France

Napoleon’s Grand Army — deep, balanced and built to march.

European Catholic Base game (Campaigns of 1805/1813)

Recruitment pool at a glance

France can recruit 57 distinct units: 16 infantry, 14 cavalry, 10 artillery and 17 naval. The table below compares the average morale and melee of each land role against the all-faction mean, so you can see where the army is genuinely above par.

RoleUnitsAvg moraleAvg meleevs mean
Infantry 16 7.6 6.4 +0.4 / -0.8
Cavalry 14 10.2 11.3 +3.1 / +4.1
Artillery 10 3.6 2.6 -3.6 / -4.6
Naval 17 see the naval roster and Naval Comparator

Reads as: Cavalry moraleCavalry shocknaval power

Starting position

France begins the campaign holding these regions:

Paris, FranceBrussels, Flanders and WalloniaReims, Picardie-ChampagneMarseille, ProvenceTorino, Piedmont-LiguriaStrasbourg, Alsace-LorraineAjaccio, CorsicaHannover, HannoverRennes, BretagneBordeaux, AquitaineCaen, NormandieToulouse, Pays d'OcNice, Alpes MaritimesAlexandria, Western Delta
Victory conditions (source: wiki.totalwar.com (2026-08-15))

Victory Conditions Capture and hold 35 regions, including the regions shown. Brandenburg, Moscow Guberniya, East Prussia, France, Austria Complete by the end of your turn in: Late December 1812 Flag Republic flag Monarchy flag

How to play France

Build your field army from the pool above. A reliable backbone is a solid block of line infantry to hold the centre, artillery to break enemy formations, and cavalry held back for the flanks and the pursuit. Where France is above the all-faction mean (highlighted above), lean into that edge.

With a deep navy, secure the seas early: protect your trade and use amphibious landings to open a second front. Compare your ships in the Naval Comparator before committing a fleet.

The pointers above are general principles framed by this faction’s real recruitment profile, not a scripted walkthrough. Adapt to the enemy and the map.