Waterloo strategy

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E01193
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Waterloo strategy

Post by E01193 »

I'm in a 6 player Waterloo game. I've never played this board before and it seems very complicated. What is the best strategy for this board? Note: Standard, Flat Rate, FOW=No
Humanist
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Post by Humanist »

That's a good question! I've recently joined a few and I'm not doing too well so far.

It seems that whenever you get a bonus, somebody uses artillery to break it. So I would suggest that control of the artillery is key on this map. You can also make very effective co-ordinated attacks using artillery, cavalry and regular infantry (although I have yet to put this into practice personally!).

Anyone else make some suggestions?
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Post by suggs »

Its a bugger.
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Post by comic boy »

Hide behind Sharpe and wait for the Prussians :lol:
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Post by BaldAdonis »

Humanist wrote:It seems that whenever you get a bonus, somebody uses artillery to break it. So I would suggest that control of the artillery is key on this map. ........
Anyone else make some suggestions?

Pick up a bonus that artillery can't break, either v. Blucher, or villages. That's how the bonuses are going in our game.

My suggestion: don't play 6 player games. Stick to 1v1. It's a brilliant map for a 2 player game.
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Post by Gozar »

Come test all your Waterloo strategies in my Waterloo tournament:

http://www.conquerclub.com/forum/viewtopic.php?t=44845

/shameless promotion
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vrex
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Post by vrex »

true, the one and only time ive played on it (6 people by the way) i noticed artillery can hit most anything save bucher or villiages...going for those is a good idea, but in case you just want to be a bastard control the artillery lol...preferably all on one side of the map...of course this means your troops are divided as there is artillery on the top and bottom of both the left and right sides...but if you can pull it off you can grab up anything in between without worrying about bombardment; whilst at the same time bombarding anything on your side of the map you don't like :lol: ...not that i won my game that way mind you :P ...
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Post by AAFitz »

the most important strategy is to avoid benjikat is dead........... or you will follow
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Post by morganzer »

i have won a couple four player games by working solely on the left side of the map, i also find that controlling the flags is not difficult because people dont notice your bonus til its too late- hopefully they dont have ajax bob- a cheaters tool!
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Post by JesusReigns »

lol AAFitz I'm 2-2 vs. Benjikat Is Dead : )
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Post by cairnswk »

From the mapmaker.....Waterloo in real life was a bitch of a battle!

Using the artillery and cavalry is an very effective attack method.
Control of the artillery is even more critical.
Some people comment on gaining the upper hand on the left of the map, no so....i have found most people who go after the left side of the map wind up not winning.
Hint....Use your Napoleon and Wellington bonuses, v. Blucher and Chasse (even though Chasse can be bombarded).
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Waterloo

Post by sailorc »

Does anyone have any good Waterloo strategies? I like the map, and I've played a few games, but I'm struggling. If someone could me a strategy for standard and team games, that'd be great. :)
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Re: Waterloo

Post by 72o »

I'm playing my first game on it, and I think it sucks. I have all of the farms except the one by Napoleon, but I can't attack that one unless I take Napoleon, even though I border it.

I think the key is to hold as many artilleries as possible, and fully understand the attack routes (obviously i don't). Of course, I didn't sleep at a Holiday Inn Express last night, so I'm probably wrong.
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Re: Waterloo

Post by iancanton »

72o wrote:I think the key is to hold as many artilleries as possible, and fully understand the attack routes (obviously i don't).

not only can artillery damage ur opponent a lot, but it enables u to see ur opponent in fog games. u must remember that u can't fort from artillery though!

72o wrote:I didn't sleep at a Holiday Inn Express last night

hope u enjoyed ur free breakfast and increased ur points!

ian. :)
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Re: Waterloo

Post by sailorc »

Is it worth taking Napoleon or Wellington? Which bonuses are worth going for? It seems it would be very difficult to hold Picton or Imperial Guard. Are there any bonuses that are easier to hold and still offer a good bonus?
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72o
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Re: Waterloo

Post by 72o »

Wellington and Napoleon seem to be easy to keep if you hold all the opposite color artilleries.

Also, the 3 commanders (same color flags) is an easier bonus , but only if your drop permits you to get there. I think that kind of applies to all the bonuses, the movement is so difficult on this map that you have to really think through where you want to deploy and attack.

As I mentioned I tried to get all the farms, but I can't get to one of them because the only way to attack it is from Napoleon, and my teammate has a huge stack there and won't give it up.
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cairnswk
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Re: Waterloo

Post by cairnswk »

72o wrote:...
As I mentioned I tried to get all the farms, but I can't get to one of them because the only way to attack it is from Napoleon, and my teammate has a huge stack there and won't give it up.

Welcome to Battle.... :lol: :lol: :lol: :lol:
It is not an easy map. Sorry guys. It took ages to create.
But oh, the strategy you can get if you work it out properly, as well as having some jolly good fun bombarding the shit out of the other side of the map. :)
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Order of Chaos
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Re: Waterloo

Post by Order of Chaos »

I love this map, though I have yet to win a game on it.

If I can get Napoleon or Wellington early, and there isn't someone one step away with a massive force ready to pounce, I take it. I've never managed to get farms, due to the one by Napoleon being difficult to attack. 2 villages for +4 is a great bonus, but hotly contested. Same with Chasse for +2. Make sure you have the opposing artillery, or you'll usually get pounded for trying to grab it.

So far, the games in which I've done (or am doing) the best are the ones where I *slowly* took a less contested and less noticed grouping. For example Raille, Imperial Guard or Ney (haven't tried that one yet). If you're planning something like that, take out its opposing artillery first, generally by taking control of the associated friendly artillery.

That, at least, is what I'm trying now. It seems to be working better. But well enough, I don't know yet.
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Re: Waterloo

Post by oVo »

This map is by far my favorite map here because it's always a tough and unpredictable battle. Try to be patient, let things develop a bit and pay attention to what gives you the simplest extra bonus armies. Wellington, Napoleon and the commander flags can be good starting points. The artillery can definitely cause a lot of damage and makes it hard to feel secure, but you can't just dump all your deployments on the big guns, since artillery can't fort other territories.

Waterloo can provide some wild play with quick turnarounds of fortune and has a tendency to leave everyone vulnerable for most of game . . . but not always.
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Re: Waterloo

Post by Nola_Lifer »

This map takes a bit of patience and luck. I feel like if you take your time build up your territories and key artillery spots you can view the whole map and jump into an area that seems weak after two or three people have gone after or someone used their artillery to blow the shit out of an area and you just sweep up behind.
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YoursFalsey
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Re: Waterloo

Post by YoursFalsey »

Two other random thoughts-

In a foggy game, the artillery is especially important because of how much of the map it lets you (or your opponent) see.

In an assassin game, the Napoleon and/or Wellington bonuses have served me well, because it's not necessarily worth the effort to dislodge me for someone who is not my target or my hunter...
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Re: Waterloo

Post by hahaha3hahaha »

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