| Playing
Holland in Soldier Kings
By Doug McNair
February 2006
Having dealt with the
largest land-based power in my last Soldier
Kings article, I now proceed to a
major power whose claim to any land mass is
tenous, but who nevertheless has an excellent
shot at victory if she can get other powers
to do the heavy lifting.
Holland: We Come to Serve
(ourselves, when you’re not looking. . .)
At game start, Holland’s #1 priority
is obvious: Don’t get pushed into
the sea! She has only one home territory
on the European map, and if she loses that
she can’t build more armies or fleets
(her overseas territories notwithstanding),
so she’s doomed. The Dutch homeland
is also a plum conquest, since it’s
worth 4 VP (and 4 Resources per winter turn)
to the conqueror. So at first glance, it would
seem Holland isn’t long for this world.
But this is not the case. In fact, from
the perspective of at least three other major
powers, Holland is worth much more alive than
dead. If the Dutch player can make this clear
at game start, Holland can become the facilitator
of world conquest to the rich and powerful.
Once established in this position, Holland
can act like a remora fish, following in her
client’s wake and gobbling up the scraps
which don’t rate their attention.
Alternatively, she can watch the global movements
of enemy powers and wait for them to leave
rich targets unguarded, then send a fleet
and army off to “Hit 'em where they
ain't.” She can thus bide her time,
serving others while racking up minor conquests,
and then pounce on a rich unguarded territory
on a fall turn and pass her 10 VP automatic
victory threshold to win the game.

Once upon a time . . . the height
of Dutch naval power, 1666.
Major Power Alliances
Despite her small stature, Holland has some
key capabilities which other major powers
lack. She needs to offer her services to these
major powers at game start to solidify the
alliances she needs to survive, and to set
the wheels of victory in motion. The major
powers which are Holland’s best client
prospects are:
Britain
Britain has Holland covered by land and by
sea, and could blockade and invade her homeland
with no trouble. Taking out Holland early
would leave rich overseas Dutch possessions
open to British conquest later — but
the Curse of Empire makes this a foolish strategy
for Britain. Even a brief initial Dutch campaign
would commit Britain’s scarce armies
to the Continent, leaving Britain’s
colonies vulnerable to French and Spanish
conquest. The 4 VPs Holland would net Britain
are easily offset and exceeded by one or two
enemy conquests in the Caribbean or India.
And on average, the Dutch colonies are of
lesser value than the French and Spanish,
so Britain would have to spend more time and
effort for less payback to conquer the Dutch
East Indies than say, the Sugar Islands.
So Britain must spread her fleets and armies
around the world to protect her rich overseas
possessions and bring in the resources from
them every winter turn, while taking more
rich colonies from France and Spain to make
progress toward her 20 VP victory threshold.
She must also earmark much of her huge monetary
reserves for the building of new fleets and
armies and repairing and maintaining existing
ones. If she falls short on production, repair
and maintenance goals, one of her global areas
of influence could be stripped of British
protection and fall to French and Spanish
plunder.
This is where Holland can help Britain the
most. Holland starts the game with two fleets
and two armies, and can build three more fleets
plus another army. Holland has all the money
she needs to accomplish this, so she doesn’t
need to go begging to Britain for funds. She
can simply offer to support Britain in India,
combining Dutch forces with one or two British
units there to eject the French from the Subcontinent.
Holland can offer Britain the richer French
territory of South Carnatic, asking only for
Chandranagore in exchange for her services.
Once the French are out of India, Holland
can propose that the British and Dutch refocus
on the Carribbean, leaving India under Dutch
protection, with a Dutch fleet stationed at
India to bring both British and Dutch resources
home during winter turns.
There is no reason for Britain to refuse
this arrangement, or for Holland to break
it by attacking British territory there after
Britain leaves. The pickings are much richer
in the Caribbean, and concentrating her forces
there makes Britain much stronger against
the French and Spanish. Leaving a British
fleet in India would just waste its combat
potential, while leaving a Dutch fleet there
lets Britain continue to collect India’s
resources every year.
Similarly, Holland can keep a fleet in Britain
for transport duty, boarding newly-built British
armies and ferrying them to hotspots around
the world. This frees up another British fleet
for combat duty against the French and Spanish.
For the Dutch, this is a perfect arrangement,
because Holland has to station fleets in India
and the Spice Islands anyway to collect the
resources there. It will also force France
and Spain to abandon the Pacific and Indian
oceans to protect their more valuable possessions
in the Caribbean. This will allow one or two
Dutch armies to take their time and gobble
up the Philippines and undefended neutral
territories in India and the Spice Islands.
And if Britain, France and Spain get tied
up fighting each other halfway around the
world, there are enough neutral and Spanish
VPs in India and the Spice Islands to win
Holland the game while nobody’s looking.
|

Can you make the Prince of Orange a
king?
|
Prussia
France is Holland’s biggest enemy on
the Continent, and with Ile de France only
two land areas away from Holland she’s
an immediate threat as well. Holland needs
powerful armies to defend her homeland, but
has only two weak armies herself at game start
and must send one of them to India. She must
find a way to get other major power armies
to defend her.
Prussia is an excellent prospect. Prussia
has the most powerful armies in the game,
but no money to pay them or finance their
campaigns. She needs lots of resources fast,
because she has to conquer Austria quickly
to get within striking distance of the rich
south European territories she needs to win,
before Russia can build enough armies to threaten
her from the east.
Holland has plenty of resources to tempt
Prussia, and she also has a direct front on
the Austrian Netherlands. The Dutch player
can offer Prussia an alliance, with free passage
through Holland (either via Hanover if Prussia
is allied with Britain, or by sea on a Dutch
fleet from the port at East Prussia if not)
to the Austrian Netherlands. If Prussia conquers
the Austrian Netherlands, she gets 4 VP immediately
and four badly needed resources every winter
turn thereafter.
This also gives Prussia a northern front
on France, who will likely be Austria’s
ally and financier. A direct threat from Prussia
will require France to spend her Resources
on armies to protect her homeland, thereby
weakening Austria by diverting funds from
her defense. This also leaves Holland free
of foreign troops, and creates a solid buffer
to the south. Holland can then use offers
of Resources to encourage Prussia to attack
France from the north, further tying down
France’s armies at home, keeping Holland’s
ally Britain happy, and freeing Dutch overseas
conquests from French interference.
Russia
The other cash-strapped major power that
is in a position to help Holland is Russia.
Russia is even more destitute than Prussia,
and is surrounded by nothing but resource-poor
territories. But she has strong armies, and
can build plenty more if given the cash.
If Holland has trouble getting Prussia to
sign on, she should offer Russia an alliance
and invite her to station armies in Holland
in exchange for cash up front and more where
that came from. A quick Russian boat ride
from St. Petersburg gives Holland instant
protection, and gives Russia a front on the
Austrian Netherlands or a second front on
Prussia (Russia’s choice, if Britain
permits passage through Hanover).
This arrangement is less advantageous to
Holland than a Prussian alliance. Russia has
less incentive than Prussia to attack the
far-flung Austrian Netherlands and form a
Dutch buffer against France. Also Russia is
a less-reliable ally than Prussia, since Prussia
will almost certainly be allied with Britain
as well, and who’d want to break up
such a rich and powerful family. . . .
So if Prussia is being stubborn, Holland may
want to make public overtures to Russia to
put fear of a Western Front into Prussia.
Then when the Dutch ambassador returns to
Berlin, Prussia may well be more eager to
sign a treaty.
Minor County Alliances
Holland’s needs allied armies for homeland
security, but given the dieroll penalties
she gets on the Minor Country Alliance table,
she seems to have ticked-off many minor countries
in past business dealings. Her nearest prospects,
Denmark and Sweden, are neutral or negative
toward her. The only prospect with a positive
opinion of Holland is Bavaria, which is landlocked
and too far away to be of much use. So, if
Holland wants to use minor countries to beef
up her forces, she’ll have to spend
Resources on alliance dierolls to counterbalance
bad feelings and bribes from other Major Powers.
That’s money which she can put to better
use by buying off Major Power allies. So,
Holland may want to invest less time and treasure
in minor country allies than in major power
allies.
Continental Strategy
Holland’s continental strategy must
be defensive. She has no business conquering
anything on the continent except to create
buffer zones between her homeland and enemies.
Unfortunately her armies are weak, so she’s
better off inviting major power allies to
do the conquering for her. She can pay for
the conquests, and as long as she can keep
her allies’ armies between her and enemies,
plus a Dutch fleet blockading Holland to keep
out amphibious invaders, she should be safe.
|

The
Dutch fight better at sea.
|
Overseas Strategy
A Dutch victory will happen on the overseas map, if anywhere.
Holland’s job is to support Britain,
protecting backwaters like India, ferrying
British troops where needed, and adding fleet
and army strength to British invasions of
French and Spanish territories. But Britain
needs 20 VP to win and will certainly have
some of her gains offset by French and Spanish
conquests of British territory.
Holland, on the other hand, needs only 10
VP to win, and can grab unguarded territories
from France, Spain and neutral areas while
her ally Britain keeps all comers too busy
to invade the Dutch East Indies. Holland can
invade the Philippines with ease from her
power base in the Spice Islands, and can then
ferry a Dutch army across the Pacific to hit
Guatemala from the west cost of the Americas.
She can then march overland to Mexico and
New Granada. Those four conquests would give
Holland 10 VPs and the game.
Alternatively, while guarding India for Britain
the Dutch can conquer up to 5 VP worth of
neutral territory there, and at the same time
they can send a fleet and army to Africa.
French Senegal and the neutral Gold Coast
and Mali offer the Dutch another 7 VP. Any
combination of territories from India and
Africa can get Holland 10 VP and the game
with little or no military opposition. She
just needs to keep her allies happy and pointed
the other way long enough so that she can
make a big conquest on a Fall turn and win
before her allies turn on her.
Event Card Strategy
Mercenary cards are of primary importance to Holland, and
the Dutch player should be ready and willing
to buy them from other players. If he gets
“Holy Roman Empire Mercenaries”
the Dutch player should spend the full 9 Resources,
place armies in Hesse, Swabia and Wurttemburg,
and move at least one of them through British
Hanover to Holland ASAP. They can all pile
into Holland or take up positions in neighboring
territories, possibly conquering them for
a few VPs but mainly protecting the homeland.
“Swiss Mercenaries” should be
put to similar use, although Switzerland’s
threatening position next to the heart of
France makes the Swiss more useful as a way
to draw the French southward away from Holland.
Finally, “Sepoys” is a card which
the Dutch must have, as it gives them mercenaries
in India who can support the Dutch armies
there and speed Holland’s conquest of
the subcontinent.
The other priority for the Dutch player
is to trade for or purchase cards which could
wreak havoc on Dutch plans if played against
Holland by enemies. Such cards include “Spanish
Provincial Armies,” “Pirates,”
“East India Company Troops,” “Monsoon,”
“Indian Revolt,” “South
Pacific Revolt,” “Caught at Anchor”
and “Scurvy.”
Conclusion
So overall, Holland has an excellent shot
at victory if she can make herself as useful
as possible to major powers who can protect
her from France and Spain. Holland needs to
be generous with her money and provide excellent
client service to keep her allies happy. She
must act defensively on the Continent, building
up buffers against French aggression, while
flying under the radar overseas and picking
up VPs in backwaters the big guys don’t
care about.
Then, when she’s in striking distance
of victory, she should make a bold move on
a fall turn to take a valuable overseas territory
and win the game before her allies can turn
on her. |