Warsaw
By George Hornby
In the beautiful game of Austerlitz most questions have the same answer:
"Depends". On the intentions, strengths, and characteristicsof yourself and
all your rivals. These you deduce by reading between the lines of diplomacy,
by spy reports, and by observing economic and trade activity.
Having said this there are some early decisions which this guide hopes to
clarify.
DIPLOMACY
The big issue is Russia. Warsaw is his easiest target so you must guage his
intentions. A hostile Russia sends you scurrying to Vienna, Istanbul,
Karlskrona, and Berlin in search of military or financial help, but they all
have their own agendas. A friendly Russia raises the option of sending the
Polish Lancers west or south.
A united and strong Austro-Prussian alignment is formidable. Therefore if
that seems to be developing you can work on everyone else's fears. It may be
worth your while to try and persuade Holland, France, and Naples to free, or
even join, Italy and the Rhine Confederation for a general war against
Austria and Prussia.
The best defence against Austro-Prussian hegemony is to join one of them in a
war to destroy the other.
In passing wars need to be swift and decisive. Or else your rich developed
heartlands will tempt third-party opportunism.
Your neighbours' neighbours are your natural allies. Unless they are
committed elsewhere to some pre-game covert alliance.
ECONOMY
The first thing is to photocopy the East European game map. Then highlight
the terrain types for your territory. I use yellow for arable, green for
wood, blue for swamp, etc. Mark your intended use of each square, bearing
in mind that with your two mines you will eventually want three factories,
four mills, five lumberyards, and twenty sheep farms. You will also want ten
estates per million population/army. And horses for baggage trains, remounts
and new mounted battalions. And quarries for fortifications and increases in
population. Beyone all these you will want to produce surplus goods so that
every turn you use all thirty six trade opprtunities. However your decisions
will be affected by the size of your warehouse and by your deductions as to
your neighbours' intentions.
First turn I build both mines, one factory, one mill, one mint, three sheep
farms, one lumbercamp, and one quarry. It is worth twisting your builds to
emphasise early those areas you know will be choke points to the economy.
For instance, Warsaw tends to suffer from stone shortage.
It is also worth building the extra-yield horse and arable squares early. In
the long run you are most likely to have surpluses of wood and food for sale.
You can observe the levels at which the population buy out the trade cities.
One strategy is to sell only enough to keep below the buy-out levels,
intending to buy everything back when the prices drop; others sell enough to
trip population buy-outs most turns. Some only sell economic points but this
is a less profitable strategy, especially since a strong economy needs a
strong army to keep covetous neighbours away.
Don't build any vineyards before the autumn.
BRIGADES
You have a lovely fast moving army. Don't hamper its future operations by
building any extra heavy artillery. If you have an early war you may have to
use all your starting artillery offensively. Otherwise send your heavy guns
to the colonies or reserve them for static defences.
Build the best and most brigades you can afford. What they are "depends" as
above. However, only build what you can train and pay for, so don't blow
your starting cash and economic points on garde cavalry. At first go for
militia, fusiliers, and voltigeurs. Then when you can keep them grenadiers,
cuirassiers, and light artillery. When you build a main battle army add in
pioneers, lanciers, and mounted riflemen.
Many experienced players conceal the size of their armies by hiding fully
trained brigades where spies rarely look.
At first it makes sense to build five-battalion brigades to maximise the
number of commanders recruited, and to create by exchange even smaller
brigades for marine or garrison purposes. Later on it makes sense to have
seven battalion mixed brigades to minimise extra losses in simulated battles.
SHIPS
Warsaw has a small navy. If you have a colonial presence you will need it
all. Otherwise it may be worth selling or demolishing your warships.
Merchantmen are invaluable for trading: by 1809 you could be making several
million louisdore every month selling at Petersburg, Karlskrona, or
Kopenhagen.
Similarly, unless you are invaded by all three of your major neighbours, you
will find baggage trains very profitable.
COLONIES
You have three KT brigades in Europe. These can establish a small but
profitable colony, probably in the Caribbean. Don't step on any shoes too
heavily. Do remember to take some economic points, a couple of hundred tons
of food, at least four hundred tons of timber, and fifty textile bundles.
If imminent Polish Partition threatens, you may want to keep brigade 4189 in
Europe. If so, consider amalgamating the KT brigades to save cash; or at
least exchange them so that they are always the last claim on your limited
resources.
STRATEGY
The more thought and effort you put into gaining good information the better
your assessments of the "depends". Some players are addicted to the
double-cross; others will go to the wall for an ally. Whichever you are go
out and enjoy Austerlitz.