This is my guide to the Viking invasion expansion for medieval total war.
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Index
1.      The factions
2.      Dealing with the Vikings
3.      Army plans
4.      Faction hairs
5.      Units
6.      Walkthrough playing the Welch

1. The factions
The Irish
The have A great stating position and get A good infantry unit but have
terrible ranged units They only have 2 threats at the beginning of the game.
The scots who can be emanated has A threat in the first turn and the Vikings.
With so many coastal holdings and being west of the two choke points the Irish
are in A good position to deal with the Viking threat. The Abby gives the Irish
+1 valor to horsemen. The irish provinces are pretty wealthy.  2 of them
contain iron deposits so it will be easy to make very good troops.

The Mercians
They start off with a large wealthy territory that is well developed. There
capital give +1 valor to urban militia and has iron. There very strong in
spearmen but week with attacking infantry. They have A huge eastern water way
espouser witch will make the Vikings A huge problem and require large garrisons
to hold them off since they can not stop the Vikings at sea. The abbey lets
them train mounted sergeants.

The Northumbrians
Will have A hard time of it they are wealthy and well developed but. Have two
coasts to defend and are ripe pickings for the Vikings. They have good spearmen
weak infantry and the best peasants. They have two iron deposits one in A
province that gives A bonus to woodsmen making there good peasants unit even
better. There also hemmed in with no room to expand with out war. The only
neutral province they can reach is reagent which is very heavily defended. And
will rebel with A army strong enough t conquer the who map at the start. Until
the Vikings are taken care of the Northumbrians will be struggling just to stay
in the game. There normally the first AI faction to get taken out. The abbey
gives them +1 to horsemen

The Picts
Have A very pore and undeveloped land. It is quite large with lots of espouser
to the Vikings but the Picts have very little worth raiding and have the
strongest military over all with good missiles and cavalry and very good
infantry The picts only have one province that has iron. Thay do have an
province that give +1 valor to Celtic warriors. There hemmed in with no means
of expanding with out war. The picts will have to fight for survival early on
but about 40 years in to the game they will become the 600lb gorilla. It is
advisable for to take them out early if you are one of the other factions

The Saxons
Have very wealthy territory along the southern coast that is very defendable.
It will only take 9 long boast and 3 boats to keep the Vikings at bay. You have
some good provinces close by to expand in to. And you can push north in to
Mercian lands with out making to much trobbel for your self. Saxon one of the
provinces gives +1 to horsemen valor and Saxons get an extra +1 horsemen valor
from the abbey. Making them equal to the pits for light cavalry Saxons also
have very good infantry and good spear men.

The Scots
The Scot starting area is booth A blessing and A curse. They can defend them
selves well from the Vikings but there only one lane of expansion witch is
threw the Irish. The Scots start with A small army and can not reinforce there
position in Ireland. So A very rapid building program will be needed. Thay must
also watch there backs while they work on taking Ireland. The Picts  are very
close strong and do not have very many options to expand. Once Ireland is taken
then it become easy sailing. The scots have good infantry. There only source of
iron is on Ireland. The abbey gives the Scots +1 to horsemen.

The Vikings
The Viking home land is unassailable only Vikings have ships that can cross the
deep sea to get there. The only way to lose one of these two provinces is threw
rebellion or bribes. One province has iron and is fairly well developed. Since
the only way to lose A province is threw agents have the garrison commanded by
A heir. And have A spy and assassin there soon has you see A foreign bishop or
ambassador kill it. Do not ally with any one. You make you money threw raiding.
At first hit provinces with abbeys since they produce the most gold. Latter has
you start to conger focus on provinces with iron so that you enemies will all
was have inferior troops. Your ships are much better then all the others there
also cheaper. Every time you see A ship other then yours sink it. The other
factions can only beet your  level 2 and 3 ships buy either out numbering it or
with A very high command score. You will lose more ships to storms then to the
enemy. When it comes time to start taking and holing tertiary I recommend you
take Ireland first. The Vikings have very good infantry. But there cavalry is A
joke. The abbey gives Vikings +1 to raider cavalry

The welsh
Have A good position the land based enemy are not to interested in the welsh so
they  will leave you alone for the most part but you have no province that is
safe from attack so you will need large garrisons in every province. Three
provinces have iron incuding one that give +1 valor to archers trained there.
The welsh land them selves are kind of pore they can be developed to be decent.
There are three wealthy provinces with in reach that are neutral. Welsh have
the best missile units. But slightly weaker cavalry welsh land is mostly raw
and undeveloped. The abbey gives welsh +1 valor to horsemen.

2. Dealing with the Vikings
The Vikings are the main focus of this campaign. Strategically they will
severely hamper your ability to develop has that will any costal area that is
not well guarded from any where on the map. In battle only the Saxon and the
Pict can meet the head to head and hope to win. There heavy infantry can chew
threw just about any thing.
Armored spearmen can hold the Vikings in place for some time on the battle
field but will eventually lose. But for this they pay A price most of there
units are slow.
With the exception of the berserkers. Who are fast and have strong attack
irresistible charge and good defense. They do have two weaknesses there small
unit size 12.
That lets you just mob them. And there impetuous trait that allows you to
separate them from there army and just over whelm them with numbers.

The heaver infantry you can soften up with missile fire. Welsh bandits and pict
crossbow men are the two best. Irish kerns can be useful but there short rang
can lead to trobbel. Artillery work well two. If it is raining and your missile
weapons just are not working the you can fall back on. The armored spearmen use
your light cavalry to separate the Viking units tempt them with your general if
you have to. Let your armored spearmen take the charge and hold the Vikings.
The armored spearmen can hold out for A bit. Then charge them from the back
with light infantry like Celtic warriors or with your cavalry. Example welsh
army for fighting the Vikings.

3 units armored spearmen  300men.
3 units Celtic warriors 300men.
3 units welsh bandits 180men
3 units royal bodyguards  60 men
2 units catapults 20 men
2 units horsemen 80 men

16 units 960men

Strategically to defeat the Vikings you have to deny them control of the sea.
To do this place 3 or 4 long boats in both Muir Norc to the north and Seaxe Sae
to the south.  This is the max rang of the Viking ships when that sortie from
the two Viking homeland so it is the best place to intercept and sink them.
This also limits there raiding to the east coast of England. The AI controlling
those provinces will either fortified them rather well or they will just become
slim pickings. Since the Vikings depend on raiding for there income you will
stave them out. While doing this have bishops in the Viking homeland preaching
has the Vikings reach the 50/50 point of Christianity and paganism there is A
good chance they will have A rebellion or civil war.

Once The Vikings have quite challenging your navel blockade you will know there
running out of money. Now is the time to move. Send an ambassador to bribe the
largest army that is not led by an heir it may not be large enough to hold the
province if not A rebel or loyalist uprising will happen. If it des just
surrender and bribe the new stronger army. Start building up the province you
will need an inn for mercenaries and A slip way to build 3 long boats to clean
up the remainder of the Viking fleet.
With the sea now open lunch your invasion with all the mercenaries you can
afford and what ever units you had time to recruit. But do not spend to much
time since your rivals on the main land have gained just has much from your
containing the Vikings have you had and they will move against you.

There is two other less sure ways to deal with the Vikings. One just keep
running assassins on the Viking king and heirs this can work eventually.
Or you can try to pen a raiding force in down by blocking its retreat to the
sea. This requires very precise timing. But I did it once by accident.
The AI sent an army with all three of the heirs to fight the rebels in Reget
and got whooped big time. (More on the super rebels of Reget latter)
The same turn the Viking king attacked me and I nailed him. So the AI basically
wiped its self out.

3. Army plans
When you start building it is important to have in mind what kind of army you
want. The kings of this era where taught from the time they could first walk
and talk they knew long before taking the throne what units did what and what
was needed to field them. So should you. Take a look at the teak tree and see
what you will need.
If you have A successfully army bring it back and retrain it when its units get
to be about half strength. While it does take just has long to retrain has it
wood to train A new army. It costs A little less and the unit keeps all the
valor levels it gained out in the field. So man for man A retained army is
stronger then A new army of the same unit types.

4. Faction heirs
The first thing to do when A new heir comes of age if try to marry him off the
sooner the better. This helps in several ways.
First it make more heirs which is all was good. It also reduce the instances of
your heirs getting negative inbreed traits. Normally when the king dies the
oldest son takes the throne. So it is A good idea to keep up with the traits of
you oldest heir, And the age of the king and age of the heir. When you king is
about 60 he is ready to keel over any time. If the oldest son has a lot of
negative traits you may want to dispose of him. A simple hopeless battle will
do. You may want to get rid of older heirs should they be getting old if your
king dies at 70 any your heir takes over at 50 he is likely to die fairly
shortly has well. Each time a new king is appointed the loyalty of all your
generals drops A rapid session of kings can lead to A major rebellion.

You should send you heirs in to battle has much has possible heirs that are
actively wining victories get more positive traits then those who just sit
around the capital.
All so the more victories you heir get the more influence he will have has
king. Making the troops more loyal and making your neighbors less likely to
attack you.

5. still to come

6. Walkthrough playing the welsh.
I chose the Welsh since the history lesson at the start of the game made them
seem the most original English, Plus the whole English longbow. Campaign
setting medium.

The beginning
I have 4 provinces from north to south Clawd, Pouis, Guent, and Cerniu.
Pouis is the current capital and is the most developed but still has not
developed it farm land. Cerniu is the only one making any money right now.
Guent give me A + bonus to archers and has iron deposits I will make it my main
troop center latter. Clawd also has iron so it can serve has A second training
base.
I check all of men looking for those who have 4 quills to make governs since
right now I need to build up A income I want good Acumen. I gather all of my
troops in Pouis and stack the with my king. Right now there loyalty is very low
and I do not want any rebellions. The army in Cerniu is isolated and can’t get
to me so I check to make sure that the general there has at least 3 shield of
loyalty if he does not I will give the A title to A more loyal unit in the army
to make him general This time I have only one unit with 4 quills so I make him
the governor of Cerniu since that is where he will have the best effect. I
start a watch tower in every province and que up 3 spearmen in Pouis since I do
not have any and my starting army is very archer heavy. I end my first turn.

Now I start a port in Cerniu A stables in Pouis and forst clearing in
Clawd and Guent. I also check to see if my new spearman is worthy of A title.
In this case he was not so I just put him in the stack with my king. End
turn

I now have a heir and a princess I send the princess to marry the governor of
Cerniu since his loyalty is still kind of low.
I give Prince Conan command of the army after I check my new spearman for
governor material. I send the prince and his army to invade Defet.
And cue up an archer and celtic warrior in Pouis. These and the third spearman
will be the garrison in Defet. I end my turn.

My new spearman is governor worth so I make him the governor of Defet. I stack
him with my king and move them to defet I start A watch tower in defet and A
fort in Pouis has well has add two horsemen to the unit cue. The chance of
rebellion is to high to remove the princes army right now so it will have to
stay
Once I can move them out I will have him attack Guined after I have taken
Guined I will pull three unit out to garrison Guined one each archer spearman
and Celtic warrior. Then I will return his army to Pouis and start retraining I
will garrison all of my provinces taking units from his army. Then start
rebuilding his army.
Once I have a ship available I will take Manau. I now have building objectives
for all of my provinces. I am going t build Pouis up to unlock all the units’
available to me in the game
Then develop its farmland and mines. Clawd and Guent I will develop the farm
land to basic farmland level so that I can use the level 3 horse breeders.
Guined will focus on spies and assassins then develop its farm land and mine
and build A port. I want a spy in every one of my province to keep enemy spies
and assassins out.
I will look for opportunities to seize the fallowing province with out starting
a full scale war Defnas, Sumorsaete, Wrocen Saetan, and Miece.
I will keep 3 ships in Muir Eriu, Saetern Mutha, and Muir Night. This will
keep the Viking out of my territory since they wood have to sink my ships
first. But I can beet them with 3 to one odd.
This will also allow the Viking to attack my rivals to keep them weekend and
let me pick up A few provinces with out having to go to war.
Along with my garrison I want to have 4 armies ready to go.

I have three option now that I am ready to fight.  North in to Ireland this is
the easiest conquest but buy moving my armies in to Ireland the Mercians and
the Saxens will attack me.
Ireland is held at bay by my fleet same has the Vikings. So I have to bide my
time until the Mercians and saxens go to war with each other. Then I attack who
ever is winning.
This may seam backwards but it works best. Since after you take out one or the
other you will have to stop and rebuild and secure the loyalty of you new
provinces. By taking out the stranger of the two you levee only the weaker one
to face. Who like you will need time to rebuild but Now you have A lot more
land to build with. At this point you should focus on building has many armies
has you can support. The Vikings should be toast by now so it is time to start
the conquest of England in full. Once you have has many armies has you can
saport cue up garson units in every proven and attack.
First should be the survivor of the Mercian Saxon war. Next the Northumbrians
if they have not all ready been wiped out. Skipping  regent. Then Take out the
picts then the Scots.
Now it once all of the main land is under you control and secure except regent.
Retain you best armies and invade Ireland.

Ireland will have had A lot of time all buy its self with no threats since you
took out the Vikings. So it will have a very large army to defeat. But it
probably won’t be of the best quality.
And once you beet there main force in the field you will be able to walk over
the survivors like you did on the main land. Once you have Ireland heavily
garrisoned to keep it from rebelling
It is time to take Regent. Ending the Viking campaign.

Some of you may be wondering why I left the neural province of regent until
last. This is because regent will rebel every time you take it. No matter how
large of an army you garrison it with a larger rebel army with a good general
and high quality troops will appear. Making regent way to difficult to hold for
its value. You will see the Vikings, Scots and Northumbrians break there teeth
on that province.
It can be taken and held but it really just is not worth the trobbel.