DC138 Winter Of Our Discontent - Endgame - Peace R... - test_gm (Sep 13, 2007, 12:00 am) |
It’s about time! Tho right before I was about to invade Cuba, Jason you lucked out here…
Quebec
Heya folks,
With pleasure, I'm happy to announce that this time the BC/Mex/Fla draw is approved! Congratulations to Andrew, Bruce and Lee for their 3-way draw. Kudos also go to Rob, Jason and Mike for their one-center survivals. And to our vanquished players - Ray, Nathan and Alex - hats off and many thanks for your contributions to the game. All players in this one definitely deserve a pat on the back. =)
Its been a pleasure to run this one - I always like Dip maps played on the North American map... This has definitely been an interesting one to watch unfold. Some EOG statements have already been published - but if there are more statements or updates to be published they'd be welcome...
Once again, congratulations to our 3 draw members and thanks to all of you for another successful game. We'll see you all in the next one. =P
Cheers!
Apocalypse Now Trout
Ownership of supply centers:
BC: Anchorage, Calgary, Chicago, Greenland, Los Angeles, Manitoba,
Massachussets, Michigan, Milwaukee, Minneapolis, Montreal, New York
City, Ohio, Ontario, Oregon, Quebec City, San Francisco, Ungava,
Vancouver, Washington.
Florida: Colorado, Dallas, Dominican Republic, Georgia, Havana, Holquin,
Houston, Jacksonville, Kansas, Kingston, Louisiana, Miami, Missouri,
North Carolina, New Jersey, Tampa, Tennessee, Washington DC.
NewYork: Philadelphia.
Quebec: Nova Scotia.
Cuba: Venezuela.
Mexico: Arizona, Bogota, Cali, Chihuahua, Durango, Guadalajara, Guatemala,
Hawaii, Lima, Mexico City, Nicaragua, Nuevo Leon, Panama, San
Antonio, San Diego, Veracruz, Yucatan.
BC: 20 Supply centers,
Florida: 18 Supply centers
NewYork: 1 Supply center
Quebec: 1 Supply center
Cuba: 1 Supply center
Mexico: 17 Supply centers
California - Elimianted
Heartland - Eliminated
Peru - Eliminated[Reply] |
Dip White Wolf Move Update - test_gm (Sep 13, 2007, 12:00 am) |
All,
Sorry to make this such a broad distribution, and hopefully nobody got it more than once. You all deserve an update on my move, whether you're a player in one of my games or a GM for me. Here it is:
I am leaving in the morning for Georgia. I will likely be on the road for two days, and then praying I have an apartment once I get there. Assuming I do, I will frantically spend all of Monday unloading a 16 foot moving truck, just so I can pass out and report to my new job early Tuesday morning.
Assuming that all goes to plan, I hope to have internet hooked up in my new place very soon after moving in. We all know how the big internet providers can be, so who knows when that will be with any certainty.
I will definitely keep everyone updated as things progress and as I have availability of a connection, but I hope to be online again by Wednesday, 20 August at the latest. (Here's to hoping!)
Thank you all for your patience and deadline adjusting,
Andy (The White Wolf)
I'm a Firefly fan and proud! Read my fiction:
http://www.fanfiction.net/u/1369632/[Reply] |
Aegean - s06 results! (corrected) - test_gm (Sep 13, 2007, 12:00 am) |
Whoops, missed this one for Sparta:
Sparta:
A Aetolia – Naupactus
Correct map attached!
**************************************************
Some more disconnects this round as supports go unclaimed all across the Aegean!
NEXT: Fall 06 due Friday 8/22, 12 noon Central!
**************************************************
RETREATS:
2 reatreats but they each only have 1 option so I’ll just move them.
Ionia: F Miletus - Ionia
Thessalia: A Dodona - Ambracia
**************************************************
ORDERS:
Athens:
F Chalcis Supports F South Euboic Gulf - North Euboic Gulf
A Delphi - Naupactus
F East Cyclades - North Cretan Sea (*Fails*)
F Gulf of Argolis Supports F East Cyclades - North Cretan Sea
F Gulf of Corinthus - Megara
A Locris Supports A Delphi - Naupactus
F Samos - North Sporades (*Bounce*)
F South Euboic Gulf - North Euboic Gulf
F West Aegean Sea - West Cyclades
Macedonia:
A Hestiaeotis - Dolopia (*Fails*)
A Illyris - Dodona
F Olynthus Supports F Thermaic Gulf
A Orestis Supports A Illyris - Dodona
A Pieria - Larissa (*Fails*)
F Thermaic Gulf Supports F East Aegean - West Aegean (*Void*)
F Thracian Sea Supports F East Aegean - West Aegean (*Void*)
Ionia:
A Caria Supports F Miletus (*Cut*)
F Chios - North Sporades (*Bounce*)
F East Aegean Sea - Lesbos (*Fails*)
F Lemnos Supports F Thracian Sea - West Aegean Sea (*Void*)
F Lesbos - Chios (*Fails*)
F Miletus Hold (*Dislodged*)
Sparta:
A Achaia Supports A Aetolia - Naupactus (*Void*)
A Aetolia, no move received
A Argos - Corinthus
F Dorian Sea Supports F South Sporades - Miletus
A Halicarnassus - Caria (*Fails*)
F North Cretan Sea Supports F Rhodes - South Sporades (*Cut*)
F Rhodes - South Sporades
F South Sporades - Miletus
F Zarax Supports F North Cretan Sea
Thessalia:
A Dodona Hold (*Dislodged*)
A Dolopia - Phthiotis (*Fails*)
A Lamia Supports A Aetolia - Naupactus (*Void*)
F Larissa Hold
A Pharsalus Supports F Larissa
F Pherae - Pagasaean Gulf
F Phthiotis - North Euboic Gulf (*Fails*)[Reply] |
DC-198 Summer Mayhem Winter 1905 Adjudication - test_gm (Sep 13, 2007, 12:00 am) |
All,
As promised, here's Winter. Sadly, I received no builds from Jon, so France will be playing two units short for the next year.
I'll be leaving for Georgia in the morning, so the deadline for Spring 1906 will be somewhat extended.
Players:
Austria: Daniel Sloane <eagles_fan_07(at)comcast.net>
England: Andrew Cassese <landru428(at)aol.com>
France: Jon Kudlick <jkudlick(at)gmail.com>
Germany: Drew Ott <drew3739o(at)yahoo.com>
Italy: Michael Thompson <psychosis(at)sky.com>
Russia: Michael Sims <mike(at)southwall.com>
Turkey: Adam Kujawa <edisun_end(at)hotmail.com>
Observer: Joe Hackett <jhack16(at)gmail.com>
Orders:
England:
Build A Edinburgh
France:
Build waived
Build waived
Italy:
Remove A Piedmont
Remove A Tyrolia
Remove F Tuscany
Russia:
Build A Warsaw
Turkey:
Build A Constantinople
Build F Smyrna
Unit Positions: (SCs/Units)
Austria: ELIMINATED 1903
England: (8/
Armies - Edi, Kie, StP, Yor
Fleets - Bal, Bar, Nwy, Swe
France: (8/6)
Armies - Bur, Gas, Mun, Ruh
Fleets - MAO, Spa(sc)
Germany: ELIMINATED 1904
Italy: (3/3)
Armies - Ven
Fleets - Rom, Tun
Russia: (7/7)
Armies - Ber, Boh, Lvn, Mos, Pru, War
Fleets - Bot
Turkey: (8/
Armies - Bul, Con, Gre, Tri
Fleets - Ion, Nap, Smy, Tys
Deadline:
Spring 1906 is due as soon as I get internet hooked up at my new residence. I'll let you all know when that happens, but I STRONGLY suggest you all make the standard 72 hour deadline.
Any issues or errors, let me know.
Map and RP file are attached for your convenience, enjoy!
Thanks all,
The White Wolf
I'm a Firefly fan and proud! Read my fiction:
http://www.fanfiction.net/u/1369632/[Reply] |
Seismic - f06 retreats & seismics! - test_gm (Sep 13, 2007, 12:00 am) |
BUILDS:
Everyone gets to order something!
A: 2/1 -1
E: 3/4 +1
F: 9/8 -1
R: 8/9 +1
T: 10/12 +2
RETREATS:
England: Disband F Lpl
France: A Bel-Pic, A Bur-Gas
SEISMICS:
A: SPLIT NAP-ION, JOIN TUN-ROM
E: None ordered
F: Split Bur/Mar, Join Swi/Gas
R: Split Edi/NWS, Join Nwy/Cly
T: Split Bud/Tyr, Join Bla/Gal
The canal in Naples is closed, as Naples now only borders one sea zone.
Next: BUILDS due Tuesday 8/19, 12 noon Pacific[Reply] |
Seismic - f06 retreats & seismics! - test_gm (Sep 13, 2007, 12:00 am) |
England did turn in a Seismic, it was:
Split Wales/Lvp (Join Lon/NAO)
Will update the map later...
-mike
-----Original Message-----
BUILDS:
Everyone gets to order something!
A: 2/1 -1
E: 3/4 +1
F: 9/8 -1
R: 8/9 +1
T: 10/12 +2
RETREATS:
England: Disband F Lpl
France: A Bel-Pic, A Bur-Gas
SEISMICS:
A: SPLIT NAP-ION, JOIN TUN-ROM
E: None ordered
F: Split Bur/Mar, Join Swi/Gas
R: Split Edi/NWS, Join Nwy/Cly
T: Split Bud/Tyr, Join Bla/Gal
The canal in Naples is closed, as Naples now only borders one sea zone.
Next: BUILDS due Tuesday 8/19, 12 noon Pacific[Reply] |
DC141 Seven Sinners - Spring 1913 - Tectonics... - test_gm (Sep 13, 2007, 12:00 am) |
Okay gentleman.
It seems like we've really deadlocked this one up - how about we put this baby to bed?
Stephen Lytton
aka Deathblade_penguin (Knight of the Rose)
at www.diplomaticcorp.com
Date: Fri, 15 Aug 2008 00:34:38 -0600
From: former.trout(at)gmail.com
To: dc141(at)diplomaticcorp.com
Subject: DC141 Seven Sinners - Spring 1913 - Tectonics...
CC: alley_cat_1990(at)hotmail.com; wecanworkthisout(at)yahoo.com; sordros(at)gmail.com; finchleywomble(at)hotmail.com; jyjusy(at)hotmail.com; mike(at)southwall.com; rleacock(at)cfl.rr.com; stevelytton(at)hotmail.com
Heya folks,
The internet pixies are not with me tonight - my apologies but I will have to send out the map and the RP files for this turn tomorrow. Ye olde dial-up connection is dragging its butt and preventing me from sending anything but text this evening.
But if you can read the results, you'll see some excitement happening in the east... Russia looks south, and while not everything goes to plan it appears as though something has shaken loose.
No retreats are required from the Spring moves. Deadline for Fall 1913 orders will be set for Wednesday, August 20th (11:59 PM GMT).
Cheers!
Trout
Movement results for Spring of 1913. (DC141 13 SPR)
England: F Barents Sea Supports A St Petersburg.
England: F Denmark Supports F Kiel.
England: A Edinburgh Hold.
England: F Gulf of Bothnia - Baltic Sea (*Bounce*).
England: F Helgoland Bight Supports F Kiel.
England: F Kiel Hold.
England: A St Petersburg Hold.
England: A Sweden - Finland.
France: A Burgundy Supports A Ruhr.
France: F Gulf of Lyon Supports A Marseilles - Piedmont (*Cut*).
France: A Marseilles - Piedmont (*Fails*).
France: F North Africa Supports F Tunis.
France: A Ruhr Supports F Kiel.
France: F Spain(sc) Supports F Gulf of Lyon.
France: F Tunis Hold.
France: F Western Mediterranean Supports F Gulf of Lyon.
Russia: A Berlin - Munich (*Fails*).
Russia: A Bohemia - Vienna (*Fails*).
Russia: A Livonia - Warsaw.
Russia: A Moscow - Sevastopol.
Russia: A Munich - Tyrolia (*Bounce*).
Russia: F Prussia - Baltic Sea (*Bounce*).
Russia: A Silesia - Galicia.
Turkey: A Apulia Hold.
Turkey: A Bulgaria Hold.
Turkey: F Ionian Sea Supports F Naples - Tyrrhenian Sea (*Fails*).
Turkey: F Naples - Tyrrhenian Sea (*Fails*).
Turkey: F Piedmont Supports F Tyrrhenian Sea - Gulf of Lyon (*Cut*).
Turkey: F Rome Supports F Naples - Tyrrhenian Sea (*Fails*).
Turkey: F Smyrna - Aegean Sea.
Turkey: F Tuscany Supports F Tyrrhenian Sea - Gulf of Lyon.
Turkey: F Tyrrhenian Sea - Gulf of Lyon (*Fails*).
Turkey: A Venice Supports F Piedmont.
Turkey: A Vienna - Tyrolia (*Bounce*).
Unit locations:
England: F Barents Sea, F Denmark, A Edinburgh, A Finland, F Gulf of Bothnia,
F Helgoland Bight, F Kiel, A St Petersburg.
France: A Burgundy, F Gulf of Lyon, A Marseilles, F North Africa, A Ruhr, F
Spain(sc), F Tunis, F Western Mediterranean.
Russia: A Berlin, A Bohemia, A Galicia, A Munich, F Prussia, A Sevastopol, A
Warsaw.
Turkey: F Aegean Sea, A Apulia, A Bulgaria, F Ionian Sea, F Naples, F
Piedmont, F Rome, F Tuscany, F Tyrrhenian Sea, A Venice, A Vienna.
Ownership of supply centers:
England: Denmark, Edinburgh, Kiel, Liverpool, London, Norway, St Petersburg,
Sweden.
France: Belgium, Brest, Holland, Marseilles, Paris, Portugal, Spain, Tunis.
Russia: Berlin, Budapest, Moscow, Munich, Rumania, Sevastopol, Warsaw.
Turkey: Ankara, Bulgaria, Constantinople, Greece, Naples, Rome, Serbia,
Smyrna, Trieste, Venice, Vienna.
Austria: 0 Supply centers, 0 Units: Builds 0 units.
England: 8 Supply centers, 8 Units: Builds 0 units.
France: 8 Supply centers, 8 Units: Builds 0 units.
Germany: 0 Supply centers, 0 Units: Builds 0 units.
Italy: 0 Supply centers, 0 Units: Builds 0 units.
Russia: 7 Supply centers, 7 Units: Builds 0 units.
Turkey: 11 Supply centers, 11 Units: Builds 0 units.
NEXT DEADLINE: FALL 1913 ORDERS DUE WEDNESDAY, AUGUST 20TH (11:59 PM GMT)!!
to the movies Shout your Messenger buddies[Reply] |
Dc181 - Grace Period Russia. - test_gm (Sep 13, 2007, 12:00 am) |
Dc181
I have recieved no moves from Russia so I am starting a 24 hour grace period.
Autumn 1903
Russian F Sweden can retreat to Gulf of Bothnia or Skagerrak. Not received
Winter 1903
Austria: Build One Received
England: Remove One Received
Germany: Build One Received
Italy: Build One received
Russia: Remove One (unless disband in Autumn) not received
Turkey: Remove One received
Winter 1903 wasdue SUNDAY 17th at 5pm, Australian EST.
Stephen Lytton
aka Deathblade_penguin (Knight of the Rose)
at www.diplomaticcorp.com
in your area now! View photos of singles[Reply] |
Dc189 Fall 855 - test_gm (Sep 13, 2007, 12:00 am) |
Dc189 Fall 855
GM's Comment: We see another NMR this Fall with no moves submitted by the Picts. Also since we are now 24 hours after the deadline, and the Picts do have no grace period they NMR (with no game consequences though!) - GM.
Angles:
F Dogger Bank - Thames
F Durham - Wash
A Essex - London
F Kent - Sussex
A Middlesex Supports F Kent - Sussex
A Suffolk - Essex
A Yorkshire - Durham
Britons:
F Celtic Sea - Kerry
F Hoek of Holland Supports F Skagerrak - Dogger Bank
A Holland - Flanders (*Bounce*)
A Orne - Seine
F Picardie - Flanders (*Bounce*)
A Rheinland Hold
F Straits of Dover - Wight
Danes:
F Drenthe Supports F Helgoland Bight
F Frisian Isles Supports F Helgoland Bight
F Helgoland Bight Supports F Skagerrak - Dogger Bank
A Lower Saxony Supports F Drenthe
F Skagerrak - Dogger Bank
Frisians:
A Burgundy - Picardie (*Fails*)
Irish:
F Armagh Supports F Clyde Firth - Sea of the Hebrides (*Void*)
A Louth Supports F Armagh
F Wexford - Kerry (*Fails*)
Norse:
F Aberdeen - Grampian (*Fails*)
F German Ocean Supports F Zetland
F Grampian - Caithness (*Fails*)
F Orkney Islands Supports F Zetland
A Ostfold - Hordaland Fylke
F Trondelag Fylke - Lofoten Sea
F Zetland Supports F Trondelag Fylke - Lofoten Sea
Picts: NMR
F Caithness, no move received
A Lothians, no move received
Saxons:
F London - Kent
A Sussex Supports F London - Kent (*Disbanded*)
Scots:
F Argyll - Ayr
A Cumbria Hold (*Dislodged*)
F Donegal - Sea of the Hebrides
F Inner Hebrides - Argyll
F Lofoten Sea - Sydero Bank
F Pentland Firth - Sutherland
F Sea of the Hebrides - Connacht
F Sydero Bank - Pentland Firth
Welsh:
F Clyde Firth Supports A Lothians - Argyll (*Void*)
A Damnonia Hold
A Devon - Wiltshire
F East Irish Sea Supports A Lancashire - Cumbria
A Lancashire - Cumbria
F St. George Channel Supports F Celtic Sea - Kerry
F West Irish Sea Supports F Clyde Firth
Autumn 855
Scottish A Cumbria has been retreated to Borders. The Scots can choose to disband this unit, at the winter deadline, if they wish.
Next Deadline is: Winter 855. Which will be due Wednesday 20th August at 5pm, Austrlian EST.
Angles: Build One
Britons: Build Two
Danes: Build One
Frisians: Remove Army Burgundy
Irish: Remove One
Norse: Build One
Picts: Remove One
Scots: Remove One
Welsh: Build One
GM Comment: Now - As players are eliminated, I am going to announce who they are. The eliminated players will get one chance to submit press (at their winter deadline) but after that winter, no press or comments will be accepted by the them until end of game.
Our First elimination and in 10th place, playing the Frisians was Derek Eyler. Derek was ranked 28th in the 2008 DCI rankings and was the 'first' of our substitute players chosen for the game.
Derek was selected to play as one of the top 6 ranked (and eligble players) was unable to play this year. Unfortunately Derek will not progress to the second round of the DCI unless 3 players are unable to continue. Derek finishes on 1 point. Thanks for playing Derek- GM
PRESS
Britons speak,
To Welsh,
I think we are proceeding smoothly here. Frisians out, Picts to go and Saxons to follow?
To Saxons,
I'm sorry for this, but I could no longer support your dying cause. You have my respect for a spirited defense.
To Angles,
I'll let you take Sus; proposing dmz of Tha and possibly Str as well. Let me know.
To Danes,
Hope support this season proves more adequate.
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-comfficeffice" />
I assume this is my last turn, good game and good luck to all. (Except the Danes and Brits...)
Saxons to Britons: I am content to survive to final 7 and to fight another day and I am VERY willing to provide aid to the one who keeps me alive to that end. I personally don't like the concept of a 'gunboat' game that actually allows PRESS; Gunboat is meant to be a true guessing game where intent is inferred/guessed at based on mutual movements.
Saxons to Angles: Is this really necessary and productive?
Saxons to All: for the record, I did vote and will continue to vote for any draw that I get included in. Hell, if you eliminate others and let me be in the 7 I will vote for anything that doesn't include me.
Picts, I'll continue to support when possible. Feel free to make
suggestions to me and the Angles.
Britons, one fleet in either ENG or CEL, en route to <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-comffice:smarttags" />Ireland, is fine.
Two is too many. Let's discuss whether I need your help or not in
the winter press.
Angles, very impressive moves! If a new fleet doesn't convince the
Danes to head north instead of west, then nothing will.
Saxons, we're all realists, but I won't knock you out of the Top Seven.
-Wales
Danes/Norse: Didn't think I'd take Dog. I'm heading back home. Peace!
Britons: Hopefully you are in Wig. If you have any ideas about coordination let me know this winter. I'm all ears.
Danes: Would you like to coordinate anything?
- Angles
A bit of help with these cheeky Scotts would be nice.
Continentals: The islanders seem to want to hold us off so they are the 7, lets makes sure we are.
Norse press... to Danes. Hope we are bashing these Angles back to where they belong. I will support you in down south if you tell me what to support. to Scots... Far better things for you to do down the west not the east and if you continue against me then I will encourage others to move against you. to Picts. Since Scots push I will give you support against him if you move on him.
Danes to Britons and Norse
Obviously I got the Dogger moves wrong - hopefully this turn worked out. Stupid of me.
END PRESS
Game Standings
Derek Eyler -10th position - 1 point.
Stephen Lytton
aka Deathblade_penguin (Knight of the Rose)
at www.diplomaticcorp.com
Sell your car for just $40 at CarPoint.com.au It's simple![Reply] |
Seismic - f06 retreats & seismics! - test_gm (Sep 13, 2007, 12:00 am) |
Added England's seismic below and updated all maps.
BUILDS:
Everyone gets to order something!
A: 2/1 -1
E: 3/4 +1
F: 9/8 -1
R: 8/9 +1
T: 10/12 +2
RETREATS:
England: Disband F Lpl
France: A Bel-Pic, A Bur-Gas
SEISMICS:
A: SPLIT NAP-ION, JOIN TUN-ROM
E: Split Wal/Lvp, Join Lon/NAO
F: Split Bur/Mar, Join Swi/Gas
R: Split Edi/NWS, Join Nwy/Cly
T: Split Bud/Tyr, Join Bla/Gal
The canal in Naples is closed, as Naples now only borders one sea zone.
Next: BUILDS due Tuesday 8/19, 12 noon Pacific[Reply] |
DC203 Galad S01 Results - test_gm (Sep 13, 2007, 12:00 am) |
And we're off without a hitch.
Rumania seems to be the vacation hotspot as both Austrians and Russians held there for some sun.
Turkey gets the Black Sea and France the English Channel.
Should be an interesting Fall!
Our next deadline is 5pm CST Sunday August 24th.
Galad - dc203 (Spring 1901)
AUSTRIA-HUNGARY (Craig)
A(Bud) - Rum (FAILED); A(Vie) - Gal (FAILED); F(Tri) Stands
ENGLAND (Joao)
F(Lon) - NTH; A(Lpl) - Yor; F(Edi) - NWG
FRANCE (Doug)
F(Bre) - ENG; A(Mar) - Spa; A(Par) - Gas
GERMANY (Christian)
A(Ber) - Kie; A(Mun) - Ruh; F(Kie) - Den
ITALY (Brian)
A(Ven) - Tyr; A(Rom) - Ven; F(Nap) - ION
RUSSIA (Andrew)
F(StP) sc - GoB; F(Sev) - Rum (FAILED); A(War) - Gal (FAILED); A(Mos) - Ukr
TURKEY (Matt)
A(Con) - Bul; A(Smy) - Con; F(Ank) - BLA
Get ideas on sharing photos from people like you. Find new ways to share. Get Ideas Here![Reply] |
DC192 - The Scum on the Slop Bucket RESULTS FALL 1... - test_gm (Sep 13, 2007, 12:00 am) |
DIPLOMATICCORP DC192 - THE SCUM ON THE SLOP BUCKET
STANDARD GAME, STANDARD MAP, 2-SEASON GAME YEAR
ADJUDICATION FALL 1905 (TURN 10)
SUNDAY 17th AUGUST 2008
GM Comment:
PLEASE ACKNOWLEDGE RECEIPT OF THIS ADJUDICATION
[u:473423d1f7]Remember to also submit any potential retreat orders with your usual orders for the next turn.
Preliminary orders are highly recommended. [/u:473423d1f7]
Please put the game number 'DC192', season, year and country in the subject line of any orders.
The GM House Rules and information on 2-season Diplomacy and the way to order retreats and adjustments can be found on the DC192 game page at http://sforza.50webs.com/PS%20GM%20HR%20Standard%202-S.doc
These results will also be posted to the DiplomaticCorp DC192 game page http://www.diplomaticcorp.com/game_page.php?game_id=dc192 and DC192 message board.
The Rules of the Game of Diplomacy (2008 5th Edition) can be found at http://wizards.com/avalonhill/rules/diplomacy_rulebook.pdf and www.diplomaticcorp.com/pdf/diplomacy_rulebook.pdf
Orders (as interpreted, no NMRs):
Austria:
A Budapest - Rumania
F Greece Supports A Rumania - Bulgaria
A Rumania - Bulgaria
A Trieste - Serbia
A Vienna - Trieste
France:
A Burgundy - Marseilles
F English Channel - London
F Gulf of Lyon - Tuscany
F Ionian Sea Supports F Tyrrhenian Sea - Naples
A Marseilles - Piedmont
F Mid-Atlantic Ocean - Western Mediterranean Sea
F Tyrrhenian Sea - Naples
Germany:
A Denmark - Sweden
A Edinburgh Hold
A Galicia - Warsaw
F Kiel - Denmark
F North Sea Supports A Norway
A Norway Hold
A Silesia Supports A Galicia - Warsaw
F St Petersburg(nc) Supports A Norway
A Tyrolia Hold
Italy:
F Apulia Supports A Rome - Venice
F Naples Hold (*dislodged [1:2]* - see retreats below)
A Rome - Venice
Russia:
A Bulgaria Supports F Constantinople (*cut*, *dislodged [1:2]*, *destroyed* - cannot retreat)
F Constantinople Hold (*dislodged [1:2]* - see retreats below)
A Moscow Supports Austrian A Rumania - Sevastopol (*void* - supported unit did not mvove as ordered)
F Norwegian Sea - Barents Sea
F Skagerrak - Norway (*fails [1:3]*)
A Warsaw - Silesia (*fails [1:1]*, *dislodged [1:2]* - see retreats below)
Turkey:
F Ankara Supports A Smyrna - Constantinople
A Sevastopol - Moscow (*fails [1:1]*)
A Smyrna - Constantinople
Retreats (only required retreats shown):
Italy:
F Naples - Rome (*ordered*)
Russia:
F Constantinople - Black Sea (*ordered*)
A Warsaw (*unordered*, *destroyed*)
Ownership:
Austria:
Budapest, Bulgaria, Greece, Rumania, Serbia, Trieste, Vienna.
England:
*** ELIMINATED FALL 1904 ***
France:
Belgium, Brest, London, Marseilles, Naples, Paris, Portugal, Spain, Tunis
Germany:
Berlin, Denmark, Edinburgh, Holland, Kiel, Liverpool, Munich, Norway, St Petersburg, Sweden, Warsaw
Italy:
Rome, Venice
Russia:
Moscow
Turkey:
Ankara, Constantinople, Sevastopol, Smyrna
Adjustments:
Austria:
7 SCs, 5 units, 2 builds possible
France:
9 SCs, 7 units, 2 builds possible
Germany:
11 SCs, 9 units, 2 builds possible
Italy:
2 SCs, 34 units, 1 disbandment required
Russia:
1 SC, 4 units, 3 disbandments required
Turkey:
4 SCs, 3 units, 1 build possible
Adjustment Orders (as interpreted):
Austria:
Build A Budapest
Build A Vienna
France:
Build F Brest
*Only one build ordered - remaining build waived*
Germany:
Build A Berlin
Build A Munich
Italy:
Disband F Apulia (*ordered*)
Russia:
Disband F Norwegian Sea (now Barents Sea, *ordered*)
Disband F Skagerrrak (*ordered*)
Disband A Warsaw (*invalid order* - unit already disbanded)
*Remaining required disbandment chosen as per rules*
Disband F Black Sea (*unordered*)
Turkey:
Build F Ankara (*invalid order* - home centre occupied)
*Only one build ordered - build waived*
Next Deadline:
Spring 1906: 20h00 UTC/GMT, Friday, 22nd August 2008
The current UTC/GMT time can be found at: http://www.worldtimeserver.com/current_time_in_UTC.aspx The Diplomaticcorp site player page also shows UTC based on your computer clock - if you are logged in.
Press:
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Maps:
There are 4 maps (gif) for this turn:
DC192Fa05m: showing moves.
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A slideshow purely showing end of turn maps can be found at:http://www.diplomaticcorp.com/slideshow.php?game_id=dc192 (eventually this will contain all maps, but this is a retrospective process as the slideshow facility was installed on Diplomaticcorp after the game started and I haven't got around to retrospectively loading up the old maps yet).
Cheers,
Paolo.[Reply] |
DC200 Spring 1902 Fresh from the news stand - test_gm (Sep 13, 2007, 12:00 am) |
The result of the power hungry leaders are in, and it looks dreadful for Austria, but with some help they might strike back.
Austria:
A Serbia Supports A Bulgaria - Rumania (*Dislodged*)
F Trieste - Venice (*Dislodged*)
A Vienna - Budapest (*Fails*)
England:
A Belgium - Picardy
F Edinburgh - North Sea
F London - English Channel
F North Sea - Norway
France:
F Brest - Mid-Atlantic Ocean
A Marseilles - Burgundy (*Fails*)
A Paris Supports A Marseilles - Burgundy
A Spain - Gascony
Germany:
A Berlin - Prussia (*Bounce*)
A Burgundy Supports A Belgium - Picardy (*Cut*)
F Denmark - Baltic Sea
A Holland - Kiel
A Munich Supports A Burgundy
Italy:
A Rome - Venice
F Tunis Hold
A Tyrolia Supports A Venice - Trieste
A Venice - Trieste
Russia:
A Budapest Supports A Venice - Trieste (*Cut*)
F Gulf of Bothnia - Sweden
A Moscow Hold
A Rumania Supports A Budapest
F Sevastopol - Armenia
A Warsaw - Prussia (*Bounce*)
Turkey:
F Ankara Hold
A Bulgaria Supports A Greece - Serbia
F Constantinople - Aegean Sea
A Greece - Serbia
A Smyrna - Constantinople
There are some retreats to take care of:
Austria:
A Serbia can go to Albania or OTB
F Trieste can go to Adriatic Sea, Albania or OTB
I have moved them like this:
A Serbia - Albania
F Trieste - Adriatic Sea
If you wanna change the retreats Eduardo, you got until 10 pm GMT monday evening.
And no matter what the retreats are, the next deadline is Sunday 24th at 10 pm GMT.
Your humble GM
René[Reply] |
CORRECTED dc157 Spring 1908 Adjudication. - test_gm (Sep 13, 2007, 12:00 am) |
Now with the in-laws gone from their weekend visit, I get a chance to sit down and correct the Spring 1908 moves.
As I said earlier, I did miss that England's moves were in the same email with his builds.
******************************************************************
Fall 1908 moves will now be due on Sunday 24 August 2008 at 4pm EST, 2100 GMT
******************************************************************
Still no retreats, but a whole lot of bounces now.
Here are the results......
Austria:
A Bohemia Supports A Tyrolia - Munich
F Bulgaria(sc) Hold
A Galicia - Warsaw
A Moscow - St Petersburg (*Fails*)
A Silesia Supports A Tyrolia - Munich
A St Petersburg - Finland (*Bounce*)
A Trieste - Albania
A Tyrolia - Munich (*Fails*)
A Ukraine - Moscow (*Fails*)
A Vienna - Tyrolia (*Fails*)
A Warsaw - Prussia
England:
F Denmark - Baltic Sea
A Edinburgh - Norway (*Fails*)
F North Sea Convoys A Edinburgh - Norway
A Norway - Finland (*Bounce*)
F Norwegian Sea - Barents Sea
F Sweden - Gulf of Bothnia
France:
F Brest - Mid-Atlantic Ocean
A Burgundy - Marseilles
F Gulf of Lyon - Western Mediterranean
A Kiel Supports A Munich
F Marseilles - Gulf of Lyon
A Paris - Burgundy
A Ruhr Supports A Munich
A Tunis - North Africa
F Western Mediterranean - Tunis
Germany:
F Berlin, no move received
A Munich, no move received
Italy:
A Ankara Hold
F Ionian Sea Supports F Tyrrhenian Sea
A Piedmont Hold
F Rome Supports F Tyrrhenian Sea
F Tuscany Supports A Piedmont
F Tyrrhenian Sea Hold
DaveE[Reply] |
dc138 Quebecian EGS - test_gm (Sep 13, 2007, 12:00 am) |
Hiya folks,
Guess it’s time to post an EGS.
This is a great variant… I really liked it, despite the fact that I think North America does not make for good Diplomacy because it’s basically one big mass of land with oceans on either side. No seas like the Mediterranean or the Baltic makes for no convoy action, and very little fleet interaction, but the introduction of the canals leading into the great lakes made up for it… just a bit. I still think NA geography is lacking in terms of tactical strategizing, but this one is about as good as it can get.
The game started out great, which lasted for about 2 turns. Rob, Andy, and myself set out with a triple, and we sent our troops off in opposite directions. We each got 3 builds in 01! We had the jump on all our neighbors, and BC really over a barrel. That was outstanding, and we were far and away the trio to beat on the board. Of course that lasted all of about 2 turns, as right off the bat Rob got Andy to turn on me, and then began the slow downfall.
I heard later on that Rob was never interested in the triple from the start, as he considered it unworkable… I will ALWAYS consider any alliance workable in any game – and love making unlikely alliances work out, but it just wasn’t meant to be this time. After the initial stab by Andy, I tried to make a 2nd go at it, for we talked it over, and a turn later, yet again… Rob and Andy moved on me.
I really guess this just wasn’t my game.
In the end, I have to thank Andy for not eliminating me when he could have done so via a retreat. I take that as payback for my trust of him in the opening rounds. And of course toward the end, I was doing all I could to stay on Andrew’s (BC) good side since he was my initial target, and later, my protector.
I’m sure if the draws kept getting voted down, the big 3 would have had to go pick off the remaining 1-dotters. I’m 99% sure it was Ray voting them down, as nothing else seems to make sense. This part of draw votes always sucks… it might be nice to allow public voting in some variant, but as Trout pointed out that is not standard rules, and it would have to be a posted variant of some sort to allow a public binding vote.
Congrats to the victorious three, Andrew, Lee and Bruce. Well earned. Was interesting (in a “glad it wasn’t me” sort of way) to see California lose 8 sc in one turn, that’s surely a record that I’ve witnessed.
One thing I learned from this… Rob asked me early on if I would stab Andy with him, and so I should have absolutely assumed that he was asking the same thing of Andy against me. I outright told him no, I wanted to see if the triple would work, but that is no reason to assume that the other player would see it the same. So that’s what I consider my error, that I assumed that just cuz I turned down Rob’s offer, that others would too. So if someone approaches you about stabbing their own alliance before it even gets off the ground, take heed! Something is probly awry in Pleasantville. Don’t ignore the clues. That’s what this game is all about.
Here’s to seeing you all again in the next one,
-mike[Reply] |
dc138 Quebecian EGS - test_gm (Sep 13, 2007, 12:00 am) |
MY EGP stands as written since nothing changed, however Mike reminded me of one thing. I have to thank Andy again for being such a good sport, and not taking the retreat to eliminate Mike after I begged, and begged, and pleaded that he leave Mike alive. It was to my dismay that I couldn't keep Andy alive to the end as I did Mike. Once again Andy, many thanks and my apologies.
Look forward to playing you all again! Perhaps on this map - I for one thoroughly enjoyed it, and actually considered a few convoys during the course of events, so I can't agree that the lack of interior seas is a terrible hindrance...maybe if the Caribbean was a bit larger or there were island chains with multiple centers accessible to armies...but I'd rather see BC have access to a second first year neutral on the Canadian plains.
All in all a great game with great players.
Thanks,
Andrew
On Sun, Aug 17, 2008 at 8:44 PM, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
Hiya folks,
Guess it's time to post an EGS.
This is a great variant… I really liked it, despite the fact that I think North America does not make for good Diplomacy because it's basically one big mass of land with oceans on either side. No seas like the Mediterranean or the Baltic makes for no convoy action, and very little fleet interaction, but the introduction of the canals leading into the great lakes made up for it… just a bit. I still think NA geography is lacking in terms of tactical strategizing, but this one is about as good as it can get.
The game started out great, which lasted for about 2 turns. Rob, Andy, and myself set out with a triple, and we sent our troops off in opposite directions. We each got 3 builds in 01! We had the jump on all our neighbors, and BC really over a barrel. That was outstanding, and we were far and away the trio to beat on the board. Of course that lasted all of about 2 turns, as right off the bat Rob got Andy to turn on me, and then began the slow downfall.
I heard later on that Rob was never interested in the triple from the start, as he considered it unworkable… I will ALWAYS consider any alliance workable in any game – and love making unlikely alliances work out, but it just wasn't meant to be this time. After the initial stab by Andy, I tried to make a 2nd go at it, for we talked it over, and a turn later, yet again… Rob and Andy moved on me.
I really guess this just wasn't my game.
In the end, I have to thank Andy for not eliminating me when he could have done so via a retreat. I take that as payback for my trust of him in the opening rounds. And of course toward the end, I was doing all I could to stay on Andrew's (BC) good side since he was my initial target, and later, my protector.
I'm sure if the draws kept getting voted down, the big 3 would have had to go pick off the remaining 1-dotters. I'm 99% sure it was Ray voting them down, as nothing else seems to make sense. This part of draw votes always sucks… it might be nice to allow public voting in some variant, but as Trout pointed out that is not standard rules, and it would have to be a posted variant of some sort to allow a public binding vote.
Congrats to the victorious three, Andrew, Lee and Bruce. Well earned. Was interesting (in a "glad it wasn't me" sort of way) to see California lose 8 sc in one turn, that's surely a record that I've witnessed.
One thing I learned from this… Rob asked me early on if I would stab Andy with him, and so I should have absolutely assumed that he was asking the same thing of Andy against me. I outright told him no, I wanted to see if the triple would work, but that is no reason to assume that the other player would see it the same. So that's what I consider my error, that I assumed that just cuz I turned down Rob's offer, that others would too. So if someone approaches you about stabbing their own alliance before it even gets off the ground, take heed! Something is probly awry in Pleasantville. Don't ignore the clues. That's what this game is all about.
Here's to seeing you all again in the next one,
-mike
[Reply] |
dc138 Quebecian EGS - test_gm (Sep 13, 2007, 12:00 am) |
GMs thoughts:
There was NO way that Sims should have survived in this one. Your humble GM was disgruntled the entire game about this...
=P
Trout
On Sun, Aug 17, 2008 at 10:29 PM, Andrew Tanner <damienthryn(at)gmail.com ([email]damienthryn(at)gmail.com[/email])> wrote:
MY EGP stands as written since nothing changed, however Mike reminded me of one thing. I have to thank Andy again for being such a good sport, and not taking the retreat to eliminate Mike after I begged, and begged, and pleaded that he leave Mike alive. It was to my dismay that I couldn't keep Andy alive to the end as I did Mike. Once again Andy, many thanks and my apologies.
Look forward to playing you all again! Perhaps on this map - I for one thoroughly enjoyed it, and actually considered a few convoys during the course of events, so I can't agree that the lack of interior seas is a terrible hindrance...maybe if the Caribbean was a bit larger or there were island chains with multiple centers accessible to armies...but I'd rather see BC have access to a second first year neutral on the Canadian plains.
All in all a great game with great players.
Thanks,
Andrew
On Sun, Aug 17, 2008 at 8:44 PM, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
[quote:d7fac36047]
Hiya folks,
Guess it's time to post an EGS.
This is a great variant… I really liked it, despite the fact that I think North America does not make for good Diplomacy because it's basically one big mass of land with oceans on either side. No seas like the Mediterranean or the Baltic makes for no convoy action, and very little fleet interaction, but the introduction of the canals leading into the great lakes made up for it… just a bit. I still think NA geography is lacking in terms of tactical strategizing, but this one is about as good as it can get.
The game started out great, which lasted for about 2 turns. Rob, Andy, and myself set out with a triple, and we sent our troops off in opposite directions. We each got 3 builds in 01! We had the jump on all our neighbors, and BC really over a barrel. That was outstanding, and we were far and away the trio to beat on the board. Of course that lasted all of about 2 turns, as right off the bat Rob got Andy to turn on me, and then began the slow downfall.
I heard later on that Rob was never interested in the triple from the start, as he considered it unworkable… I will ALWAYS consider any alliance workable in any game – and love making unlikely alliances work out, but it just wasn't meant to be this time. After the initial stab by Andy, I tried to make a 2nd go at it, for we talked it over, and a turn later, yet again… Rob and Andy moved on me.
I really guess this just wasn't my game.
In the end, I have to thank Andy for not eliminating me when he could have done so via a retreat. I take that as payback for my trust of him in the opening rounds. And of course toward the end, I was doing all I could to stay on Andrew's (BC) good side since he was my initial target, and later, my protector.
I'm sure if the draws kept getting voted down, the big 3 would have had to go pick off the remaining 1-dotters. I'm 99% sure it was Ray voting them down, as nothing else seems to make sense. This part of draw votes always sucks… it might be nice to allow public voting in some variant, but as Trout pointed out that is not standard rules, and it would have to be a posted variant of some sort to allow a public binding vote.
Congrats to the victorious three, Andrew, Lee and Bruce. Well earned. Was interesting (in a "glad it wasn't me" sort of way) to see California lose 8 sc in one turn, that's surely a record that I've witnessed.
One thing I learned from this… Rob asked me early on if I would stab Andy with him, and so I should have absolutely assumed that he was asking the same thing of Andy against me. I outright told him no, I wanted to see if the triple would work, but that is no reason to assume that the other player would see it the same. So that's what I consider my error, that I assumed that just cuz I turned down Rob's offer, that others would too. So if someone approaches you about stabbing their own alliance before it even gets off the ground, take heed! Something is probly awry in Pleasantville. Don't ignore the clues. That's what this game is all about.
Here's to seeing you all again in the next one,
-mike
[/quote:d7fac36047][Reply] |
DC172 Midsummers - Fall 1606 Deadline Reminder - test_gm (Sep 13, 2007, 12:00 am) |
Hail folks of the 1600s,
This would be the rumble for Fall 1606 orders. Deadline arrives in roughly 19.5 hours There are still a couple sets to come in, so please break out that sealing wax and summon your messengers.
Cheers!
Trout[Reply] |
DC191 SIB - Winter 04 Deadline Reminder - test_gm (Sep 13, 2007, 12:00 am) |
Heya folks,
Please consider this to be the drumbeats for Winter 1904. Deadline is in roughly 19.5 hours - I have two out of three sets of adjustments in hand so I guess we're not doing too badly.
Cheers!
Trout[Reply] |
DC135 Fear and Loathing - Spring 1913 Deadline Rem... - test_gm (Sep 13, 2007, 12:00 am) |
Heya members of the F & L,
I loathe to remind you, and fear the response, but Spring 1913 orders are due in just under 19.5 hours. I have a couple sets in but not the whole set.
Cheers!
Trout[Reply] |
dc138 Quebecian EGS - test_gm (Sep 13, 2007, 12:00 am) |
Despite going out early I really enjoyed this game.
When I turned on Sims with Rob I realised he would be offering Sims the same proposal, and seeing Sims record in games I liked the thought of eliminating him early. My mistake I guess.
I've been very intrigued to watch the game pan out.
Cheers
Andy
Subject: dc138 Quebecian EGS
Date: Sun, 17 Aug 2008 20:44:48 -0700
From: mike(at)southwall.com
To: former.trout(at)gmail.com; DC138(at)diplomaticcorp.com
CC: a_c_2bcool(at)hotmail.com; damienthryn(at)gmail.com; coebq(at)yahoo.com; raybrucea(at)aol.com; Githraine(at)yahoo.com; ndeily(at)yahoo.com; rob_ackerley(at)yahoo.ca; agenbite.lee(at)gmail.com; stevelytton(at)hotmail.com
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Hiya folks,
Guess it’s time to post an EGS.
This is a great variant… I really liked it, despite the fact that I think North America does not make for good Diplomacy because it’s basically one big mass of land with oceans on either side. No seas like the Mediterranean or the Baltic makes for no convoy action, and very little fleet interaction, but the introduction of the canals leading into the great lakes made up for it… just a bit. I still think NA geography is lacking in terms of tactical strategizing, but this one is about as good as it can get.
The game started out great, which lasted for about 2 turns. Rob, Andy, and myself set out with a triple, and we sent our troops off in opposite directions. We each got 3 builds in 01! We had the jump on all our neighbors, and BC really over a barrel. That was outstanding, and we were far and away the trio to beat on the board. Of course that lasted all of about 2 turns, as right off the bat Rob got Andy to turn on me, and then began the slow downfall.
I heard later on that Rob was never interested in the triple from the start, as he considered it unworkable… I will ALWAYS consider any alliance workable in any game – and love making unlikely alliances work out, but it just wasn’t meant to be this time. After the initial stab by Andy, I tried to make a 2nd go at it, for we talked it over, and a turn later, yet again… Rob and Andy moved on me.
I really guess this just wasn’t my game.
In the end, I have to thank Andy for not eliminating me when he could have done so via a retreat. I take that as payback for my trust of him in the opening rounds. And of course toward the end, I was doing all I could to stay on Andrew’s (BC) good side since he was my initial target, and later, my protector.
I’m sure if the draws kept getting voted down, the big 3 would have had to go pick off the remaining 1-dotters. I’m 99% sure it was Ray voting them down, as nothing else seems to make sense. This part of draw votes always sucks… it might be nice to allow public voting in some variant, but as Trout pointed out that is not standard rules, and it would have to be a posted variant of some sort to allow a public binding vote.
Congrats to the victorious three, Andrew, Lee and Bruce. Well earned. Was interesting (in a “glad it wasn’t me” sort of way) to see California lose 8 sc in one turn, that’s surely a record that I’ve witnessed.
One thing I learned from this… Rob asked me early on if I would stab Andy with him, and so I should have absolutely assumed that he was asking the same thing of Andy against me. I outright told him no, I wanted to see if the triple would work, but that is no reason to assume that the other player would see it the same. So that’s what I consider my error, that I assumed that just cuz I turned down Rob’s offer, that others would too. So if someone approaches you about stabbing their own alliance before it even gets off the ground, take heed! Something is probly awry in Pleasantville. Don’t ignore the clues. That’s what this game is all about.
Here’s to seeing you all again in the next one,
-mike
Get Hotmail on your mobile from Vodafone Try it Now![Reply] |
dc138 Quebecian EGS - test_gm (Sep 13, 2007, 12:00 am) |
Although, like some of my orders a day late and dollar short, here is Mexico's EGS.
Mexico was fun to play particularly in the early stages of the game. I must say, however, that given its position, and once Peru is dealt with, it can get a little less than dynamic to play in the later stages of a game. Although you are almost always looking at a multi-front war situation, Mexico's positioning makes it easy to defend and difficult to attack. But it is also difficult to launch big attacks from as well. All-in-all a good country to seek a draw with, but a poor choice if your hoping for a shot at a solo.
At the start, my partner Felix, who was Cuba at the time, and I came up with a grand "southern" strategy that saw us taking out Peru early and then addressing our Northern neighbors. That went according to plan until we lost Felix to a family matter. Later, Jason, the new Cuba, and I got the job done, but it took us a while longer than expected.
At the same time. I worked a deal with Texas to see off California as soon as possible. My task was to gain a couple of south western territories and then move as far North up the Pacific as possible to keep BC (and California) bottled up. None of this worked according to plan and this stage saw ray and I in a protracted battle of wills over one or two territories.
It was pretty much at this point and until Ray's stab that things settled into a stalemate up North with BC taking Hawaii and, along with Ray's well positioned Pacific fleet, bottling me up!
The action was much more interesting and exciting on the Caribbean side of things where Florida, Cuba and Mexico had some significant back-a-forth. On the issue of convoying and fleet action, try this game from the southern perspective: plenty of opportunities.
What I find most intriguing about this game is essentially three players who pretty much had a contentious or at least wary relationship throughout most of the game came together in the end to pull off a draw. It was a pleasure to play together with both Andrew and Lee. Fine tacticians and great correspondents.
Finally, let me once again than Trout for his outstanding GMing and all of the rest of the players for a thoroughly enjoyable game.
Best regards.
Bruce
----- Original Message ----
From: Former Trout <former.trout(at)gmail.com>
To: Andrew Tanner <damienthryn(at)gmail.com>
Cc: Michael Sims <mike(at)southwall.com>; dc138 <DC138(at)diplomaticcorp.com>; Andrew Clarke <a_c_2bcool(at)hotmail.com>; Bruce Quinn <coebq(at)yahoo.com>; Bruce Ray <raybrucea(at)aol.com>; Jason K <Githraine(at)yahoo.com>; Nathan Deily <ndeily(at)yahoo.com>; Rob Ackerley <rob_ackerley(at)yahoo.ca>; Samuel Smith <agenbite.lee(at)gmail.com>; Steve Lytton <stevelytton(at)hotmail.com>
Sent: Monday, August 18, 2008 12:31:25 PM
Subject: Re: dc138 Quebecian EGS
GMs thoughts:
There was NO way that Sims should have survived in this one. Your humble GM was disgruntled the entire game about this...
=P
Trout
On Sun, Aug 17, 2008 at 10:29 PM, Andrew Tanner <damienthryn(at)gmail.com ([email]damienthryn(at)gmail.com[/email])> wrote:
MY EGP stands as written since nothing changed, however Mike reminded me of one thing. I have to thank Andy again for being such a good sport, and not taking the retreat to eliminate Mike after I begged, and begged, and pleaded that he leave Mike alive. It was to my dismay that I couldn't keep Andy alive to the end as I did Mike. Once again Andy, many thanks and my apologies.
Look forward to playing you all again! Perhaps on this map - I for one thoroughly enjoyed it, and actually considered a few convoys during the course of events, so I can't agree that the lack of interior seas is a terrible hindrance...maybe if the Caribbean was a bit larger or there were island chains with multiple centers accessible to armies...but I'd rather see BC have access to a second first year neutral on the Canadian plains.
All in all a great game with great players.
Thanks,
Andrew
On Sun, Aug 17, 2008 at 8:44 PM, Michael Sims <mike(at)southwall.com ([email]mike(at)southwall.com[/email])> wrote:
[quote:d5af2c7107]
Hiya folks,
Guess it's time to post an EGS.
This is a great variant… I really liked it, despite the fact that I think North America does not make for good Diplomacy because it's basically one big mass of land with oceans on either side. No seas like the Mediterranean or the Baltic makes for no convoy action, and very little fleet interaction, but the introduction of the canals leading into the great lakes made up for it… just a bit. I still think NA geography is lacking in terms of tactical strategizing, but this one is about as good as it can get.
The game started out great, which lasted for about 2 turns. Rob, Andy, and myself set out with a triple, and we sent our troops off in opposite directions. We each got 3 builds in 01! We had the jump on all our neighbors, and BC really over a barrel. That was outstanding, and we were far and away the trio to beat on the board. Of course that lasted all of about 2 turns, as right off the bat Rob got Andy to turn on me, and then began the slow downfall.
I heard later on that Rob was never interested in the triple from the start, as he considered it unworkable… I will ALWAYS consider any alliance workable in any game – and love making unlikely alliances work out, but it just wasn't meant to be this time. After the initial stab by Andy, I tried to make a 2nd go at it, for we talked it over, and a turn later, yet again… Rob and Andy moved on me.
I really guess this just wasn't my game.
In the end, I have to thank Andy for not eliminating me when he could have done so via a retreat. I take that as payback for my trust of him in the opening rounds. And of course toward the end, I was doing all I could to stay on Andrew's (BC) good side since he was my initial target, and later, my protector.
I'm sure if the draws kept getting voted down, the big 3 would have had to go pick off the remaining 1-dotters. I'm 99% sure it was Ray voting them down, as nothing else seems to make sense. This part of draw votes always sucks… it might be nice to allow public voting in some variant, but as Trout pointed out that is not standard rules, and it would have to be a posted variant of some sort to allow a public binding vote.
Congrats to the victorious three, Andrew, Lee and Bruce. Well earned. Was interesting (in a "glad it wasn't me" sort of way) to see California lose 8 sc in one turn, that's surely a record that I've witnessed.
One thing I learned from this… Rob asked me early on if I would stab Andy with him, and so I should have absolutely assumed that he was asking the same thing of Andy against me. I outright told him no, I wanted to see if the triple would work, but that is no reason to assume that the other player would see it the same. So that's what I consider my error, that I assumed that just cuz I turned down Rob's offer, that others would too. So if someone approaches you about stabbing their own alliance before it even gets off the ground, take heed! Something is probly awry in Pleasantville. Don't ignore the clues. That's what this game is all about.
Here's to seeing you all again in the next one,
-mike
[/quote:d5af2c7107][Reply] |
DC 138 - EGS - test_gm (Sep 13, 2007, 12:00 am) |
The prophesies were correct.
The South has risen again.
First off, I started off this game looking down the shotgun at Cuba. If I were to give a recommendation on this map, I would say you have to put some space between Havana and Miami. I know they are close in real life, but man, its just too close. There can be almost no chance for trust in that relationship unless they could put another sea zone in between them. I know that means that might mean compromising the geographic integrity of the map, but we do that all the time anyways.
One funny little note. As I started playing, I would often sign off as Jeb Bush who was the governor of Florida and President Bush's brother. I wasn't trying to trick anyone, I was just having fun. But apparently, Peru did not know of the second Bush in Florida. Instead, Peru thought that I was Texas, and proceeded to tell me his plans to entangle Cuba and Florida. I thought I would play along, see what he had to say. It revealed little other than that he was trying to get Texas on his side to go against everyone else. I think he eventually figured out that I was Florida and not Texas, and he cut off correspondence with me. Which was fine by me, since Mexico and Cuba were working on eliminating him. A question to the more experienced players: Do yall think that I should have done as I did and allowed him to believe I was Texas instead of Florida, or do yall think that I should have just corrected him when he first made the mistake (even though he had already revealed that he wanted to send Cuba to tangle with me)?
Instead of Cuba being my first engagement, I turned away from the Caribbean to the West. Cali pushed me towards Texas, and I eventually saw Tex as a better bet for an attack. I supposed Cuba was expecting a stab. Especially when Felix had to leave the game, I figured Jason would be pretty suspicious of my position. Putting Cuba off, I was able to expand into Texas rapidly with Ray's help. Bruce helped me out from Mexico into San Antonio and I felt pretty good. First mistake. Tex was pretty angry about my stab, and I apologize if I did anything dishonorable (in the context of the game). I was also surprised, as I think everyone was, by Tex not concerning himself with my continuing attack. Does anyone know what happened?
From there, I turned back towards Cuba. After routing Texas, I had struck up what I thought was a good relationship with Bruce down in ol' Mexico, and Ray, even if pushy, was still apparently my ally since we had fought Texas. As I mentioned, Peru had cut off correspondence with me, a foolish move since Cuba and Mexico made it their first priority to destroy him. It should have been clear to him that I wanted to wipe Cuba out of the picture. I'm still not sure why he didn't give up bs that we had started out the game with. Either way, it worked out for me that Cuba was throwing everything he had at Peru. And there was no reason for me to contact him. What could he offer me? That he would keep fighting for his life. He was going to do that anyways. Plus, had I contacted him before the stab, he could have warned Cuba and messed things up for me.
So I sprung on Cuba, and did pretty well. Things were going well, and I was still feeling good.
And that's when it happened. Cali started his march eastward, and Mex, who I thought would not betray me since he allowed me to enter into San Antonio without any promises, took California's request to come after me (understandably). In my builds, I turned towards defending my mainland SC, thinking Cali was the main danger to me, and I ignored the surviving Cuban unit. I'm not sure if this was a mistake. Cali was the most dangerous player for me, but Cuba almost made a come-back at my expense. Ray and I played tit for tat until he surged into my sphere. For the most part, I think there was little I could do to change this.
At this point, I would like to ask for some more advice. I believe that the reason that people turned on me at that point was because I had expanded too quickly, and Mex wanted to balance my growing power with an aggressive California. Is that correct? Bruce, I'd love to hear what your response?
For the next few turns, my strategy was pretty simple. I threw everything I had at Cuba in exile and did not worry much about Mexico. I knew that I could not make a deal with Cuba since I had stolen all his home SC's. He would attack me until he got them back. But for Bruce in Mexico, the situation was not so clear cut. Of course, he wanted to expand, but the main reason (as I understood it) Bruce had turned on me was pressure from Ray. If Bruce expanded rapidly, my best hope of not being quashed was getting Ray to turn on the growing Bruce.
With that logic I resisted as best I could for a couple of seasons, but there was little that I could do. Ray continued to promise me that he was done fighting me and that I could resume my war with Mexico, yet somehow I kept losing SC's to him. Then, in May, Ray was staking up SC's like Homer Simpson in a doughnut shop (we'll say Tim Hortons in honor of Canada's contributions to obesity in the Western Hemisphere), and he stabbed Bruce.
Simultaneously, we voted on a draw and he was the only one to not voice his choice publicly, making it appear like he was in full-blown solo mode. To be fair, I originally voted for the draw, and I was sincere. But, I changed my mind at the last minute (I voted for the war, before I voted against it?). I'm not really sure if Cali voted for the draw or not, but would love to know.
After that, Bruce came knocking, asking if I wanted to team up with him and Andrew, who I had not yet had any contact with. I signed up immediately, and we turned everything we had on Cali, after mostly finishing off Cuba.
It was great working with Andrew and Bruce in the end. For a while, I thought Andrew might go for the solo. Bruce and I had some bumps throughout the game, but we worked them out in the end. But I enjoyed playing with everybody, and would like to thank yall for making this a great game.
As for the game, I would repeat that Cuba and Florida need more space. Otherwise, I agree with Bruce: there are a lot of chances for fleets and convoys in the Caribbean, particularly for a peninsular power with an island power one space away. But over all I enjoyed this game. From Florida, I feel like a solo is possible, if you work on defending your mainland territory in those states south of the Mason-Dixon line, and focus on expansion to the south.
And I can't thank our GM enough for all those great fortune cookies.
Look forward to seeing yall in another game,
Lee
Moore
PS - Pardon the long letter, but it goes well with the long game.[Reply] |
Dc181 Autumn and Winter 1903 - test_gm (Sep 13, 2007, 12:00 am) |
Dc181 Autumn and Winter 1903
Autumn
Russia retreats to SKA
Winter
Austria:
Build A Budapest
England:
Remove F London
Germany:
Build A Munich
Italy:
Build A Rome
Russia:
Remove A St Petersburg
Turkey:
Remove F Eastern Mediterranean
Spring 1903 is due on Tuesday 26th August due to player absence.
There is Germany/Austria/Italy draw proposed with Spring. Please vote YES or NO with your spring moves.
Submit prelims now!
Stephen Lytton
aka Deathblade_penguin (Knight of the Rose)
at www.diplomaticcorp.com
to the movies Shout your Messenger buddies[Reply] |
dc188 - Spring 1904 retreats with correction from... - test_gm (Sep 13, 2007, 12:00 am) |
GAME NOTES:
FYI... this map includes the correct order from Italy to ION. I will update the website when I get back from vacation.
I'll try to adjudicate sometime late on Friday or early on Saturday... but just in case, all orders are due at the regular time on Friday.
DEADLINES:
Fall 1904 - Friday August 22, 2008 at 21:00GMT (5pm EDT)
ORDERS:
Germany:
A Liverpool - Edinburgh
Russia:
F Norway - Norwegian Sea
A Ukraine - Moscow[Reply] |