The Russo-Turkish Wars
The Russo-Turkish Wars uses smaller armies and several capturable objectives: Trade Sites, Factories and Fixed Guns. Victory depends on controlling these assets across the battlefield rather than only destroying the enemy base.

Historical setting & objective
Scout the locations and routes connecting the objectives. Capture the assets that reinforce one another, then leave enough troops to protect them while the rest of the army contests another position. Fixed Guns and factories are valuable only if the team can keep opponents from retaking them.
Map control & approach
Do not spread a small force across every objective at once. Secure a connected group of positions, watch for counterattacks, and move to the next asset when the current one can be held without the full army.
Linking captured assets into a defensible line
Trade Sites, Factories and Fixed Guns are distinct assets, so the army must choose which positions it can both capture and protect. A captured Factory or Fixed Gun can be lost again if the force moves away, and an isolated Trade Site may not be worth holding when the rest of the line is exposed. Scout the routes connecting objectives, then secure positions that support one another before extending farther. Fixed Guns can strengthen a held location, but the smaller armies make it costly to leave too many troops behind. Keep a mobile reserve for counterattacks and transfer it when a position is safe enough to hold with fewer units. The objective is map control over these assets, not simply destroying the opposing base.
Prioritize assets by how well they support one another
The map includes Trade Sites, Factories and Fixed Guns, and a small army cannot guard every asset equally. Scout the connections between them and prioritize a group that can be reinforced from one position. A Factory may provide value while held, but it can be recaptured if the army moves too far away; a Fixed Gun is similarly useful only while friendly units protect its position. Trade Sites spread pressure across the map, so avoid taking a distant one when the route back is exposed. Keep a mobile force to answer a counterattack and use captured assets to anchor a line rather than treating every objective as an isolated prize. The scenario is won through control of its battlefield assets, not by assuming an ordinary base destruction plan.
Scenario assets and starting conditions
The permitted civilizations are British, French, Germans, Italians, Ottomans and Russians. Its named objectives include Trade Sites, Factories and Fixed Guns, which must be captured and controlled around the map. Players begin with a Dock Wagon and Supply Depot as well as tents, and the population limit is 100, so the opening differs from a regular Town Center economy. The small armies make each captured asset expensive to leave undefended. Scout the positions and select a connected group the force can hold; use naval production only if it helps reach or secure one of the objectives. Fixed Guns and Factories can strengthen a held area, while a Dock Wagon gives a way to establish water production where the map calls for it. Check the briefing for the active victory conditions and team layout before dividing the limited army.