Ok I feel like I have enough good games of We The People to comment now. I like to troll BGG look for some pointers when I'm about to try a more complex game like WTP so I thought I'd provide some comments and ideas, since no one has added any strategy pointers. I'm also trying to get an avatar so I thought I'd really try and add something useful.
1. Remember this is an area control game and that the number of colonies determines the winners if a sudden death condition is not obtained
2. Remember Delaware and Rhode Island are one space colonies. If you are the British that's 2 of your 6 needed to win-plus you get a bonus for fighting in port spaces.
3. Don't let size intimidate you (no puns please). Don't spend a year fighting for New York, when one battle will get you Delaware and New Jersey.
4. In battle, try and win with double envelopment. Adding a casualty can be quite handy.
5. Know when to move on. For some reason I forget to just accept losing a colony and spend OPs more wisely to regain other ones. Events may change and it may be easier to regain that colony in a later year.
1B.You win if you capture Washington so stay close and attack him. With the combat system you may just take him out on the first round.
If your opponent is using cards to run Washington he's not using them to place PCs etc.
2B. At the end of the round keep some good ops cards. Even if Washington runs he may not have any ops and you can play two cards to force march inland and fight him.
3B. Per general comments above, keep New England and the numerous small colonies.
4. Don't forget about Canadian ports for reinforcements if all others are blocked. Remember you don't get militia bonus for Canada too. Oh and Canada counts for the Americans, so it’s an easy 3 space colony, don't let them have it.
5B. Keep Americans busy on multiple fronts if you can keep control of New England.
6B. If I have port rules and stand-alone SP rules right, don't be afraid to leave a SP or 2 on key ports. Because of the militia and port bonus it may take a big force to dislodge one SP.
7B. Generally you need to be aggressive. Your higher battle ratings and port bonuses usually give you the edge, use it. Don't forget certain cards can take away British SP right before you need them.
8B. Don't forget retreat routes. An easy way to lose crucial reinforcements. Remember Americans have to use good cards to bring in large forces-make them burn the 3 for troopers.
9B. Disband Congress.....a lot! It can be easy to do, and take American OPs to protect it. It quickly helps neutralize their flagging advantage. I've seen many British ignore this tactic.
10B. Be lucky. Losing some crucial battles, and getting all 1 OP cards can be devastating. My experience is that it evens out over the game.
1A. Get your generals out early. Even one SP and a general is useful with 1 OP cards. Your general can flip place PC markers alone, so use your advantage.
2A. Save an OP card for last phase in case the British player is clever and marches on Washington.
3A. Keep Washington out of harms way. Reinforce him with 6 or more SP away from a port if possible. Always make sure the British can't surprise him.
4A. Generally don't fight a military war with the British. Even though those little markers have guns, its not a military game: it's a campaign game to control colonies. Make them use 3 OP cards to come attack you. With the battle and retreat system you may lose one guy and have to retreat one space, the British player had to use a 3OP card.
5A. Use roadblocks. A general and a SP or 2 can slow down Brits from reaching Congress or crucial colonies.
6A. Block British PC marker spread right away. Make them fight/move to flip your flags.
7A. Also, flag port cities straight away, deny the British places to land.
8A. Run the British out of the South right away if allowed. That's 3-4 colonies firmly in your hands and one less front to contest.
9A. HAVE FUN! Bad hands can end the game a little early and the game can tend toward the American player but it's not in the bag by any means. Two bad years for the Americans and the British can be right back in it!
Please feel free to add to this.
Always go into a battle with a card or more advantage regardless of situation. ie 4 v 3 etc.... Last game I played we both hard 8 cards all the same and I only won by not taking up my option to counterattack. The roll of attacker changed 4 times.
Nice strategy guide. Thanks!
Yes - I noticed this in comparison to Hannibal, which I think is a better game partly for this reason.
The quality of the generals in We the People is poor and the forces they lead tend to be small. The attacker thus has a large advantage, as it is improbable that the defender can ever turn a battle: first, the attacker is playing those battle cards which are to his advantage; second, this fact combined with the small number of battle cards means the defender will have few (and sometimes no) chances to turn the battle before he fails to match; third, the odds of a successful roll are low.
Hannibal isn't like this - Hannibal "feels right" from this standpoint, while We the People "feels stilted." In Hannibal, generals are better, forces are larger allowing more battle cards to be played, and the defender's chances of turning a battle are frequently large enough to worry an attacker. Battles between two top generals often see multiple turns.
One possibile solution is to impose a -1 (so, favorable) modifier on all battle turn die rolls for both players - and/or doubling the number of battle cards both players get - but these are house rules and change the game.
I don't think it feels wrong or stilted, just very, very different...
Thanks for posting these tips. Have only played the game once, but I think many of these match my own "Aha!" moments during the game. For example, it soon became clear that chasing away the Congress was a good move for the Brits if at all practical.