Here I Stand: The Minor Powers

August 23, 2010

In Here I Stand the players command one of the six Major Powers in the game. However, there are also four Minor Powers that play a big part in how the game unfolds. They can be allied to some powers, conquered through war or used as pawns during diplomacy. Below are some of my recommendations of how each Minor Power, and the cards that affect them, can best be used.

Sorry Luther, but you’ll have to sit out this strategy discussion. Also, first up is Hungary/Bohemia which is only relevant to the full 1517 scenario. The discussion of the others powers is pretty relevant regardless the scenario.

Hungary/Bohemia
• Keys (units): Belgrade (1 Regular), Buda (5 Regular) and Prague (1 Regular)
• Spaces: Breslau, Brunn, Pressburg, Agram, Mohacs and Szegedin
• Major Powers: Ottoman and Hapsburgs
• Activation: Diplomatic Marriage and Defeat of Hungary-Bohemia
• Deactivation: None

The Hungarians act as a buffer for the Hapsburgs against the Ottomans. The typical start for the Ottomans sees them sieging Belgrade and then moving to wipe them out in Buda with a fairly easy field battle due to the 5 regulars present. This gives the Ottomans 6VP (2 Keys and War Winner) and starts the war with the Hapsburgs. It also gives the Hapsburgs a key, Prague, due to the new alliance with the Hungarians.

Taking a look at the power cards and board, I think it is in the Ottomans best interest to hold off on the Buda field battle. The Ottomans need 1 key to give them an extra card which they will get with Belgrade. The Hapsburgs need 2 keys. If the Haps take Metz, the Ottomans defeating Hungary gives the Haps their 2nd key and that extra card. The Ottomans are better off holding their cards, building forces and potentially taking out the Knights of St. Johns before giving the Haps a gift.

Unless the Hapsburgs draw Diplomatic Marriage in the 1st (or possibly 2nd) turn, there isn’t much the Hapsburgs can do about the Hungarians. If they are able to activate Hungary right away, it will slow down the Ottoman advance. The Haps can control the 5 regulars in Buda to force an Ottoman siege versus the field battle. The Ottomans will have to spend more time and/or CP than they would like to march West, but it certainly won’t stop the Turkish advance. I would recommend saving that marriage for another minor power…

Venice
• Keys (units): Venice (2 Regulars, 3 Squadrons)
• Spaces: Corfu (Fortress, 1 Regular), Candia (Fortress, 1 Regular)
• Major Powers: French, Papacy, Ottoman and Hapsburgs
• Activation: Venetian Alliance, Diplomatic Marriage and Papal intervention
• Deactivation: Venetian Alliance, Diplomatic Marriage

In my opinion, Diplomatic Marriage, should almost always be used by the Papacy, French and Hapsburgs to activate Venice. The Venetians can be a powerful ally against Ottoman piracy with their 3 squadrons and two fortresses. The Venetian fleet can also help gain naval superiority for assaults on ports. And in winter, moving the regulars in Corfu and Candia in Venice give you a fully defended key.

Since one of the ways to activate Venice is by a Papal intervention, this is often used by the Pope during negotiations. The French or Hapsburgs would be my first choice for a Venetian declaration of war (DOW). These powers may be declaring war on other powers and they may have an extra CP to discard. This way they can get something from out of it. The Pope benefits because he can hang excommunication over their head if they don’t follow through on all the terms of the deal. The Ottomans could be used for a Venetian intervention as well, but the Pope is likely no match for a strong Ottoman force if the deal goes bad. Plus, the Pope can not excommunicate Suleiman.

If the Pope draws Venetian Alliance after Venice is already an ally, they can use this 4 CP card for the event to build up to 6 CP worth of units. I would guess that the card would be used for CP rather than the event in most cases.

Once allied, deactivation is always a possibility but would require the right powers – Ottoman or Pope – to get the right cards. And even then, it may not be worth the CP to do this. This is yet another reason that Venice should be the favored ally for these powers.

Genoa
• Keys (units): Genoa (2 Regulars, 1 Squadron, Andrea Doria)
• Spaces: Bastia
• Major Powers: French, Papacy, Hapsburgs, Ottoman (kind of)
• Activation: Andrea Doria, Diplomatic Marriage
• Deactivation: Andrea Doria, Diplomatic Marriage

The Genoans are a strong ally as well. With Andrea Doria, as the only non-Ottoman naval leader in the game, the other powers in the Mediterranean certainly want to have him on their side. However, Doria can cause problems: If one of the other two powers (able to) plays Andrea Doria for the event, Genoa is deactivated AND reactivated to that power. This swing in units, keys and VP can be dangerous.

For this reason Genoa should be activated near the end of the game. It would be wise to hold the card Andrea Doria as long as possible to activate Genoa. In the tournament scenario this may easier to do than the longer scenarios. If the French or Pope draw Andrea Doria they should highly consider spending the 5 CPs on a war and assault on Genoa than activation. Once Genoa is conquered you won’t have to worry about it switching control with the play of a single event card.

The second part of the Andrea Doria event card will likely never be used. A power would have to activate Genoa earlier in the game, and go to war with the Ottomans, and move Doria into a sea zone with two Ottoman controlled ports. Then when Andrea Doria is played you have the chance to take away up to three piracy VP and draw a card. The power playing the event also draws a card. I can see this event occurring for the Hapsburgs as they would likely already be at war with the Otts and try to position Doria near them to prevent piracy. However, 5 CP can probably be spent else where.

Scotland
• Keys (units): Edinburgh (3 Regulars, 1 Squadron)
• Spaces: Stirling, Glasgow
• Major Powers: French, English
• Activation: Auld Alliance, Diplomatic Marriage, French intervention
• Deactivation: Auld Alliance, Diplomatic Marriage

Scotland will play a part of every game of Here I Stand. Obviously, the English should use Diplomatic Marriage to activate Scotland as an ally if they draw it early. They’ll get a squadron, 3 regulars and save the time and trouble of a war. However, chances are the typical English strategy early in the game will be to kick those pesky Scots off their island.

The French should carefully consider intervening if the English declare war on the Scots. The French could negotiate a deal with the English: France will intervene in an English home card DOW and move the Scottish troops to Glasgow. The French get 3 Scottish regulars come winter and the English should have an easy time taking an empty Edinburgh. The French should look for an alliance on the following turn.

But be wary of the English asking the French to intervene, they may just be looking for a free DOW on France. If a satisfactory deal can’t be struck, the French may just want to let Scotland defend itself. The English may spend more CP than they would like trying to take out 3 units in an assault.

If the French do intervene, England should be sure to take political control of both Glasgow and Stirling. If France and Scotland are allies, the French can use Auld Alliance to bring 3 French regulars onto any Scottish controlled home space not under siege. Used later in the game with an English alliance, these 3 Catholic troops can wreak havoc to the Reformation in England.

Summary
• Don’t be in a rush to knock out the Hungarians.
• Venice should be your number one choice for an ally.
• Activate Genoa towards the end of the game.
• France and England need to discuss Scotland.


Here I Stand Primer: The Ottomans

October 5, 2009

[Note: We’re playing Here I Stand again this weekend with a few new players. Joe requested that I sketch out some possible strategies for each side. As our least experienced player is going to be the Ottomans, I’ll start here and fill in the rest over the coming months.]

When we have new players at the table, it’s customary to offer them the Ottomans or French. While both offer plenty of fun opportunities, they are “rules light” powers because the religious game does not directly affect them. Of the two, however, the Ottomans are more straightforward–perfect for someone who is learning the rules. What follows is some advice for those new Ottoman players who are sitting down to play the 1532/Tournament scenario. (Feel free to refer to this map as you read.)

Setup

You begin play with the second highest victory point (VP) count, 16 to the Hapsburgs’ 18. As the game opens, your land forces are clustered around Istanbul and Buda. However, you are also in control of a powerful but scattered navy. Your time will be split between engaging in piracy, fleet actions, and taking keys.

Three Basic Openings

By spring deploying  troops to Buda, some Ottoman players opt for a swift and decisive victory at Vienna. This will most likely force the Hapsburg player to meet you in the field at Pressburg and/or spend his home card building up a defensive force. However, to ensure victory, you will probably spend your home card to get some extra dice in that field battle. If you win, you have hamstrung the Hapsburg player in the east, allowing you to make a later assault on Prague. If you lose, you have spent a lot of command points (CP) for little/no gain. I consider this your riskiest opening move. There are a lot of possibilities if you win, but if you lose you end up spinning your wheels a bit. This is the “Vienna option.”

Another choice is the “Tunis option.” Spring deploying a token force to Buda will most likely scare off the Hapsburgs. Consider burning a 5 CP card to put fleets into the Aegean Sea and North African Coast on the first impulse (2 CP). Then naval transport a decent-sized army to Tunis, an independent key (3 CP). Taking this key will net you a nice 2 VP without ticking off the Hapsburgs directly. Then you  can build up a fleet of pirates and raid the Hapsburgs, French, or Papacy.

A third choice is the “Venice option.” Through careful wheeling and dealing, go to peace with the Hapsburgs and declare war on Venice (a minor power). You’ll need a powerful navy to blockade Venice, but snatching up that key and threatening Italy might be worth it! Keep in mind that declaring war on Venice will allow the Papacy to intervene (2 CP), thus putting you in the Pope’s bad graces (but who cares, right?).

Negotiation Considerations

Never hesitate to speak with the Protestants and English. They don’t directly threaten you in any way, so you can usually work out some deals. The Protestants are “card hunting” for key Reformation events; if you have these, you may be able to get a random card draw from them or a promise to play “Foul Weather” or “Gout” on your behalf. It’s usually good to talk to the French too; if both of you decide to go after the Hapsburgs at the same time, you can make great gains and keep the Holy Roman juggernaut off balance.

I would also argue that there is a time when making peace with the Hapsburgs is a good idea! This agreement will allow both of you some breathing room to pursue other interests elsewhere (for you, Tunis or Venice…for him, electorates, Calais, Metz, etc.).

Keep Your Eyes Open For…

Because Here I Stand is a card-driven wargame, you obviously can’t prepare for most situations that will come up. However, you can stay on the lookout for opportunities. Tunis, Venice, Vienna are your three key considerations. If you ever see that you’ve got a good shot at taking one, go for it! Later in the scenario, the Hapsburgs may need to draw forces out of Italy to deal with threats elsewhere. If this is the case, feel free to nab Naples. If you can build up a strong pirate fleet, go a’raiding and just pick at whomever you feel needs to be brought down a notch or two. You may even be able to get something in exchange for going after a particular power (“Hey Martin Luther…what would you offer me if I agreed to raiding the Papacy?”).

Final Thoughts

Through careful use of pirates you can leech resources from your enemies. You will be tempted to use your home card in all sorts of situations; gauge carefully where it will do the most damage and let your janissaries do their worst. In short, playing the Ottomans gives you the perfect opportunity to play the “Boogeyman” of Europe during this period; enjoy it!