Great Britain

Rule Britannia — the finest navy and steady redcoats.

European Protestant Base game (Campaigns of 1805/1813)

Recruitment pool at a glance

Great Britain can recruit 70 distinct units: 22 infantry, 18 cavalry, 7 artillery and 23 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 22 6.8 6 -0.3 / -1.1
Cavalry 18 8.1 10.1 +0.9 / +2.9
Artillery 7 3 2 -4.2 / -5.2
Naval 23 see the naval roster and Naval Comparator

Reads as: Cavalry shocknaval power

Starting position

Great Britain begins the campaign holding these regions:

London, EnglandCardiff, WalesDublin, IrelandEdinburgh, ScotlandGibraltar, Gibraltar
Victory conditions (source: wiki.totalwar.com (2026-08-15))

Victory Conditions Historical Capture and hold 20 regions, including the regions shown. Balearic Isles, England, Hannover, Provence, Spain, Denmark, Bretagne Complete by the end of your turn in: Late December 1812 World Domination Capture and hold 60 regions, including the regions shown. England Complete by the end of your turn in: Late December 1812 Flag Monarchy flag Republic flag

How to play Great Britain

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 Great Britain 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.