The Nations in European Wars
- a report from the battlefield by baraban
Algeria - the most offensive
nation
Continuous
pressure straight from the beginning is the key for victory here.
This is done by the cheap and fast mass-production of archers and
light infantrymen in quickly built barracks.
An unexperienced
player will have no chance to survive for long when facing an solid
Algerian archer rush. Their flaming arrows burn down mines within
seconds. But if those rushes fail, time will get tough for
Algeria as other nations advance. The main reason is the lack of any
firearm units. The Algerians have the strong Mameluke cavalry to
keep up, but will need a lot of mercenary dragoons (equivalent to a
hell of gold) to withstand later in the game. The missing
Montgolfier is not helpful
either.
Turkey - the 17th century
Ottoman powerhouse
Turkey offers
you a lot of strategical varieties. Flood your enemy at the
beginning with light infantryman. Surprise him with the flaming
arrows of your Tartar cavalry. Or build up a strong
Pikeman/Janissary army and march slowly but steadily forward,
flanked by Spahis (Spakh) cavalry. Janissaries are strong and
compared to other 17th century musketeers, faster to produce (except
Dutch musketeers). Like the Algerians, you can also command the fast
and beautiful Xebec.
As long as your rivals stay in the 17th
century, Turkey is strong and dangerous. But as soon as the first
18th century army appears on the battlefield youīll get problems.
Turkey, like Algeria, canīt produce the important Montgolfier.
Another problem is the absence of light cavalry and -unlike 18th
century muske- teers and grenadiers - you need pikeman to protect
your Janissaries. Well, but thanks to Allah, there is always the
diplomatic center to hire Cossacks and dragoons.
Economy: The
food-upgrades at the Algerian and Turkish academy costs considerable
less.
Russia - the defensive nation
The main
advantage is simple to describe: the strongest pikemen in the game.
Like Algeria or Ukraine, Russia can build up more barracks quicker
than other nations to spit out those frightening strong Spearmen to
boot you out of the game almost as fast as Algerian archers. But if
not, Russia has to switch quick to defense, because this nation
needs time to build up a decent cavalry (Don Cossacks and Vityaz)
and later on a 18th century army. Even the diplomatic center costs
more ressources than those of all the other nations. The Russian
tower is a helpful device, which is build a bit faster and doesnīt
cost gold. The Strelets are strong, but rather good for defense than
for attack. They have a very short range, a poor firerate and need a
lot of time to be produced.
Poland - the sort of fun
nation
The favourite
nation for many players here in Germany. The main reason is - yes,
you guessed right - the Winged Hussar (Husaria). This unit is
beautiful and very strong alike. In fact it is the only heavy
cavalry that matches with the speed of Cossacks. That means Poland
may rule the map and you can steer up your enemies like a fox in the
chicken stable - at least for a while.
But first you have to
survive while producing a decent number of Husaria, because
everything else Poland has to offer in the 17th century is rather
poor. Polish pikemen are fast to produce but the weakest in the game
and musketeers need longer to get ready for action than the Spanish
(you know what that means). However, starting attacks with Husaria
is good fun and forces even better players to be much more defensive
to keep those devils out of town.
But after all you certainly
cannot win with Husaria only. You would rather have to use them to
protect your weaker units and artillery. Important as well is a
quick change into the 18th century.
Austria - the generalist
nation
This nation's
main disadvantage is - donīt laugh - the huge size of buildings.
They are much larger than all others. The way you place your
buildings is very important. Especially later in the game, when you
need space for dwellings to surmount the population limit. Austria
needs a lot of space and those large buil- dings make the overview
and control more difficult.
However, Austria has many interesting
units to offer in both centuries. First you have those underestima-
ted Roundshiers. They are not as strong as pikemen but very quick to
produce. Use them for early rushes or even better to fight enemies
off. Later on, they are very useful to stand in first line when
attacking cannon positions or to protect musketeers.
Due to
their armor, Austrias 17th century musketeers are one of the
strongest, along with the well-known Spanish. The Croat is the
fastest cavalry unit of the 17th century, apart from the stronger
Winged Hussar and the weaker Cossack. In the 18th century, Austria
has strong grenadiers and a good elite sniper - the Pandur.
Saxony - the longest way to
power
Saxony is
rather difficult to play as this nation becomes a decisive power
only very late in the 18th century. But then, you will get hold of
the expensive but powerful and elegant Saxonian grenadier and the
strongest rifleman in the game, the Saxonian musketeer. Though, this
luxury unit takes ages to produce. Another interesting unit is the
Saxonian Guard cavalry. These riders are already available in the
17th century, but evolve to real power in the 18th century after
spending a fortune on costly upgrades. However, it pays off as you
do not have to switch to cuirassiers. Well, if you get to this
advanced situ- ation unharmed and managed to create a very
prosperous economy with enough gold on your account, then a Saxonian
army is hard to beat.
France - the cavalry
nation
In the 17th
century France is not much different to play as other Western
nations. Except for the Royal Musketeer. Being awfully strong, he
can kill a rider with a single shot, but he has a very poor firerate
and a very long production time. However, in some cases he is very
useful.
When playing France, the real fun starts with the French
dragoon, after you have clicked the 18th century button. Fast to
produce and strong (think of the mercenary dragoon). Combined with
heavy and light cavalry the French dragoon is a deadly and agile
force and a real threat on the 18th century battlefield.
Additionally, you may use the Chasseur who is comparable to the
Austrian Pandur. Another great treat: France has the smallest
buildings (see Austria).
England (Great Britain) - the
solid nation
If you donīt
like any mambo jumbo hassle with exotic units and strategies, go for
good old England. For extra fun and power you will hear the bagpipes
and get the Highlander in the 18th century. The men in tartan are
the most quickly to produce elite force in the 18th century (except
Saxonian grenadiers and Swedish pikemen), they are sturdy and cost
no money (I wonder why). Although the musketeers are usually the
main infantry force of the 18th century, a smart line-up of
Highlanders can make the difference between victory and defeat.
Sweden - pikemen
glory
Two unique
units here. The first one is the Swedish rider. This heavy cavalry
unit is a bit similar to the Saxonian rider but weaker and slower to
produce. The other one is the Swedish 18th century pikeman. Strong
and in no time to produce, offers this interesting unit some unique
strategical und tactical possibilities. But youīll need two 18th
century barracks to get full advantage of these elite
pikemen.
Portugal - ruling the
sea
Finally something
for sea aficionados. Portugals unique unit is the shipyard, which is
in fact a powerful cannontower at the same time. Spread them all
over the coastline and everyhing what gets too close will feel pain.
This great feature gives Portugal an major advantage on
sea-maps.
Piemonte - praise the
padres
You should
not underestimate the extra stamina, priests can bring to your army,
especially earlier in the game. But keeping priests close in line
with the troops is not an easy task in the heat of the battle.
However, Piemontes unique unit, the Padre, has the strongest
healing-power in the game. Give it a try and use holy men in higher
numbers.
Prussia and Venice - at least
nice buildings
Both nations are
unique in Cossacks EW. Because both have no unique units at all.
Take the first sentence from the Engand description and let us wait
for the Add-on, then Venice will get a unique warship and Prussia a
unique light cavalry unit.