| Map 1This map centers around the central city of Auxerre. This 3 point production center 
should be the ultimate aim of any attack and the focus of defense.
 AttackAn excellent strategy from the north is to prepare a feint attack on Donzy while 
capturing the town of Contres. At the same time plan a larger attack on Nexon 
with the town of Tanny as the eventual objective. If the opponent has fortified 
Nexon with a large force, occupy at least one of the two hexes illustrated with 
the arrows to limit the defenders ability to reinforce. Then attack Nexon 
with air/naval units to wear it down -- after two turns it should be weakened 
to the point where a direct assault will succeed. Focus on Tanny and guard your 
supply. When everything is in place, disregard Donzy and attack Auxerre from as 
many sides as possible.
 From the south, the key feature is the large mountain range that dominates 
the center of your approach. Although Mezin is isolated and appears to be a rather 
easy target, this isolation also makes it a very poor base of operations once 
captured. Lorne is in a similar position. It is probably better to attack Varbourg 
directly given its exposed position. Next capture the town of Montargon, place 
one or more units in the mountains and as above, press an attack on Auxerre from 
several directions. DefenseIf an attacker from the north controls Nexon and Reolen, he will be very hampered 
if you hold one or both of the road hexes to the southeast as shown in the arrow. 
This will threaten his supply lines and also limit movement. Donzy is rather well 
protected from attack from the north by the bridge and limited land approaches. 
Also, dont forget your ability to put a battleship into Contres at the start 
or later in the game by moving it from Auxerre. The port makes this town a key 
strongpoint.
 Map 2The central island with the large production cities of Barcastle and Newpool are 
the focus of this map. Note that their isolation from the other cities presents 
both a benefit and a hindrance.
 AttackWhether from the north or the south, the first target should be the isolated production 
cities of Clayton or Hope. Your opponent is likely to anticipate this and defend 
well. The attacker has the advantage of being able to use the road network that 
connects to your map to support an ongoing campaign.
 Other than the small amount of production from the city itself, the defenders 
re-supply must come from across the sea into one of the three ports. These ports 
are especially vulnerable to blockade.  Garby and Winsea each occupy islands that have a good deal of strategic importance 
but which are difficult to defend. First establish a presence on one of these 
islands so that air and ground units can be brought in. Dont forget the 
ability of Marines to establish a beachhead and bring in ground units. In any 
case, occupying one or more of the other islands is a good intermediate step until 
an assault on the central island from several directions becomes a possibility. 
 DefenseA key thing to remember when defending this map is to use the advantages of the 
sea. Dont leave any port that is within striking distance unguarded, even 
for one turn. Once the attacker has a foothold, it will be very difficult to dislodge 
him. Another key is to use the illustrated choke-points to their best advantage. 
A few carefully placed units in these areas limits the attackers opportunities. 
Lastly, supply considerations are paramount on this map. Merely cutting a highway 
or blockading a port can have disastrous effects to an attacking force and should 
be one of the first strategies to consider when defending.
 Map 3The large inlet of the Lowenmeer offers several points of attack from the north. 
However, the rough terrain can be used by a defender to great advantage.
 AttackAny attack from the North should focus on Zeven as its first objective. Rugenhaven 
offers limited opportunities for access, while Zeven has two easy land approaches 
as well as the sea. Control of the Lowenmeer inlet will be crucial. An attacker 
may want to secure more than one port in this inlet to keep the supply line secure. 
In addition, capturing the port of Saal will allow an attack on Zeven from three 
directions. However, once Zeven is captured, the prospects for continued attacks 
dwindle. One possibility (provided Saal is also captured) is to isolate Fussen 
and wear it down with repeated attacks until it is weak enough to capture. Another 
would be to strike east from Zeven to Rugenhaven. In both cases, an attacker will 
have to guard his supply lines from counter-attack out of Landstat.
 In an attack from the South the city of Bork is an obvious first target. But 
dont disregard Fussen. While situated behind forest and river hexes, it 
is also relatively easy to isolate from the rest of the cities on this map which 
is a weakness that can be exploited. With the capture of the town of Hoym, a player 
can cut the supply to Fussen, leaving it dependent on its own production to replace 
any combat losses. DefenseA weakness on this map is that all the ports are isolated from each other, making 
a sustained naval defense very difficult. This is especially important if your 
opponents map offers several different ports from which to attack. He will 
be able to build a much larger navy in a shorter period of time. Lastly, the isthmus 
near Saal as illustrated with the arrow often proves to be a key point. It offers 
a lightly defended highway into the other half of the map. Placing "speedbumps" 
may be the best way to defend the area.
 Map 4A peninsula with difficult terrain surrounded by three islands invites a seaborne 
attack on the flanks.
 AttackAn attacker on this map has two options  attack the peninsula or go to one 
or more flanks. An attack on the peninsula from the North should probably focus 
on Zargora. Given the terrain, an attack on Peta will be very difficult to maintain 
for more than one turn. However, the attack can be supported with naval "speedbumps" 
in the Strait of Pirgos that will limit naval reinforcements. This tactic can 
also be deployed in the Strait of Atra to limit reinforcements to battles on the 
East as illustrated by the arrows.
 An attack on the flank will require a great deal of planning. The island of 
Andissa poses a problem because there are not any towns to capture to support 
taking the city. An attacker will either need to establish one or more beachheads 
or assault the town directly. In either case, expect many casualties. The island 
to the West, with the city of Lindai, is a little different in that there are 
two towns available to serve intermediate steps. However, they are linked only 
by a coastal road that is susceptible to blockade.  An attack from the South should target Naxos and Kato. Once taken, the task 
of going further will be daunting. Airborne and marine units are likely to see 
a great deal of action. DefensePlayers cannot afford to focus defenses on the main peninsula at the expense of 
the other three islands. As usual, do not leave any port unguarded. Use the straits 
of Pirgos and Atra to your advantage by placing units there before an attacker 
has the opportunity. Lastly, consider abandoning a battle on one of the three 
islands if it is evident that it will be a lost cause. This will allow you to 
concentrate your resources on your remaining territories. These islands do not 
make very good bases from which to continue an attack and losing one does not 
spell disaster.
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