A Treatise of War
CzarHellios
(Done instead of my 100 point Report).
CzarHellios
(Done instead of my 100 point Report).
Opening
I wonder about strategy often. I am a avid player of Rome:Total War, Empire Earth, and the age of Empire series. Of course, I may be crap-But I still enjoy them. This game seems simple, but the military and economic part's can be quite complex in the longer run. Many new players make mistakes that don't seem bad from the beginning. My intention is to not make this a "Guide" on any particular country, but to make something that can be applied to every game, every country, and give examples. Of course, I will give my own advice on certain countries, but it will not be in-depth. I have noticed the strategy forums are lacking, I see many generalizations and vague posts, which irritate me to no end. This is a work in progress, but rest assured it my aid you, if you wish it to apply to you. If in this strategy section, only "Country" strategies can be discussed, warn me beforehand, any mod, so that I may save this.
Chapter One
I wonder about strategy often. I am a avid player of Rome:Total War, Empire Earth, and the age of Empire series. Of course, I may be crap-But I still enjoy them. This game seems simple, but the military and economic part's can be quite complex in the longer run. Many new players make mistakes that don't seem bad from the beginning. My intention is to not make this a "Guide" on any particular country, but to make something that can be applied to every game, every country, and give examples. Of course, I will give my own advice on certain countries, but it will not be in-depth. I have noticed the strategy forums are lacking, I see many generalizations and vague posts, which irritate me to no end. This is a work in progress, but rest assured it my aid you, if you wish it to apply to you. If in this strategy section, only "Country" strategies can be discussed, warn me beforehand, any mod, so that I may save this.
Chapter One
Supremacy 1914 is divided into many areas, and all inter-lap. A vague explanation is economic, Military, and then the remaining(diplomacy/spies). I cannot disagree any more. Vague explanations never aid one, perhaps they point you in the right direction, but at best. Now first we will consider a few mistakes many players make. They gather all their military might into one force, and charge fast into a unsuspecting country. Now, A large task force alone, with all your might concentrated is usually in error. The facts are, that the enemy can respond with a pronged attack style, thus making you fall back and take on the defensive. Worser yet, by the time you re-mobilize your military, much of it will be gone, and your home front will have collapsed quickly. I have seen this mistake made so many times, and now I will attempt to correct it. In most circumstances, a pronged attack is more desirable. This is quite obvious, where you focus your military might in multiple points, with three at minimum. The logic is simple, The enemy must reply at multiple points, and may overstretch if he attacks you. Better yet, Pronged attacks that hit from the central and also the flanks are even more desirable. Now, I will attempt to explain in more detail:In a one pronged attack, you make an error, as the enemy will know where to defend quite easily, how to, and unless they literally have no military-then even this is still in error. By doing a two or three+, You will not only confuse and overextend, you have the option of falling back in certain areas, only to out maneuver him. An example: Armies, A-B-C-Attack France. Three points, your Germany. If he replies, you can simply fall back Point C, while he attempts to invade-and attack your fortresses, Point A advances, while point B comes around and flanks him. It may sound vague, but I have personally tried this, in slightly different circumstances, but ah well. We now see that pronged attacks are more effective than single, but what if you are military incapable of doing so? If you are, then how can you win? Containment, strangulation, and other things are valid strategies explained in other chapters.
Now, I will go further. Now we have stated the effectiveness of Infantry two-three pronged attacks. Does the same apply to Battleships? Absolutely. Would you just bombard one province with twenty Battleships, or rather bombard them all? A side note I will make here, Infantry attached will soak up damage. Now, we will continue. Another grievous error made is that you must attack on the first day. It truly depends, if everyone else is expanding, surely you must? Or can you wait, and attack a weakened country, or even bide your time? This is personally up to you, but take what will benefit you.
Now, I will truly begin this treatise. A player that is purely defensive will surely lose, but an offensive one will also lose. The reasons are, one that is defensive will wait until attacked, and though be prepared, the enemy will be more prepared. An Offensive one will overstretch, and be defeated by a collation of enemies, or even more so, collapse on the Home Front. The best one is a mixture of both, that changes depending on the situation. Heed this advice.
Now, I will go further. Now we have stated the effectiveness of Infantry two-three pronged attacks. Does the same apply to Battleships? Absolutely. Would you just bombard one province with twenty Battleships, or rather bombard them all? A side note I will make here, Infantry attached will soak up damage. Now, we will continue. Another grievous error made is that you must attack on the first day. It truly depends, if everyone else is expanding, surely you must? Or can you wait, and attack a weakened country, or even bide your time? This is personally up to you, but take what will benefit you.
Now, I will truly begin this treatise. A player that is purely defensive will surely lose, but an offensive one will also lose. The reasons are, one that is defensive will wait until attacked, and though be prepared, the enemy will be more prepared. An Offensive one will overstretch, and be defeated by a collation of enemies, or even more so, collapse on the Home Front. The best one is a mixture of both, that changes depending on the situation. Heed this advice.
Chapter Two
In Chapter one, I discussed many random things to take note of. In this chapter, we will first discuss the home front. The Home Front is your morale, simply. Morale decides your productivity, your troops strength, your loyalty of your provinces, and the loyalty of the troops within the provinces. An opponent can never take one territory, yet win by causing your Home Front to collapse from Economic strangulation, long delayed morale, multiple enemies, or simply put, a massive spy network. The Home front can collapse from containment(The use of one enemy or several to never to take a province, but from preventing you from expanding, making a move against them always a gamble-that needs taking, and or massive bombardment of artillery or mechanical units). The Home Front can also collapse from over-expansion, something many players do not even care about. The Collapse of this front will always mean defeat, and it must be fortified before any war, and kept strong before any advancement in a war. A decent level fortress(3), as well as harbors, and railways will help preserve this. Besides this, a strong garrison will aid you further. However, the home front can still collapse due to spies, however if the counter-measures will cause an economic collapse, recession, then you are already being strangled. Morale, the Home Front, is most vital in a war. Never start a war with a collapsed, or starting to revive from collapse/weakened home front, unless in certain circumstances. To preserve the home front, you must be capable of also economically supporting it. Being deficient in grains, or any recourse by a large magnitude will weaken it, and cause an eventual collapse. It is truly impossible to win a war with a collapsed home front. To preserve it even further, be capable of military action to defend it. The Home front I cannot stress is vital, and must be preserved
Chapter Three
I have given a brief explanation on the Home front, but what else lies? Your Economy is tied to your Home Front dearly, and a economic recession you should avoid. A recession is deficient in one or more recourses that causes a severe disadvantage, such as oil, or coal. Even Iron Ore, while depression is a total collapse. Be aware a economic collapse will spell a lost war, and will make like dominoes on your Home Front. Gas is worthless, so making as little as it as possible is fine, unless you are playing a GM round. Oil is vital, as well as Iron Ore. Fish is fine to do without, unless you are a "Fishy" country, while grain is vital. For newer players, twisting with the "Recourse bar" is recommended. Grain however is vital, and if you are Germany-Belgium you look toward last, And Denmark, and France-perhaps first. A strong economy is characterized by a massive railway system, this is desirable, but being able to support it is better. Having excess recourses is not bad, but desirable even more. Spend excess wood on harbors, and never build too many barracks. A strong Economy is what one should prioritize first, without an economy, you have no home Front. Without either, you have no military, and without this, no Empire. If you possess an stronger Economy in a war, you will naturally hold the greatest advantage long term. As you are capable of replacing your losses easier, while being able to possess a larger military. Railways will consume Coal, so if you build a railway system-Why not build a harbor in a coal province, as well as a railway? But you must preserve your economy, and to do this-a Military is needed. See the effects? Quite boring, I must be restating the obvious over and over. But now, it will begin to get interesting.
Chapter four
I have discussed briefly the Home Front, the Economy, and somewhat on military matters. Now I will discuss more in-depth. A Proper Military organization will comprise of Infantry as the backbone, With Artillery as support. This will always be behind Infantry, and before you attack a province-Put the infantry ahead, and the Artillery behind to bombard. Then wait, and then attack. Never have Artillery with Infantry, as it is suggested. Tanks are your grand support class, and combine with Infantry to form a nightmarish military complex, while Battleships serve as your defense, offense, and support. Railguns serve mostly as a defensive measure, but can be offensive in some situations.
We then have a few classes.
BackBone
Support
Defensive
offensive
Infantry are in all the categories, while Tanks are in the first, second, and third. Battleships also all. Artillery fits in the Second, and consider Artillery your mobilize-faster railgun. In large numbers, it is truly a great support unit. Now Tanks are weak alone, and infantry are quite weak but in good morale and large numbers, but together they are strong, no? And with Artillery behind, You can either go through a slow conquest, but lesser casualties, or a fast lightning strike. Now I will get deeper.
LongTerm
Shorterm
Think both. What is beneficial Short may hurt you long, while long may hurt you short.
Examples: 1: Building a strong economy may leave you military weaker at first, but long term, you may be one of the strongest.
Example 2: A war short term will leave you severely weakened when started at the beginning of any game. Long term, it may prove to weaken the HF, but aid in recourses later on.
These two tie into:
Strategy:
Strategy is comprised of all your plans, Plans are comprised of objectives, objectives, goals, goals, how, how, why.
Tactics are the changes that occur throughout the plan when in active. Such as the use of reserve groups when expected in the Strategy that they were not needed, the surprised attack on an unexpected front, and so forth. Strategies must always be FLEXIBLE. Failure to do so will lead to defeat.
Thus, then what next?
Theater
Theater is the grand stage, comprised of all your strategies, and back up plans. Equal to Strategies is the operational area, where you command your reserves. A reserve force, or 's are ones not used in action, and are kept in safety until needed. You open a three front war, you keep reserves in case any need reinforcements, or you are attacked.
The Microcosm of it all is technical. While Tactics are the real time, moving armies, changes in your strategy, technical is "Where do I build a new barracks, factory, Battleship, railgun, artillery unit), as well as how to incorporate it into your tactical and strategical areas. Technical is the area also between Strat and Tactical, thus the field between both.
Strat, Tacti, Thea, And Tech...The four primary areas of SP1914 Military wide phase...
-To be edited later, 11:47 PM, must sleep for finals...Will finish later, and reedit and fix my improper areas above(Not to my liking in format).
We then have a few classes.
BackBone
Support
Defensive
offensive
Infantry are in all the categories, while Tanks are in the first, second, and third. Battleships also all. Artillery fits in the Second, and consider Artillery your mobilize-faster railgun. In large numbers, it is truly a great support unit. Now Tanks are weak alone, and infantry are quite weak but in good morale and large numbers, but together they are strong, no? And with Artillery behind, You can either go through a slow conquest, but lesser casualties, or a fast lightning strike. Now I will get deeper.
LongTerm
Shorterm
Think both. What is beneficial Short may hurt you long, while long may hurt you short.
Examples: 1: Building a strong economy may leave you military weaker at first, but long term, you may be one of the strongest.
Example 2: A war short term will leave you severely weakened when started at the beginning of any game. Long term, it may prove to weaken the HF, but aid in recourses later on.
These two tie into:
Strategy:
Strategy is comprised of all your plans, Plans are comprised of objectives, objectives, goals, goals, how, how, why.
Tactics are the changes that occur throughout the plan when in active. Such as the use of reserve groups when expected in the Strategy that they were not needed, the surprised attack on an unexpected front, and so forth. Strategies must always be FLEXIBLE. Failure to do so will lead to defeat.
Thus, then what next?
Theater
Theater is the grand stage, comprised of all your strategies, and back up plans. Equal to Strategies is the operational area, where you command your reserves. A reserve force, or 's are ones not used in action, and are kept in safety until needed. You open a three front war, you keep reserves in case any need reinforcements, or you are attacked.
The Microcosm of it all is technical. While Tactics are the real time, moving armies, changes in your strategy, technical is "Where do I build a new barracks, factory, Battleship, railgun, artillery unit), as well as how to incorporate it into your tactical and strategical areas. Technical is the area also between Strat and Tactical, thus the field between both.
Strat, Tacti, Thea, And Tech...The four primary areas of SP1914 Military wide phase...
-To be edited later, 11:47 PM, must sleep for finals...Will finish later, and reedit and fix my improper areas above(Not to my liking in format).