Ok, here’s my take on GB played on H/H.
You start off with 6 regions, 3 in each of the Americas and Europe.
Europe - England
Scotland
Ireland
Americas - Jamaica
Bahamas
Rupert’s Land
2 armies in England and Ireland and 4 fleets in the Irish Sea, English Channel, Caribbean and East Atlantic.
First things first, move Newton into your school at Cambridge and start your research, I went for the college upgrade first but pretty soon you’ll be wanting to research farms to allow your villages to grow. After that just aim to complement your play style, I like to turtle so spread out my research across the different areas instead of focusing on one. If you like to win the game in 20 turns you’ll be wanting the military tech tree, but this approach isn’t for me.
Next you’ll be wanting to establish long and short term goals I went for integrating the 13 colonies and establishing a foothold in India respectively. The foothold in India I wanted within 10 turns and integrating the 13 colonies within 25, I know, a generous timescale but I like to take my time. As well as these two goals I also aimed to keep a hold of all my existing provinces and try to stay out of large wars, especially in Europe.
First steps.
So I’ve got my research started and my goals established. First thing was build a couple of Indiamen in the Americas and 1 in England to send of to the trading theatres asap. I also trained up 3 units of LI in England and 2 in Jamaica. I moved my general and my unit of pikemen into Ireland to help keep the peace and upgraded the happiness building (?) in Scotland and the farm in Rupert’s Land to help Fort Rupert grow. The unit of militia and Yeomen left in Ireland I moved down to England to form part of my expedition to India.
As for diplomacy, choose your allies carefully as Europe will soon be embroiled in some major land wars, especially between Austria and Prussia and another between Sweden and Denmark. I chose to go with Austria and Denmark to keep Russia off my back and allow the opportunity to raid Sweden’s trade routes and fleets. I also allied with some of the smaller nations and the Maharata in India.
As for my Regions, England is your big money earner and has a port in Portsmouth that can produce 4th raters straight away although you might be a bit short on cash to begin with. Jamaica is the only place in the Americas where you can produce LI and you’re going to need them against the Cherokee’s. Rupert’s Land is only 5 or 6 turns away from developing Fort Rupert which can either be used for income, priests or research but is going to be getting some loving from the Huron Confederacy pretty soon so you’re going to need some troops there.
I also rearranged my 4 fleets a bit, the ones near the home countries I kept as 2 but changed some ships around allocating most of my brigs and sloops, and admiral and a 6th rate for my expedition to India, the rest remained to protect Britain. In the Americas I merged both fleets and attacked the pirate fleet NE of Jamaica, make sure you play the battle right through to a Decisive Victory continuing the battle if necessary to allow you to capture any ships that are left. I lost 2 sloops and captured all 3 ships and that Fluyt is very handy at this stage.
At the end of this turn you’ll get the mission to capture Georgia, Cherokee Nation and New France so that the 13 colonies will join you, they are already a Protectorate. You’ll also get a few wars starting in Europe and maybe the Iroquois declaring against the colonies. I sent my damaged Americas fleet back to Jamaica for repairs and trained another 2 LI there ready for invading the mainland. I also started upgrading my trade buildings trained more LI and 1 cavalry unit in London.
The next turn is where it gets interesting. Your Indiamen are ready so send them off to Brazil and the Ivory coast to establish trading routes and load up you army from England onto your India fleet and send them on their way. Also embark the troops in Jamaica onto your Sloops and Brigs and send off to the Bahamas to pick up more men and then onto Georgia, I kept the rest of my ships in another fleet to escort my Indiamen past the pirate islands, and I needed them as well.
So you’re only 3 turns in and you’ve got 2 expeditionary forces on their way, one landing this turn, had a naval engagement with pirates and had to decide where you stand on European politics, this turn you’re going to have to land you army on mainland America, I chose to land in the 13 Colonies region next to Georgia so that I can declare war and take Georgia in the same turn. Your Indiamen and India fleet will take a few turns to arrive so you can concentrate on the Americas for the present, start aiming Rupert’s Land to building up your military and send the army you landed to take Georgia, if you’re lucky the Cherokee’s will have taken Florida from Spain allowing you to grab this as well without disrupting world politics. If you’re unlucky the Iroquois will have dec’d the 13 colonies and you may need to help them out to preserve your future empire.
From this point on you will be focusing on India and the Americas while developing your home countries and building up your forces, if you’re more brutal than me you may venture into European land wars or naval encounters but I had enough with India and the Americas to keep me happy, not to mention keeping a handle on pirate raids, I didn’t want to wipe them out as they are a good source of naval combat and prize ships if you can manage it.
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