Campaign Strategy

This section is for strategies to employ on the campaign map in order to grow your empire, protect yourself from attack, make strategically important gains and eventually conquer the world.


General Strategy

Articles in this section are about campaign strategy in general, the principles of warfare and diplomacy.

This is a rough guide to my Campaign doctrine (re-written from the RTW version of this article), detailing how I come up with a long-term strategy for any given scenario. The guide is intended to explain the basis to my version of successful strategic thought on the Campaign Map and both experienced players and newcomers to Total War games who have problems understanding how to think strategically can use this method of thinking to come up with unique strategies for unique situations and adapt the strategy they are planning to new situations that crop up. This guide should be applicable to any faction in any version of M2TW with or without Kingdoms (when it comes out), as it is a general guide to strategy rather than a detailed look at the specific strengths and weaknesses of a particular faction.

Back to Top.


Faction Overviews

Articles in this section are detailed overviews of the factions in the game, exploring the initial position on the map, the buildings and units available and the strategic options available.

England has an enviable starting position in that it can very easily have 7 secure & safe provinces very early in the game with a "beachhead" province in Caen. Common sense alone dictates that eradicating the Scots is the key to the opening moves.

Back to Top.


Step-by-step Guides

Articles in this section are build orders and move orders for the opening turns of the campaign in order to achieve a specific starting position.

This is the first in what I intend to be a series of opening moves guides for several factions in Medieval II: Total War. This first guide deals with the potential powerhouse of Milan, and details how you can best take advantage of nearby settlements to defend your realm without over-expanding yourself.

Back to Top.


Agents and their Uses

Articles in this section are about how to get the best out of your agents to make life as easy as possible for your armies.

Religion- a pleasing distraction from the intense battles of M2TW, with enough depth and intricacy to have you wanting to explore it. To control it. While it won't actually make you control 45-odd territories and a certain city, it will certainly help- priests keep religious unrest in line, Cathedrals grant a growth bonus, crusades enable your armies to rampage through the old world at top speed, while the Pope stops any Catholics from attacking. A distraction it may be, but it's one that can be very useful in the right hands.

In my last article, I covered the workings of religion. Now we must leave the Cathedral and walk down the road to a building of lesser repute but of equal importance and usefulness- the Brothel, where our slippery friend the spy can be found. Let us brave the... odd sounds and moaning and dive into the world of subterfuge, and meet our friend the Spy.

Last time around, I introduced the spy. Now leaving the shady building he lives in, we must go slightly more up-market - a nice inn perhaps. For here is another useful man to be used in our quest for domination - the assassin. Buy him a drink, and he shall be happy to discuss business over a pint. Watch your back, though - there are all sorts of shady types here...

Back to Top.