have shooting at his guys) the faster your opponent will "break" (the faster his units will rout). This can be accomplished in several ways, first and foremost would be any kind of flanking attack (attacking either the right or left side of your opponent's army). By flanking the enemy with your infantry, artillery, and ranged attack cavalry units you can fire into your opponent's units using "enfilading" fire (or fire from the side which travels down the length of your opponent's units). This, and firing at the enemy's units from the rear has a devistatingly detrimental effect on your opponent's units' morale. Once you have achieved local force superiority on one (envelopement) or both (double envelopement) of your enemy's flanks (actually, you can envelope his flanks without force superiority, but the envelopement tactic works far better if you can achieve at least a slight local numerical superiority over your opponent's forces before attempting to employ it), you should press your attack by trying to position your forces so that they can blast your opponent's units with enfilading fire, rear fire, or a combination of the two. As soon as you see any of your opponent's units wavering (turning red), you should swiftly charge in your melee cavalry (preferably lancers which you should have already positioned in such a way as to be able to charge the enemy's wavering units without having to traverse too much ground, or having to charge through a rain of enemy fire), ranged attack cavalry (if they aren't busy using their ranged attack capabilty to support other attacks) and/or infantry (preferably line infantry which is far better at melee than skirmishers or light infantry {again, only if they aren't busy using their ranged attack capability in support of other attacks}) to deliver the "coup de gras" or "blow of mercy" ("death blow") to your enemy's wavering units. In some situations (depending on the map and positioning of your opponent's army) you may have no alternative but to launch a frontal assault into the center of your opponent's lines. In this case, be prepared for extremely heavy casualties, because such battles are normally blood baths. You can still use similar tactics as in a flanking attack however, if you can maneuver some or your units precisely enough, or your opponent makes the common mistake of not managing his units' "facing" (the direction his units are facing) well enough. Of course it goes without saying that your opponent is not just going to just sit there and allow you to envelope one or both of his flanks or smash through his center (unless of course, you're playing against another newb) without trying to stop you! This is where the "chess-like" strategy of the game comes into effect, and the only way to learn this facet of the game is by playing against human opponents (the game's artificial intelligence is far too predictable to be of any use whatsoever in this area). I can however assure you that while you're trying to envelope one or both of your opponent's flanks or smash through his center, a good player will probably be trying to do the exact same thing to you!
    (D) Game Selection:
    Try your best to find unranked games without rules, although that may be nearly impossible. The next best thing is any unranked games where the rules are relatively unrestrictive. Of course, if you don't mind seeing your generalship rating plummet to one star within a couple of days and would rather play in ranked games, be my guest. Extremely restrictive ("no artillery", "only one unit", "only cavalry", "only infantry", etc.) games are designed for the more experienced players, and you newbs need to learn how to use the various units in combination before attempting to play in these highly specialized games.

    (E) Gaming Etiquette:
    Always congratulate your opponent/opponents on a game well played (even if he/they sucked) by sending a "gg" message to him/them, of course unless he/they "rage quit", in which case that would be impossible. Also, refrain from sending messages containing foul language while gaming, and if you are the victim of foul language and/or taunting, name-calling, or any other form of bad behavior, and you find such behavior offensive (I actually thoroughly enjoy such behavior on the part of my opponent/opponents, because it means that I was able to "get under his/their skin"), simply disconnect from the game and find a game where the players appear to be less "unstable".This is where compiling a list of "friends" who are not ass holes pays BIG dividends!

    These are great links if you want more tactical and strategic advice for newbs: http://www.youtube.com/watch?v=LGZKbP6yz18
    http://www.youtube.com/watch?v=C7Ruy...eature=related

    Disclaimer: Be advised that almost all established Napoleon Total War Online players are now "hacking" the game's code in order to increase their units' stats and attributes. This will make it EXTREMELY difficult for you to beat them, no matter what strategy or tactics you employ. Hopefully Creative Assembly will eventually fix this "cheat" like they fixed the infamous "money cheat". Until then, you will probably need to play games against "friends" who you know won't cheat you out of a well deserved victory. Unfortunately, many of your so-called "friends" are no doubt hacking ass holes as well! My best advice would be to play only against people who live close by and that you're bigger than like your little brother who you can "punish" when they cheat.


    Addendum: I think the following is an extremely informative tactical guide that I "borrowed" from evulclown and added to this guide after noticing that his well thought out guide was posted on a different thread and would probably soon be buried.

    Cav are a lot more effective in NTW compared to empire:

    Speed and charge bonus are going to be your best friend in this regard and thus lancers are most peoples cav of choice. Because their charge bonus and speed is the best thing about lancers you want to charge them, pull back and recharge, preferably into the back or side of any units. Since you can't square once you're in melee overwhelming your opponents micro while using cav is the best option (Other cav have their pros and cons too and are a lot better than lancers in certain situations, the more you play the more you'll see).

    Rifles in a 1v1 against 100 range lights will lose here, simply because of cost and the amount of soldiers per unit. That's not to say that rifles don't have their uses but generally lights are your goto guys for skermishers. Stakes are handy not only to stop horse charges but also reduce bullets, it's the same for forests. But consider this might bog you down into being too defensive. Don't be afraid of pulling your lights away from a line unit that's attacking them, range is their advantage after all and don't just blob them in front of your army like some pre-battle mini fight like so many seem to do in ETW and NTW, try to be smart you want them to compliment your army.

    Obviously a lot has changed compared to empire:

    You need to take into consideration that only the front rank of troops fires in NTW, so have your line troops no deeper than 2 ranks as a general rule. The whole game is a lot more fast paced compared to empire too, the reload speeds, the fact that you don't need to wait for every uni to reload before your line can shoot. That means it's worth manovouring your units a lot more to get better firing arcs. Consider also there's a lot less ammo, some units are better delt with in melee. In fact meleeing is great, even head on if soldiers have already fired their guns, it's the perfect time to lay into them with melee troops which are great for disruption and causing chain routs.

    Generals play a much bigger role in NTW. Their inspire can swing a battle, and their overall moral influence can be the difference between your line troops breaking in an even fight or staying til the last man. However if your general dies, especially high star ones, you're entire army takes a massive moral drop and will likely chain rout if your opponent's aggressive. A lot of people don't bother with generals if they have a high moral army with guard units that inspire.

    Manoeuvring wins you the battle:

    For the love of god don't camp not only is it gay but vrs a good player it's not even a big challenge to own you. Don't just walk into people head on either as everyone seems to expect. Turn your opponents defenssive spot by walking round the side. More often than not people can't seem to cope with their opponent not attacking their front and will even refuse to actually turn their army to face you until it's too late resulting in their arty being lost along with their flanks being owned.

    At all times you want to cripple your opponents flanks, once you do that you're firing on his units sides and backs, and they'll topple like domino. Getting multiple units hitting one unit is an easy kill and you should aim to do that always.

    Likewise, don't be afraid of retreating or sacrificing a unit or 2 to make sure your army can fall back from a bad situation. If your flank is compromised, the last thing you want to do is sit there and wait for the inevitable. kyting's looked down on, but so long as you meet your opponent in the middle of the battlefield and don't just camp, it's perfectly acceptable to fall back to a position that suits you during fights.

    Be flexible or you're going to get owned:

    Stubbornly sticking to some "plan" makes you easy to beat. It's fine having a strategy idea, but if you can't adapt to your opponent and put together new plans on a whim, then you're going to get beaten by decent players. It's good if you're forcing your opponent to counter your moves though, that leaves you in control of the battle and adds more strain to his micromanagement.

    Arty wise:

    On flats cannons are great for moral killing as well as taking down generals and cavalry -- Also destroying houses, you're better off demolishing a house full of guards than wasting your men and time going into it melee style. Howies and unicorns are everyone's choice normally though, they have arced fire so can hide behind trees and hills. their explosive shots are pretty effective as well. horse arty are handy if you're an aggressive player though, they can keep up with your battle and won't bog you down into having to baby sit them in a defensive position -- Something that a lot of players end up doing, which makes them easy targets for flanking.


    There's certain countries you'll see used a lot:

    • France: They have the best guard unit in the game, old guards which also have a fear influence. Do not underestimate this, simply being near them can push a lot of units into deep red moral and someone pushing hard into your flank with old guard will ruin your day. They also have great selection of other guard units and "elite" line troops. Together with the best "standard" lancers and the best guard lancers ingame. They also have a great selection of arty and elite arty. They don't have any rifles though, are quite expensive and have average light infantry. someone playing France needs to be aggressive.
    • Prussia: They're pretty popular, basically because they're cheap and have the second best lights ingame. You can get quite a lot of guns for your money with prussia and while their moral isn't fantastic they can be overwhelming. Together with lancers and the choice of guards it's most peoples country of choice these days it seems.
    • Britain: Great selection of guard units, and their line is outstanding. If you want a decent infantry army, britain's your choice. They don't get lancers though but if you play it smart if cav vrs cav engagements you'll do fine. And their light and heavy cav are great for disruption.
    • Russia: Someone goes as russia = they did it for the unicorns, sadly. Russia played properly however can be pretty deadly. But most people play it like retards and try to camp with multiple unicorns. Yeah unicorns can piss on your parade if left to it, destroying cavalry. But their moral isn't fantastic, they have range on howitzers but in a 1v1 with both set up the howitzers would win. People end up spending all their money on unis and have nothing left for their infantry. Russian line's a bit of a joke in a shoot out, but if you have a downhill charge they will ruin most armies in a carefully thought out melee attack. Even the militia has a high charge bonus. They've got a wide selection of cavalry too, even very cheap meat shield lancers for disruption.
    This doesn't by far mean the other nations are crap or not worth choosing, personally I love Ottomans. They have a much broader range of units to choose from and if used properly they're devastating. You just need to get to know the units, know what influence terrain and modifiers have on the battlefield and use it all to your advantage.

    Take a look at comentators like:
    Pointman (http://www.youtube.com/user/ReflexCss)
    Risquard (http://www.youtube.com/user/RISQUARD)
    Synoptic (http://www.youtube.com/user/SynopticCam)

    To name a few You learn best by doing though, and losing vrs good players will be invaluble!



    Peoples micromanagement falls apart when you ruin their precious plan, take advantage of this. Make use of hot keys to arrange your units into separate chunks that can support each other so you don't fall under that problem. Basically get good at micromanagement, thinking on your feet and knowing how to use each unit and every bit of terrain to your advantage. Even if you like being defensive -- Get good at being aggressive so when the time comes you can effectivly drop the hammer on a weak spot. Most of all be flexible and adaptable....
    Last edited by Major Hemorrhoid; January 14, 2011 at 05:46 PM.

  2. #2
    blonkers1234's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Britain don't have any lancers, and as their the standardized cavalry choice, I wouldn't say they have good cav.

  3. #3

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Good idea dude

    Quote Originally Posted by Major Hemorrhoid View Post
    (A) Faction Selection:
    The five most powerful factions when used in "no rules" games, starting with the most powerful:
    1. Great Britain (Very good infantry of all types, good artillery, and good cavalry)
    2. France (Good infantry, very good artillery, and very good cavalry {also, the most versatile faction})
    3. Austria (Good infantry, average artillery, good cavalry)
    4. Russia (Average infantry, very good artillery, and average cavalry)
    5. Prussia (Very good infantry, poor artillery, and average cavalry)
    Select one of these factions, preferably Great Britain or France, which are nearly equally powerful (overpowered?). There is no sense in handicapping yourself from the start by choosing an underpowered faction and being immediately "steam-rolled".
    I'd just like to point out that winning games depends mostly on how you use the army you've chosen, so it shouldn't be imperative (though probably advisable to beginners) to choose the major factions - nations like Spain and Denmark can easily hold their own if used correctly. I also think France has a pretty solid claim to the top spot in terms of potency, mainly because their lancers (which Britain lack) are overpowered and their elite infantry is numerous and unrivaled. I'd also put Austria 5th and Prussia 3rd - an all-round good faction with lancers, skilled light infantry/snipers and decent line infantry.

    Your skirmisher/cavalry build is risky - it will be beaten every time when up against experienced players. Beginners may be better off picking more balanced set-ups, learn from there and then experiment with others after.

  4. #4
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    As far as this "newb starter build" goes, you're quite right Spor, terribly risky. In fact, most newbs will probably have their entire contigents of infantry and artillery wiped out by enemy cavalry within a couple of minutes of the game starting! However, it is just intended as a starting place, as is my recommendation for newbs to start playing as one of the major factions. As we both know, a good player can win with any faction. Still, I see no reason for a newb who is already handicapped by his newbishness, to start out trying to play underpowered factions against overpowered ones and getting slaughtered before he has a chance to learn anything! Also, if you read my post closely, you'll see that I pretty much have Great Britain and France neck and neck for the top spot in my "faction power rating list". As far as Prussia goes, they are extremely popular, mainly because of there extremely good and relatively inexpensive rifle units. However, their artillery leaves a lot to be desired, and since my rankings were based on "no rules" games, I felt that I should drop Prussia down from third place where I originally had them in my pre-post first draft. There's a good possibility that Prussia garners the top spot overall in a "no artillery allowed" match though.

    By the way, blonkers1234, you make a pretty good point as well. I have reduced Great Britain's cavalry rating from "good" to "average", mainly because of their lack of a lancer cavalry option. However, Great Britain remains at number two overall, chiefly because there infantry (the mainstay of any army) is superior to all other factions.
    Last edited by Major Hemorrhoid; April 24, 2010 at 05:40 PM.

  5. #5

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Quote Originally Posted by Major Hemorrhoid View Post
    Map selection isn't tremendously important for newbs. [...]
    Unit selection is however, very important, even for newbs.
    True, but note that unit selection is quite dependent on the map.
    For instance,
    1. 6-8 units of skirmishers/light infantry.
    is overdoing it for almost all but Grassy Flatlands.

    3. At least 3 units of artillery (preferably howitzers until you learn how to use cannons).
    IMHO, more than 3 is too much, especially for newbies; I suggest one howitzer, one cannon for maximum learning effect.
    I think you should learn how to properly maneuvre your cavalry and infantry first and then how to support them with artillery.
    Taking too much art can easily lead to the dark side of camping. Learn to play aggressively, it's much more fun.

    I very much agree on starting with the more powerful nations and points (D) and (E).
    Let me add that "gg" ("good game") is the traditional message to send to congratulate the winner.
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    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Agreed daniu, unit selection is EXTREMELY dependent on map selection, however, being that this is a strategy guide for "newbs", I was hoping not to confuse the little "buggers" too much. Also, if NTW online wasn't overflowing with skirmisher/light infantry "spammers", then the use of massive numbers of your own skirmishers/light infantry, hoards of cavalry, and ponderous amounts of artillery in order to counter them would be completely unnecessary! In fact, the weird "newb starter build" that I'm advocating in my guide would be quite detrimental to success under different circumstances.
    I also agree with you about mixing in cannons with howitzers in order to learn how to use them effectively. However, I still feel that three artillery batteries is optimal for newbs. Of course, that means we differ only by one unit when it comes to artillery deployment, which isn't much of a difference at all. I also consider "camping" an extremely effective (and historical) way of fighting Napoleonic battles! However, one should always be looking for ANY opportunity to launch a counter-attack or a "first strike" should your opponent make a mistake, which is the vast majority of the time!
    Last edited by Major Hemorrhoid; May 16, 2010 at 05:26 AM.

  7. #7

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Ive noticed that the best players seem to attack really quickly so a mobile army seems to be really effective i would suggest no artillery is the way to go

  8. #8

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Quote Originally Posted by Toby787 View Post
    Ive noticed that the best players seem to attack really quickly so a mobile army seems to be really effective i would suggest no artillery is the way to go
    Try playing Ligny with no arty in no rules game. You will be literally wiped out in seconds. You can add Waterloo, Borodino and Austerlitz there as well, although it will take a bit more time.

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    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    I slaughter guys who don't bring artillery all the time on pretty much every map (it usually takes them a couple of minutes to realize they've had enough and disconnect though, not a couple of seconds). In my opinion, that's as it should be though, because no Naploeonic army of any size at all would have ever engaged in battle without their mighty guns, if it could be helped at least. I have to admit, I really like defending on that gigantic ridge on the Waterloo map. I've had over 3,000 kills several times in 3v3's on that map, and set my record of over 4,000 kills on it in a 4v4 (although admittedly against rather "noobish" opponents)!
    Last edited by Major Hemorrhoid; April 24, 2010 at 06:19 PM.

  10. #10

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Quote Originally Posted by Major Hemorrhoid View Post
    I slaughter guys who don't bring artillery all the time on pretty much every map (it usually takes them a couple of minutes to realize they've had enough and disconnect though, not a couple of seconds). In my opinion, that's as it should be though, because no Naploeonic army of any size at all would have ever engaged in battle without their mighty guns, if it could be helped at least.
    Well as someone mentioned the scale of battles in NTW comparing to the real battles in Napoleonic Era are just regular skirmishes, so theoretically you can allow for someone no taking arty. Although I would imagine you are gonna counter this by saying that it makes hill camping legit because it would be a simulation of an assault on the enemy artillery position.

  11. #11
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    I guess that after over three decades of miniature Napoleonic gaming, to play NTW in any other context except what I'm used to would be difficult for me. Therefore, when I play the game is always set to the largest unit setting, unless I inadvertantly join a game with a smaller unit setting at least. Anyway, when set at the largest unit setting, it appears that the game has a scale of approximately 1/10 (meaning that 1 man=10 men, 1 gun=10 guns, 1 horse=10 horses, etc.). Also, each infantry and cavalry unit appears to represent approximately a regiment sized contingent of men. This works out quite well because these types of units often maneuvered in regiment sized formations while engaging in battle. With that in mind, each player controls an approximately corps sized "army", which is historically accurate since corps usually operated semi-independently during the Naploleonic era. Using this reasoning, since a corps would never have engaged in battle without it's corps artillery, it appears to me that to not take any artillery at all into battle to support your other units makes no sense at all!
    Last edited by Major Hemorrhoid; May 16, 2010 at 05:30 AM.

  12. #12

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Sounds good but I'm used to numerical abbreviations so if one man represents more then one it should be mentioned. If I see a unit consisting of 120 men then I presume that it is intended this way.

  13. #13
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    I can certainly understand your confusion Timox, and to be honest with you, there are many ways to interpret the scale of the armies in NTW. Who's to say if my way is better than yours, or vice versa? What I can say is that it's hard for me to see the battles any differently than I see my miniature battles, and that is to "scale". This is why I almost never join "no artillery" battles. However, since you prefer a more literal interpretation of the scale of the game, the options are pretty much limitless for you as to what kinds of armies you can play as and play against and still get enjoyment from the game! And after all, isn't that why we all play these games in the first place, to enjoy ourselves?
    Last edited by Major Hemorrhoid; April 24, 2010 at 06:25 PM.

  14. #14

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    I am not certain that I would call russian cav just average. The cossack cav is one of the best buys at cost out there, given that they will more likely than not kill there point value even when charging head on against heavier cav choices given the wicked high charge bonus. The supreme russian heavy cav choice (can't remember the name) is almost as strong as the french caribiniers, and the wide variety of cav means that the russians have a cav choice for every occasion. Even the mounted rifles (which generally are not looked on favorably in melee) have a charge bonus of 15 and a high attack value, making their extra nummbers even more devestating.

    When I play as russia, it is with the intent of utilizing the very effective cav choices that are available to them.

  15. #15
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Point well taken, Danweck. I was trying to go by personal experience more that just unit stats and cost when I made the list. When I first got the game, I noticed those wonderful unicorns and cheap Cossacks immediately! In fact, I figured that by buying all Cossack cavalry instead of the more expensive cavalry units, I could offset the massive cost of those outrageously high priced unicorns! After trying the Russians out a few times though, it seemed like the unicorns worked pretty well, but the damn Cossacks kept running away at the first sign of trouble! I guess they had better things to do! Anyway, I quickly gave up on using the "crappy" Russian faction, and started using other factions. Hell, it seemed like just about every Napoleon Total War Online game host banned unicorns anyway, so "why practice with the Russian faction?" was my point of view. Still, a good Russian player like yourself can probably get those mutinous Cossacks to follow orders better than me! By the way, you made such a good point in your post, that I'm going to edit the Russian cavalry and change them from "average" to "good". I also edited the Prussians and the French, because Spor made several good points in his post as well.
    Last edited by Major Hemorrhoid; August 01, 2010 at 10:41 PM.

  16. #16
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    I have made some much needed "tweaks" to my "Napoleon Total War Multi-Player Strategy Guide for Newbs", and also added a few more "tidbits" of information to it. I will continue to do so, at least when I can get a few minutes away from terrorizing my opponents on NTW Online!
    Last edited by Major Hemorrhoid; April 21, 2010 at 07:04 AM.

  17. #17
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Anyone else have any suggestions on how to "tweak" my guide? I don't want to make it too long or complicated and therefore confuse new players, but I'm sure the guide could be improved in many areas. I'm definitely open to any reasonable suggestions.
    Last edited by Major Hemorrhoid; April 22, 2010 at 06:32 AM.

  18. #18

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    Link mein youtube vids ^^

  19. #19
    Major Hemorrhoid's Avatar Senator
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    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    That's not a bad idea ccqwert7.
    Last edited by Major Hemorrhoid; May 16, 2010 at 07:02 PM.

  20. #20

    Default Re: Napoleon Total War Multi-Player Strategy Guide for Newbs

    So the 5 best factions are the 5 majors, wow never saw that coming...

    Shoot coward! You are only going to kill a man!

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