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dc384 Autumn 1902 retreat adjudication - jerome777   (May 23, 2011, 3:55 pm)
Hi everyone,


 


The retreat to Skaggerak stands. So, here's your status update moving into Winter 1902:


 


Ownership:


Austria:   Budapest, Serbia, Trieste, Tunis, Vienna.
England:   Edinburgh, Liverpool, London.
France:    Belgium, Brest, Marseilles, Paris, Portugal, Spain.
Germany:   Berlin, Denmark, Holland, Kiel, Munich.
Italy:     Bulgaria, Greece, Naples, Rome, Venice.
Russia:    Moscow, Norway, Rumania, Sevastopol, St Petersburg,
           Sweden, Warsaw.
Turkey:    Ankara, Constantinople, Smyrna.


 


Adjustments:


Austria:   Supp  5 Unit  4 Build  1
England:   Supp  3 Unit  4 Remove  1
France:    Supp  6 Unit  5 Build  1
Germany:   Supp  5 Unit  5 Build  0
Italy:     Supp  5 Unit  4 Build  1
Russia:    Supp  7 Unit  6 Build  1
Turkey:    Supp  3 Unit  3 Build  0


 


Please submit all builds and disbands by the deadline, 2000GMT Tuesday 24 May.


 


thanks


 


Jerome

[Reply]

dc354 game end - draw! - FuzzyLogic   (May 23, 2011, 3:27 pm)
Many have brought up this link of of the north to south poles.  I am thinking about this a lot because it has significant ramifications...


 


The Pros...


 


Gives the victorious northern power and victorious southern power another front behind their lines, so they can't just sit with back to the wall and expand outward.


 


The Cons...


 


Looking at the Ogre position, with which I'm most familiar from the game I played in which Hoffman was the Ogres - they are indeed very strong - if they get situated, they will become invulnerable.  Their problem is going to be supply lines.  The Ogres inevitably build so many armies that when their conquering of the southern continent is complete, they have nowhere else to go.  New fleets built at home take several years to reach open waters, and the closest useful EBC is way out in NNL, sure to be held by someone other than the Ogres.  This dynamic ultimately limits the Ogres to around 1/3 of the centers of the board, with no chance for solo.  Compare that to say, if the Elves take out the southern continent, at that point they are ready to go to tackle the central island and beyond.  ANY other power that wins out in the south would end up better off than the Ogres.


 


Now if we connect the south to the north, and the Ogres capture that passage, now they need never build a single fleet - for if they do conquer their continent, they can still proceed, via the land bridge, right to the other large continent.  Does this not oversimplify the Ogre goals too much?  Now instead of worrying about when to stop building armies and when to start building fleets, they just go army army army all the way.


 


"but so-and-so can just block the pass" I hear you say. 


 


Of course they can.  But if the pass will just be blocked then what's the point?  Whether it requires 1 or 2 or 3 armies to block, Once (for example) the Ogres win out in the south and the Knights win out in the north and both agree to block it, it's closed off anyways.


 


 


 


 






From: Jeff Hall [mailto:hall.jeff(at)gmail.com]
Sent: Mon 5/23/2011 2:39 PM
To: mrh(at)panix.com
Cc: max victory; Matthias Matzinger; Balthazar Logan; alwayshunted(at)hotmail.com; pjh5000(at)hotmail.com; dc354; michael.alan.walters(at)gmail.com; tomjnkns.il(at)gmail.com; wealllovekatamari(at)yahoo.com; kelly058(at)verizon.net; markjsmith60(at)gmail.com; justin(at)darkenedpath.com; jdtsoft(at)jdtsoft.com; dan.i.sinensky(at)gmail.com; Jason Koelewyn; Garry Bledsoe; welsh_stroud(at)msn.com; Michael Sims; ndeily(at)yahoo.com
Subject: Re: dc354 game end - draw!




I may have sounded more bitter then I meant. I will absolutely play again and I recognize that political intrigue is a necessary and healthily unhealthy component of diplomacy. I also recognize that a certain amount of "consider the human not just the country" meta-gaming is inevitable in a hobby where you see the same people time and time again. I played against Bruce Ray (that some of you know) in a A&E game in which he lied to me nearly every turn as to his intentions. I can't and won't be able to forget that if/when I play with him again.

In diplomacy, experience is a double edged sword and it showed here. Experience means your ally grows strong. It also means that on that turn when he gets three builds and you get none, you're likely to feel the knife quickly and professionally placed into your back. I was virtually eliminated by the time knowledge of the Vets broke around the table. Ultimately, I think Max would have helped me but he was probably one year away from being able to provide any meaningful help.

My own mistake was in not taking advantage of the one turn that the Warren (Gnomes) left himself open. I feel reasonably certain that had I moved decisively in that one year, Gary would have happily hung him out to dry (only Gary can confirm this I suppose). I also feel reasonably comfortable that the Fairies would not have stabbed me as quickly, either.

As for your original proposition, I think it falls flat (both in theory and, now, in practice). A large alliance is probably good for securing a survival but it presents very real problems when / if progress begins to stall. A single defect can have tremendous negative ramifications (not unlike OPEC and oil). I also think that specific board experience is less important then general diplomacy experience. Granted, this is a somewhat tricky board but it's far, far more important that you have open, frequent, concise and substantive discussions with lots of people really, really quickly. Just in my sphere of influence, both the Centaurs and the Archers were eliminated because they failed to reach out (in my opinion) in those kinds of ways.

A couple suggestions for people who play the next time around (which will hopefully include me Smile

Once the triangle at the roof of the world resolves (Centaurs/Knights/Barbarians) into one power, I think it's really, really unlikely that they'll be stopped short of 8-10 SCs at least (enough to probably demand a part in a draw). The Gnomes don't have particularly great attack avenues and the Trolls are too distant. I tried with the "You're giving the game to Gary" thing with the Fairies and the Gnomes but they'd already made up their mind.

I still think the Fairies have the strongest position in the game. It took a backstab and some piling on for Michael to be truly torn apart. The fairies are the only race to have never been eliminated (although this was very close). I think that the biggest thing is that they have SUCH a good chance to get a 3 build first year and that that isn't fully offset by Early Leader Syndrome in a 19 player variant.

I think the "logical" thing to do under the current board setup is to just viciously eliminate the Nomads. It only makes matters worse that they're surrounded by Pirates, Undead and Ogres Wink

I'm looking forward to Michael's board tweaks. No variant is ever going to be perfect (doesn't Italy's performance in Standard tell us that?) but this is a really, really good board and a good one to build off for a "World War" variant.

My expectations for board changes
slight tweaks to the barbarians and perhaps elves and leprechauns starting positions to make them just a tiny bit better off.
slight tweaks that might weaken the Ogres and Fairies
potentially major tweaks to connect north and south and potentially make the Nomads stronger







On Mon, May 23, 2011 at 1:51 PM, Mike Hoffman <mrh(at)panix.com> wrote:







On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:


I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).
/rant off

At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.






Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)

I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.
That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.

What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.

Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.

I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!

So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.
Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".

Mike







--
The square root of soon is never

[Reply]

dc354 game end - draw! - laxrulz777   (May 23, 2011, 2:39 pm)
I may have sounded more bitter then I meant. I will absolutely play again and I recognize that political intrigue is a necessary and healthily unhealthy component of diplomacy. I also recognize that a certain amount of "consider the human not just the country" meta-gaming is inevitable in a hobby where you see the same people time and time again. I played against Bruce Ray (that some of you know) in a A&E game in which he lied to me nearly every turn as to his intentions. I can't and won't be able to forget that if/when I play with him again.



In diplomacy, experience is a double edged sword and it showed here. Experience means your ally grows strong. It also means that on that turn when he gets three builds and you get none, you're likely to feel the knife quickly and professionally placed into your back. I was virtually eliminated by the time knowledge of the Vets broke around the table. Ultimately, I think Max would have helped me but he was probably one year away from being able to provide any meaningful help.



My own mistake was in not taking advantage of the one turn that the Warren (Gnomes) left himself open. I feel reasonably certain that had I moved decisively in that one year, Gary would have happily hung him out to dry (only Gary can confirm this I suppose). I also feel reasonably comfortable that the Fairies would not have stabbed me as quickly, either.



As for your original proposition, I think it falls flat (both in theory and, now, in practice). A large alliance is probably good for securing a survival but it presents very real problems when / if progress begins to stall. A single defect can have tremendous negative ramifications (not unlike OPEC and oil). I also think that specific board experience is less important then general diplomacy experience. Granted, this is a somewhat tricky board but it's far, far more important that you have open, frequent, concise and substantive discussions with lots of people really, really quickly. Just in my sphere of influence, both the Centaurs and the Archers were eliminated because they failed to reach out (in my opinion) in those kinds of ways.



A couple suggestions for people who play the next time around (which will hopefully include me Smile

Once the triangle at the roof of the world resolves (Centaurs/Knights/Barbarians) into one power, I think it's really, really unlikely that they'll be stopped short of 8-10 SCs at least (enough to probably demand a part in a draw). The Gnomes don't have particularly great attack avenues and the Trolls are too distant. I tried with the "You're giving the game to Gary" thing with the Fairies and the Gnomes but they'd already made up their mind.



I still think the Fairies have the strongest position in the game. It took a backstab and some piling on for Michael to be truly torn apart. The fairies are the only race to have never been eliminated (although this was very close). I think that the biggest thing is that they have SUCH a good chance to get a 3 build first year and that that isn't fully offset by Early Leader Syndrome in a 19 player variant.


I think the "logical" thing to do under the current board setup is to just viciously eliminate the Nomads. It only makes matters worse that they're surrounded by Pirates, Undead and Ogres Wink

I'm looking forward to Michael's board tweaks. No variant is ever going to be perfect (doesn't Italy's performance in Standard tell us that?) but this is a really, really good board and a good one to build off for a "World War" variant.


My expectations for board changes
slight tweaks to the barbarians and perhaps elves and leprechauns starting positions to make them just a tiny bit better off.
slight tweaks that might weaken the Ogres and Fairies

potentially major tweaks to connect north and south and potentially make the Nomads stronger








On Mon, May 23, 2011 at 1:51 PM, Mike Hoffman <mrh(at)panix.com> wrote:






On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:



I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).



/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.







Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)



I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.


That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.



What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.



Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.



I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!



So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.


Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".



Mike








--
The square root of soon is never

[Reply]

dc370 w07 builds! - FuzzyLogic   (May 23, 2011, 2:12 pm)
Dont forget spring 08 tomorrow!


-mike






From: Michael Sims
Sent: Wed 5/18/2011 1:27 PM
To: cbend37(at)aol.com; prismguard(at)gmail.com; pablodejuan(at)gmail.com; pebbleanddrag(at)yahoo.ca; odvaha(at)aol.com; TheBukwus(at)gmail.com
Cc: dc370
Subject: dc370 w07 builds!








Austria:
Defaults, removing A Galicia


 


England:
Build A Edinburgh


 


France:
Build F Brest
Build A Paris
Build A Marseilles


 


NEXT:  Spring 08, due Tuesday 5/24, 3pm Central!


 


Enjoy,


-mike


 

[Reply]

dc354 game end - draw! - offdisc   (May 23, 2011, 12:51 pm)
On Thu, May 19, 2011 at 10:58 AM, Jeff Hall <hall.jeff(at)gmail.com> wrote:


I also enjoyed the game but the after action comments are leaving me a bit concerned. I would suggest to those of you that participated in the initial "alliance" that you strongly reconsider whether that's the best thing for the game. It introduces questions of fairness and it strikes me that it's only one step better then me inviting my wife and brother to join the next game. Such metagaming is somewhat inevitable but to do it on such a broad basis right from the start is, to me at least, anathema to the game of Diplomacy. Factoring in past performance when evaluating a potential ally is one thing (hopefully the Archers have a better understanding of how I play so that we can avoid these problems next time... and despite Gary's stab, I felt like he was largely upfront with me and, had I committed to a Gnome assault like I should have he might not have stabbed me when he did). But beyond those considerations, such broad pacts (in my opinion) have a distinct negative impact on the game. It detracts from the fun of others (it sure feels like, after reading those after game emails, that I wasn't invited to the "cool kids" table and I therefore never had a chance) and it creates situations unlikely to lead to solos (which ought to be most people's goal when they sit down at the table).

/rant off


At least I now recognize that the "fix was in" so to speak on my initial position. Gary was in an enviable position and frankly was well positioned to fight the hobbits for a potential solo.





Being the 'ringleader' of the M7 / Veterans Alliance, I just wanted to clear up my thinking so as not to be cast anyone in a shadow, or relegate them to eating lunch on the steps behind the building. (Jeff, I *know* what it's like NOT to be the "cool kids" Smile Many years ago, but it's still there)


I totally agree that Meta-gaming detracts from the individual game. On the other hand, do we also not carry our historical prejudices against us? We learn each others' play styles and they always sit in the back of our minds.

That being said, I have played in every Haven game, either as an original or as a replacement. I have been eliminated a couple times, survived a couple, and been on the winning side once. I *think* I understand the vagaries of the board after this experience. However, I can safely say that in the M7, I have only played closely with 4 of the members. I have played closely with 3 of the 'uninvited'. My point being that, in making up my call for alliance, I did not focus on my personal experiences (thus true Meta-Gaming), but on the historical experience of the players themselves.


What I was after was a personal 'game-test': Could experience with the board layout, with the poisitonal advantages and disadvantages of each power, be leveraged into a fast victory? A quick elimination of the other powers followed by a fight-to-the-death amongst the experienced? The 'fight-to-the-death was the proposed 'next step' once M7 were the remaining competitors.


Seeing the results, what do you think? Once word of the "Vets" went public, the opposing force was considerable! The final outcome shows that many of the M7 survived, but only 2 were part of the overall Draw win. Without Max' defection, would that outcome be different? Maybe, maybe not. One certain result: I may be part of an alliance like this again, but, obviously, my diplomacy skills weren't strong enough to hold it together and I won't be creating one in the future.


I had always fully expected the M7 to break down once only 1 or 2 others remained -- first to strike usually gains the competitive advantage. I was surprised how quickly Max jumped ship, but I see his reasoning and he absolutely made the correct decision! He read his opponents well and capitalized on his advantage. A veteran move? Definitely!


So, Jeff, I am sorry that you now feel that "uninvited", but I disagree that the "fix was in". I was 100% truthful with you in our negotiations. I was actively attempting to steer both Garry and Warren towards the Faeries instead of you --- mostly so that when the M7 started to break down, I could call on you to help me take either (or both) of them out! Smile Put the Barbs into the final battles and you carry considerable positional advantage! A T/R/B alliance can do a lot of damage against G/K.

Alas, both Warren and Garry were not to be persuaded, and the Faeries assisted in your eventual demise. I had no influence over them, and Garry and Nathan were slow to attack and draw them away from you.

Bad Luck -- but certainly not a "fix".


Mike

[Reply]

dc374 Spring '09 Results - notasb   (May 23, 2011, 8:29 am)
Board:

Austria        Matthew ODonnell - eliminated '06
England        Alex Phillips
France         Warren Fleming
Germany         Hugh Polley - eliminated '08
Italy        Mark Weiskircher - eliminated '04
Russia          Jeremiah Lee
Turkey          Andrew Cassese

GM Note:

If Russia sends his retreat marked final I'll post before the deadline.

Deadline:

Summer Retreat is due Tuesday May 24th 8 AM CDST  (GMT -5)  1300 GMT

Orders and Results:

England:
F Baltic Sea Hold
F Belgium Supports F Kiel - Holland
A Denmark Hold
F Edinburgh - North Sea
F Kiel - Holland
F Liverpool - Irish Sea
F London - English Channel
A Norway, no move received
A Yorkshire - London

France:
A Burgundy - Gascony
F Gulf of Lyon - Marseilles (*Bounce*)
F Mid-Atlantic Ocean - Brest
A Spain - Marseilles (*Bounce*)
A Venice - Trieste

Russia:
A Berlin - Kiel
A Budapest Supports A Serbia
A Galicia - Rumania
F Holland Supports A Berlin - Kiel (*Dislodged*)
A Moscow - Sevastopol (*Fails*)
A Munich - Tyrolia (*Bounce*)
A Ser S Ben-Tri (*Invalid*)
F St Petersburg(nc) - Norway (*Fails*)
A Ukraine Supports A Moscow - Sevastopol

Turkey:
A Albania - Serbia (*Fails*)
A Armenia Supports A Sevastopol
F Black Sea Supports A Rumania - Bulgaria
F Ionian Sea Convoys A Rome - Greece
A Piedmont - Tyrolia (*Bounce*)
A Rome - Greece
A Rumania - Bulgaria
A Sevastopol, no move received
F Tunis - North Africa
F Tyrrhenian Sea Convoys A Rome - Greece
F Western Mediterranean - Mid-Atlantic Ocean

Retreat Due:

Russian F Holland can retreat to Helgoland Bight or OTB.


------------
"We are not retreating-we are advancing in another direction."
- General Douglas MacArthur

[Reply]

dc384 Autumn 1902 adjudication - whiterhino   (May 22, 2011, 7:05 pm)

[Reply]

dc384 Autumn 1902 adjudication - jerome777   (May 22, 2011, 3:11 pm)
Search for missing cat in Bulgaria intensifies - irritated Italians send fleet to Greece to cut off any risk of southwards escape!


 


French army in Spain suspected to be sloping off from drill practise to attend cookery lessons - suspicions arise after French border guards report paella being posted home by Spanish soldiers!


 


Wartime dried fruit shortages cause Austrians to secure fig and date supplies from Tunisia!


 


Movement in Galicia - unconfirmed rumours abound that Russian army was allowed to enter without resistance after Archduke accepts Tsar's offer of 'a go on his new bike'!


 


 




Now then everyone,


 




Thanks again for your patience with my absence from the game, and the long wait since the last turn. Following this move, we now settle into a nice, regular pattern of timings. The deadline for major seasons is 2000hrs GMT (i.e. 8pm GMT, 4pm DST, 1pm PDT) Sunday. The retreats deadline following each major season will be 2000hrs GMT Monday, and the winter deadline for builds and disbands will be 2000hrs GMT Tuesday following Autumn moves.


 


Therefore, the deadline for retreats for Winter 02 will be 2000hrs GMT Monday 23 May. If you do not submit retreats by then, the auto-retreats given below will stand. The deadline for builds and disbands for Winter 02 will be 2000hrs GMT Tuesday 24 May, and then deadline for Spring 03 moves will be 2000hrs GMT Sunday 29 May.


 



An interesting turn, with plenty of movement on the board. Please find your adjudication and retreats below.


 


 


Here's your adjudication for Autumn 1902:


 



Austria:
A Budapest Supports A Greece - Serbia
A Greece - Serbia
F Ionian Sea - Tunis
A Vienna Supports A Budapest


 


England:
F Edinburgh - North Sea
F London Supports F Edinburgh - North Sea
F Norwegian Sea Supports F Edinburgh - North Sea
A Yorkshire Supports F London


 


France:
A Belgium Hold
F English Channel Convoys A Picardy - Wales
F Mid-Atlantic Ocean - Irish Sea
A Picardy - Wales
A Spain Hold


 


Germany:
F Helgoland Bight Supports F North Sea
A Holland Supports A Belgium
A Kiel - Denmark
F North Sea Hold (*Dislodged*)
A Ruhr - Munich


 


Italy:
F Aegean Sea - Greece
A Apulia Hold
A Bulgaria Supports F Aegean Sea - Greece
F Naples - Ionian Sea


 


Russia:
F Norway Hold
A Rumania Supports A Ukraine - Galicia
F Sevastopol Supports A Rumania
F Sweden Hold
A Ukraine - Galicia
A Warsaw Supports A Ukraine - Galicia


 


Turkey:
F Ankara, no move received
F Eastern Mediterranean, no move received
A Smyrna, no move received



 


Retreats required and auto-retreats:


 


German Fleet North Sea auto-retreats to Skaggerak, or off-the-board if you prefer.


Grant - if you can confirm asap whether you'd like to retreat to Skaggerak or OTB that would be great. Once this is done, then I'll be able to confirm the build/disband status for everyone.


 


 


Stay chilled everyone,


 


Jerome


 

[Reply]

dc384 Autumn 1902 adjudication (dc384) whiterhino May 22, 07:05 pm
DC 338 Fall 2016 Results - derekthefeared2   (May 22, 2011, 12:02 pm)
Reminder that orders are due tomorrow  at 4:00 PM US Eastern time.

[Reply]

DC 338 Fall 2016 Results (dc338) derekthefeared2 May 23, 08:20 pm
Here are the results for Fall 2016.  Some big changes  this.  The allied forces break up with England viciously grabbing every center they can.  France is able to break even by taking a center from the Italians.  England goes up 3 while austria goes down 3.  Let's set the deadline for winter orders to be this Wednesday at 4:00 PM US Eastern time.


 


One retreat due for England.  Tun can retreat to NAF or OTB.  If retreat OTB still have 3 builds.  Retreat shown to NAF on map.


 


England


Build 3


Austria


Remove 3


Italy


Remove 1


 


 


 


 


Austria:
A Berlin Supports A Silesia - Munich (*Cut*)
A Bulgaria - Constantinople (*Fails*)
F Constantinople - Aegean Sea
A Galicia - Bohemia
A Greece Supports A Serbia - Bulgaria (*Fails*)
A Livonia - St Petersburg (*Fails*)
A Moscow Supports A Livonia - St Petersburg
A Prussia Supports A Berlin
A Serbia - Bulgaria (*Fails*)
A Sevastopol - Armenia
A Silesia - Munich (*Bounce*)
A Trieste Supports A Venice
A Tyrolia Supports A Silesia - Munich
A Venice Supports A Tyrolia (*Cut*)
A Vienna Supports A Tyrolia


England:
F Ankara - Constantinople
F Baltic Sea - Berlin (*Fails*)
A Brest - Paris
F English Channel - Brest
A Finland Supports A St Petersburg
A Kiel Supports A Ruhr - Munich
F North Sea - English Channel
A Ruhr - Munich (*Bounce*)
F Smyrna Supports F Ankara - Constantinople
F Spain(sc) - Marseilles (*Bounce*)
A St Petersburg Hold
A Tunis Hold (*Dislodged*)


France:
F Ionian Sea - Naples
A Munich Supports A Berlin - Kiel (*Void*)
A Piedmont - Marseilles (*Bounce*)
F Tyrrhenian Sea Supports F Western Mediterranean - Tunis
F Western Mediterranean - Tunis


Italy:
F Adriatic Sea - Venice (*Fails*)
A Rome Supports F Adriatic Sea - Venice


 
dc354 game end - draw! Hobbits - ConradW   (May 21, 2011, 3:35 pm)
 Initially, I was convinced my long term partner would be the Samurais. The game could have turned out quite differently, probably with the Hobbits gone, unless the code of honor would have held. But it didn't in my case. Like the Wizards, I was skeptical that the Hobbits and Wizs could get along without a stab, but as things seemed to hold together through the first years the relationship, along with the addition of the Pirates with whom I had an initial separate arrangement, it ended up a huge source of strength. I gave me about a 180 degree scope of protection. The downside of working with the Sams is that the position against the edge did worry me. In consideration, perhaps this isn't such a problem given their route of expansion toward the Ogres.

 

I also focused early on the underground. From my perspective I didn't want anyone popping up near my home centers and there was an easy path to a second front against the Leps/Ogres. At first I was content to let the Dwarves be after getting the very useful Spirt Pond, but eventually it seemed safest to just grab the whole area. 

 

I don't think I would to like to see the Nomads done away with completely. The suggestion to allow the consideration of the second provinces captured has merit to me. I think it is worth thinking about giving the Nomads an additional unit at the start in one of the empty provinces - even chose an additional home center - or you could allow the Nomads to pick with or more exosting units.

 

I'm not sure about linking up the N/S. The issue of what to do with Devils Canyon is there, perhaps split it with Crystal Lake?

 

So thanks very much Mike for running the game. I am definititely in the next one. Thanks too to Max and Baz for helping this be a 'successful experience'!  

[Reply]

dc378 winter 08 - catsfather   (May 21, 2011, 1:45 am)
Disbands instead of retreats then lots of builds to make up for it.
Goodbye to Russia.
Spring deadline is Monday at 9pm GMT ... and I may even get the
results out at a decent time.

Adjustment orders for Winter of 1908. (dc37Cool

Austria: Build A Budapest.

France: Build F Brest.
France: Build A Marseilles.

Germany: Build A Munich.
Germany: Build F Kiel.

Turkey: Build F Smyrna.

Unit locations:

Austria: A Budapest, A Rumania, A Serbia, A Trieste.
England: F Denmark, A Finland, F Helgoland Bight, F Norway, F Sweden.
France: A Albania, F Belgium, F Brest, A Burgundy, F English Channel, F
Ionian Sea, F Liverpool, A London, A Marseilles, F North Atlantic
Ocean, F Tyrrhenian Sea, A Venice.
Germany: F Baltic Sea, A Galicia, A Holland, F Kiel, A Moscow, A Munich, A
Warsaw.
Turkey: F Bulgaria(sc), A Constantinople, F Eastern Mediterranean, F Greece,
F Sevastopol, F Smyrna.

Ownership of supply centers:

Austria: Budapest, Rumania, Serbia, Trieste.
England: Denmark, Edinburgh, Norway, St Petersburg, Sweden.
France: Belgium, Brest, Liverpool, London, Marseilles, Naples, Paris,
Portugal, Rome, Spain, Tunis, Venice.
Germany: Berlin, Holland, Kiel, Moscow, Munich, Vienna, Warsaw.
Turkey: Ankara, Bulgaria, Constantinople, Greece, Sevastopol, Smyrna.

Austria: 4 Supply centers, 4 Units: Builds 0 units.
England: 5 Supply centers, 5 Units: Builds 0 units.
France: 12 Supply centers, 12 Units: Builds 0 units.
Germany: 7 Supply centers, 7 Units: Builds 0 units.
Italy: 0 Supply centers, 0 Units: Builds 0 units.
Russia: 0 Supply centers, 0 Units: Builds 0 units.
Turkey: 6 Supply centers, 6 Units: Builds 0 units.

The next phase of dc378 will be Movement for Spring of 1909.

[Reply]

Bit of a Diversion - jhack16   (May 20, 2011, 6:21 pm)
Citation:




To: A YOR.




Award:  Medal of Honour




For:  Valour




Deed:




Acting alone behind enemy lines for 

three years, tying down up to four enemy units at any one time. 




Prospects:  Bright.
























On 20 May 2011, at 23:54, C Morse <camorse22(at)yahoo.com> wrote:








Hey Guys,

Just the facts tonight.

RETREATS

Italy:
F Ionian Sea - Tunis

Russia:
A Munich - Tyrolia

ADJUSTMENTS

France:
Remove F Spain(nc)

Italy:
Build F Naples
Build A Venice

Russia:
Remove A Bohemia

NEXT DEADLINE:  Spring 1909 orders are due on Monday, May 23, at 18:00 EDT.

Have a great week-end!

Cheers,
Chris








<DC376_W08.gif>



<DC376_W08.dpy>

[Reply]

dc354 game end - draw! Leprechauns - MattKelly   (May 20, 2011, 6:13 pm)
Apologies for the delay in checking in. Recovering from celebrating Leprechaun survival!  While I am honored to be referred to as a, "veteran, " as part of the M7 it is not really the case.  In my two prior experiences with Haven, both as the Leprechauns, I was gone before anyone knew I was there.  Thus the celebration!  S09 and WE LIVE.  Whoooha!  All that aside my role in the now famous M7 was more as a bystander than participant and spent most of the game fighting for my life.  As is usually the case everyone wanted all the centers around me. While the Ogres were my supposed ally we never really coordinated our moves beyond letting me have Whoville which was my high water mark in 02.  The UnDead  took great offense with my request for  Terabithia and we went at it getting us both into trouble early.  Next the Hobbits moved in from the sea.  Relations with the Elves
never went anywhere either.  Most communications were limited to being notified if I didn't attack the Ogres I was his enemy.  Even thought I was a supposed part of the Grand Alliance I was never asked to assist the Ogres nor did I make any moves against the Elves until the end of the game and that was more for survival than spite. The Elves on the other hand moved in for their piece of the action with the Hobitts and UnDead.  Thanks to the UnDeads CD I could hold my own have and shift back and forth between Elves and Hobbits. The Elves developed problems elsewhere and some pressure was off but by that time the Hobbits were really coming on strong and the rest of the game was just trying to hold them off. Interestingly enough the Elves came back to tell me that thought I had been the Orges ally against him he was now willing to offer me an alliance. Let that one drop. Seeing the writing on the wall
I made a dash for it to secure centers for survival and the Elves came out short on that deal.  I hope they relaize that with my last army was facing the Hobbits and I would have bought him a turn or two before going down.  Needless to say I jumped at the 4-way and headed to the nearest pub to celebrate. Look forward to the next game.


 


-Matt-
 

[Reply]

DC376 WB11 Rd 2 - Autumn/Winter 1908 Results - Corrino   (May 20, 2011, 5:54 pm)
Hey Guys,

Just the facts tonight.

RETREATS

Italy:
F Ionian Sea - Tunis

Russia:
A Munich - Tyrolia

ADJUSTMENTS

France:
Remove F Spain(nc)

Italy:
Build F Naples
Build A Venice

Russia:
Remove A Bohemia

NEXT DEADLINE:  Spring 1909 orders are due on Monday, May 23, at 18:00 EDT.

Have a great week-end!

Cheers,
Chris

[Reply]

dc380 winter 1908 results - coryfucius   (May 20, 2011, 4:53 pm)
Austria raises yet another army, Italy builds another fleet, while England gives up a fleet.


 


Spring 1909 orders will be due Monday 5/23 at 3pm Central (US) / 21:00 GMT.  Once again, there is a DIAS proposal, so please be sure to cast your vote along with your orders.  Thanks, everyone!


 


Cory


 


-----


 


Winter 1908 adjustments:


 


Austria:
Build A Vienna


 


England:
Remove F North Sea


 


Italy:
Build F Rome

[Reply]

DC379 - Winter 1908 - Results - TrustMe   (May 20, 2011, 2:55 pm)

[Reply]

DC377; Turkey EOG - AncientMemories   (May 20, 2011, 11:52 am)
At least for me it was very straight forward. Certainly by winter 1901, but i am pretty sure by the start of spring, we'd decided to try and do a western triple, and we got enough early success that continuing the alliance was attractive to everyone involved. There was a lot of disorder in the east, which made it so were never really fighting the entire army of a given country until it was too late. After the initial year one greetings that get exchanged between everyone, i really had very little press with anyone except Jeff and Bret, and all of that was in a communal thread so this was very little headache. I did get a few messages from italy and turkey, mostly trying to get me to attack france, but things were going well for the birts, and we all had strong enough garrisons that any stabs would be tough to pull of getting more than one center, so switching sides was unappealing. Turkey probably got me closest, just because i liked his infomercial so much, but even then it was more that i liked his style than that i thought i would do better with him.

From: jeffreykrauss(at)live.com
To: untitled36(at)hotmail.com; dipknight(at)gmail.com; mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; johnston.scott(at)comcast.net; rich3520(at)aol.com; dlove(at)roedeanschool.co.za
CC: blitz(at)diplomaticcorp.com
Subject: RE: DC377; Turkey EOG
Date: Thu, 19 May 2011 23:02:26 -0700





I'll agree with John on this one - this game was, from my perspective, one of the most straightforward games I've played in a while.  Basically the western triple was setup at the very beginning of the game.  The first part of the game was spent trying to hide this fact (no idea how well we did at this) and I think we were helped immensly by the fact that I/R/T all focused first on eliminating Austria.  By the time Austria was out of the game, I think the only thing that could have changed the outcome was if I/R/T had fully aligned against us immediately.  The alliance was also helped dramatically by how well we were aligned to never threaten each other - any stab would have been a multi-turn one and would have been only partially effective.  John's attempts to sway England and myself (I'm sad I didn't get such a well written attempt to convince me to join him!) failed, I think, in a large way since the stab was hard to be sure of...

 

Darryl: thank you very much for a well GM'd game! 

 

Everyone else: thank you for a well played game!

 

-Jeff
 


From: untitled36(at)hotmail.com
To: dipknight(at)gmail.com; mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; johnston.scott(at)comcast.net; rich3520(at)aol.com; dlove(at)roedeanschool.co.za
CC: blitz(at)diplomaticcorp.com
Subject: RE: DC377; Turkey EOG
Date: Thu, 19 May 2011 22:38:56 -0500



I'm generally a long EOG kind of guy, but honestly, this one was pretty basic. Fished around for a solid three-way. Found it in the moderately satisfying combo of T-R-I. Austria died quick. Then I needed to head somewhere. I headed north, expecting Italy to side with me. I truly believe if he had done so, this game would have been much more interesting, and perhaps even ended differently. But Italy turned on me and our internal strife left russia and italy defenseless to the Western powers.

I site the betrayal of Italy as a key moment because had he  gone west, we might have been able to seal the med, while I blocked the overland route. But even more so, I had favorable relations with France for much of the game and in past games as well, and I held out hope that If Italy and I put up enough of a fight, France might have been swayed to work with me vs italy and then vs E/G. As it was, I just never had a big enough carrot to dangle for any of the Western Triple. Realizing the futility of my position, I marshalled my diplomatic skills to try to sway england with what, I think, was perhaps one of the best pieces of diplomatic mail I had composed, selling the idea of The Turkish Alliance in an infomercial kind of style. It was my last hope, but, alas, England rebuffed it.

I probably worked least on Germany because I had almost literally nothing to offer him. He was a better target than an ally for me, and neither other power was biting. So the draw was the best I could do.

John
 

Date: Thu, 19 May 2011 19:26:56 -0600
Subject: DC377; Fall 1908 Results
From: dipknight(at)gmail.com
To: mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; Johnston.scott(at)comcast.net; RICH3520(at)aol.com; dlove(at)roedeanschool.co.za; untitled36(at)hotmail.com
CC: blitz(at)diplomaticcorp.com



GM's remarks:


 


England, France, and Germany achieve Victory!  The 3-way draw passes unanimously to end the game.  Congratulations Phin, Jeff, and Bret.


 


I hope everyone will take the time to write a complete End-of-Game (EOG) Statement.  I am sure that there are several places where Scott (Austria) is curious why some of you did not side with him at some key decision points.  And, as Rich (Russia) has noted, he is interested in why it took so long to realize the situation in the north.  Feel free to reply to all when you are ready send them out.  Or, send it directly to me and I will be happy to include them all in one sending.


 


I hope that my early errors (dropping the ball while on travel and erroneously taking Jeff's first set of orders one season) did not affect your enjoyment of the game too drastically.  AND, I hope you all will return for Winter Blitz 2012.  Best Regards.  Darryl (dipknight(at)gmail.com)


 


 


The Players:


ID                               Country      Name                   Email                                              Location


Koensig                     Austria        Scott Johnston   Johnston.scott(at)comcast.net   Federal Way, WA, US


AncientMemories  England       Phin Agar            mcagar(at)hotmail.com                Weston, MA, US


JeffreyK                     France        Jeffrey Krauss     diplomacy(at)jeffreyk.com          Kirkland, WA, US


bret_pollack             Germany    Bret Pollack        bret_pollack(at)hotmail.com      Marriottsville, MD, US


stendaswargames   Italy             Dorian Love        dlove(at)roedeanschool.co.za    Johannesburg, Gauteng, ZA


RICH3520                  Russia         RICH SLOPER      RICH3520(at)AOL.COM                WILLISTON PARK, NY, US


untitled36                 Turkey        john reside         untitled36(at)hotmail.com          IL, US


 


 


The Orders:


Austria:


   Eliminated Summer 1903


 


England:
   Draw Winner (EFG)


 


France:
   Draw Winner (EFG)


 


Germany:
   Draw Winner (EFG)


 


Italy:
   Eliminated Winter 1907


  


Russia:
   Eliminated Fall 1907


 


Turkey:
   Survival


 


 


Retreats:
   None Required
 


 


Centers and Unit Positions:


Austria:


   Eliminated Summer 1903


 


England:
   Centers (Cool: bel, edi, lvp, lon, mos, nwy, stp, swe.
   Units: F bar, A edi, F lvp, A mos, F nwg, A stp, F swe, A ukr
   Build/Disband:  0
 


France:
   Centers (10): bre, mar, nap, par, por, rom, spa, tri, tun, ven.
   Units: A alb, F apu, F lyo, F ion, A mar, F nap, A par, A tri, F tys, A ven
   Build/Disband:  0
           


Germany:
   Centers (9): ber, bud, den, hol, kie, mun, rum, vie, war.
   Units: A bud, F den, A gal, F kie, A pru, A rum, A ser, A trl, A war
   Build/Disbands: 0
                           


Italy:
   Eliminated Winter 1907


Russia:
   Eliminated Fall 1907
 


Turkey:
   Centers (7): ank, bul, con, gre, ser, sev, smy.
   Units: F aeg, F bla, A bul, F eas, F gre, A sev
   Build/Disband:  +1

[Reply]

8Big surprise! - initdoby5   (May 20, 2011, 11:19 am)
65


My friend gave me a web zabty.com, there they have a variety of
fashionable things,they not only offer prices reductions, also a 30%
off on freight, you can go their web to have a look , thanks!
Good
luck!

tQ

[Reply]

dc374 Winter '08 Results - notasb   (May 20, 2011, 8:18 am)
Board:

Austria        Matthew ODonnell - eliminated '06
England        Alex Phillips
France         Warren Fleming
Germany         Hugh Polley - eliminated '08
Italy        Mark Weiskircher - eliminated '04
Russia          Jeremiah Lee
Turkey          Andrew Cassese

Press:
Russia, Turkey, France and England served me large slices of humble pie in this game.  I will take these lessons to heart in any future game.  I neglected to put a copy right notice on my 'Diplomacy Introduction Form', find same Attached.  Feel free to use it so long as copyright is affixed.

We say good bye to Germany as his last units head off to parts unknown.

Deadline:

Spring '09 is due Monday May 23rd 8 AM CDST  (GMT -5)  1300 GMT

Orders and Results:
Retreat:

Turkey:
F Spain(sc) - Western Mediterranean

Builds:

England:
Build F Liverpool
Build F London

Russia:
Build A Moscow

Disbands:

Germany:
Defaults, removing F North Sea
Defaults, removing A Ruhr

Supply Center and Unit Count:

Austria:     0 /  0
England:     9 /  9
France:      5 /  5
Germany:     0 /  0
Italy:       0 /  0
Russia:      9 /  9
Turkey:     11 / 11

------------
"We are not retreating-we are advancing in another direction."
- General Douglas MacArthur

[Reply]

DC368 Summer 1907 - stendaswargames   (May 20, 2011, 1:51 am)
France: A Munich - Kiel


 


Fall 1907 due Tuesday 24 May 24:00 GMT



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[Reply]

DC377; Turkey EOG - JeffreyK   (May 20, 2011, 1:02 am)
I'll agree with John on this one - this game was, from my perspective, one of the most straightforward games I've played in a while.  Basically the western triple was setup at the very beginning of the game.  The first part of the game was spent trying to hide this fact (no idea how well we did at this) and I think we were helped immensly by the fact that I/R/T all focused first on eliminating Austria.  By the time Austria was out of the game, I think the only thing that could have changed the outcome was if I/R/T had fully aligned against us immediately.  The alliance was also helped dramatically by how well we were aligned to never threaten each other - any stab would have been a multi-turn one and would have been only partially effective.  John's attempts to sway England and myself (I'm sad I didn't get such a well written attempt to convince me to join him!) failed, I think, in a large way since the stab was hard to be sure of...

 

Darryl: thank you very much for a well GM'd game! 

 

Everyone else: thank you for a well played game!

 

-Jeff
 

[Reply]

DC377; The Turkish Alliance TM Infomercial - untitled36   (May 19, 2011, 10:46 pm)
Note: Make sure you read my EOG First to make sense of this!!!

My Message to England.... which failed.

*dark, dreary scenes of depressed people*

"Have you reached the end of your possible expansion?

"Is a 3-way alliances just not as much 'fun' as it once was?

"Do you long for something more?"

*Triumphant music builds, scenes of joy and success blossom onscreen*

"Then this message is for *YOU*" (add reverb on "you"Wink

"The Turkish people know what you feel. And they know you deserve better! No longer will you be bound by those dull, boring 3-way alliance ways. Instead, with the Turkey AllianceTM, you will succeed beyond your wildest dreams! While Germany is caught in the heartland of austria, England ships will sail happily into the north Sea and norway, in anticipation for an attack next year, while sweden taunts Denmark with true english wit! But the best part is, you take Warsaw and build an army in the winter! The options are near LIMITLESS" (limitless in reverb).

"You win in this deal because you get additional supply centers, and I get a second lease on life! Also, once Germany is crippled, and I finish off Italy and Russia, then we take France together, and you get a 2-way draw, and even the better odds of the SOLO!" ("solo" in reverb and onscreen in big flashing letters).

"The Turkey AllianceTM is available at no cost to you! We believe in our product so much we don't HAVE to charge for it! We know our clients are so satisfied witht eh Turkey AllianceTM that they willing recognize the importance of giving Austrian, Balkan, and Italian centers to the Sultan. The best part is, it's like paying with someone else's credit card! There's NO cost to you! Listen to a few testimonies of real people who've tried the Turkey AllianceTM!"

Fashionable woman in mansion, stroking white, fluffy cat: "Dahling, the Turkey AllianceTM changed mah life! I used to be a poor girl in Rome, but now, thanks to the Turkey AllianceTM, I own 18 supply centers! Thank you, Turkish AllianceTM!"

Well groomed professional Businessman: "Before I used the Turkey AllianceTM, I was down on my luck. All my openings for more centers were closed off to me. The only way to get more was with my allies, but how could I take them on by myself? Then I saw an ad for the Turkey AllianceTM, and I called right away. Now I'm part of a successful 2 Way Draw that got me the job I've always wanted!"

Stylish College-age guy: "I'm just starting off in life, but I know it's important to get a good start early. That's why I called Turkey AllianceTM, they have the opportunities to help a young fledgling dictator like myself make a place for himself in the world. I'm already on my 12th supply center, and I'm not even out of college yet!"

"Don't let the oppotunity of a lifetime pass you by! Order your very own Turkey AllianceTM TODAY!" ('today' in reverb, and end with eye-catching explosion with a cut to black.)

[Reply]

DC377; Turkey EOG - untitled36   (May 19, 2011, 10:38 pm)
I'm generally a long EOG kind of guy, but honestly, this one was pretty basic. Fished around for a solid three-way. Found it in the moderately satisfying combo of T-R-I. Austria died quick. Then I needed to head somewhere. I headed north, expecting Italy to side with me. I truly believe if he had done so, this game would have been much more interesting, and perhaps even ended differently. But Italy turned on me and our internal strife left russia and italy defenseless to the Western powers.

I site the betrayal of Italy as a key moment because had he  gone west, we might have been able to seal the med, while I blocked the overland route. But even more so, I had favorable relations with France for much of the game and in past games as well, and I held out hope that If Italy and I put up enough of a fight, France might have been swayed to work with me vs italy and then vs E/G. As it was, I just never had a big enough carrot to dangle for any of the Western Triple. Realizing the futility of my position, I marshalled my diplomatic skills to try to sway england with what, I think, was perhaps one of the best pieces of diplomatic mail I had composed, selling the idea of The Turkish Alliance in an infomercial kind of style. It was my last hope, but, alas, England rebuffed it.

I probably worked least on Germany because I had almost literally nothing to offer him. He was a better target than an ally for me, and neither other power was biting. So the draw was the best I could do.

John

 

[Reply]

DC377; Turkey EOG (Winter Blitz) JeffreyK May 20, 01:02 am
I'll agree with John on this one - this game was, from my perspective, one of the most straightforward games I've played in a while.  Basically the western triple was setup at the very beginning of the game.  The first part of the game was spent trying to hide this fact (no idea how well we did at this) and I think we were helped immensly by the fact that I/R/T all focused first on eliminating Austria.  By the time Austria was out of the game, I think the only thing that could have changed the outcome was if I/R/T had fully aligned against us immediately.  The alliance was also helped dramatically by how well we were aligned to never threaten each other - any stab would have been a multi-turn one and would have been only partially effective.  John's attempts to sway England and myself (I'm sad I didn't get such a well written attempt to convince me to join him!) failed, I think, in a large way since the stab was hard to be sure of...

 

Darryl: thank you very much for a well GM'd game! 

 

Everyone else: thank you for a well played game!

 

-Jeff
 
DC377; Turkey EOG (Winter Blitz) AncientMemories May 20, 11:52 am
At least for me it was very straight forward. Certainly by winter 1901, but i am pretty sure by the start of spring, we'd decided to try and do a western triple, and we got enough early success that continuing the alliance was attractive to everyone involved. There was a lot of disorder in the east, which made it so were never really fighting the entire army of a given country until it was too late. After the initial year one greetings that get exchanged between everyone, i really had very little press with anyone except Jeff and Bret, and all of that was in a communal thread so this was very little headache. I did get a few messages from italy and turkey, mostly trying to get me to attack france, but things were going well for the birts, and we all had strong enough garrisons that any stabs would be tough to pull of getting more than one center, so switching sides was unappealing. Turkey probably got me closest, just because i liked his infomercial so much, but even then it was more that i liked his style than that i thought i would do better with him.

From: jeffreykrauss(at)live.com
To: untitled36(at)hotmail.com; dipknight(at)gmail.com; mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; johnston.scott(at)comcast.net; rich3520(at)aol.com; dlove(at)roedeanschool.co.za
CC: blitz(at)diplomaticcorp.com
Subject: RE: DC377; Turkey EOG
Date: Thu, 19 May 2011 23:02:26 -0700





I'll agree with John on this one - this game was, from my perspective, one of the most straightforward games I've played in a while.  Basically the western triple was setup at the very beginning of the game.  The first part of the game was spent trying to hide this fact (no idea how well we did at this) and I think we were helped immensly by the fact that I/R/T all focused first on eliminating Austria.  By the time Austria was out of the game, I think the only thing that could have changed the outcome was if I/R/T had fully aligned against us immediately.  The alliance was also helped dramatically by how well we were aligned to never threaten each other - any stab would have been a multi-turn one and would have been only partially effective.  John's attempts to sway England and myself (I'm sad I didn't get such a well written attempt to convince me to join him!) failed, I think, in a large way since the stab was hard to be sure of...

 

Darryl: thank you very much for a well GM'd game! 

 

Everyone else: thank you for a well played game!

 

-Jeff
 


From: untitled36(at)hotmail.com
To: dipknight(at)gmail.com; mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; johnston.scott(at)comcast.net; rich3520(at)aol.com; dlove(at)roedeanschool.co.za
CC: blitz(at)diplomaticcorp.com
Subject: RE: DC377; Turkey EOG
Date: Thu, 19 May 2011 22:38:56 -0500



I'm generally a long EOG kind of guy, but honestly, this one was pretty basic. Fished around for a solid three-way. Found it in the moderately satisfying combo of T-R-I. Austria died quick. Then I needed to head somewhere. I headed north, expecting Italy to side with me. I truly believe if he had done so, this game would have been much more interesting, and perhaps even ended differently. But Italy turned on me and our internal strife left russia and italy defenseless to the Western powers.

I site the betrayal of Italy as a key moment because had he  gone west, we might have been able to seal the med, while I blocked the overland route. But even more so, I had favorable relations with France for much of the game and in past games as well, and I held out hope that If Italy and I put up enough of a fight, France might have been swayed to work with me vs italy and then vs E/G. As it was, I just never had a big enough carrot to dangle for any of the Western Triple. Realizing the futility of my position, I marshalled my diplomatic skills to try to sway england with what, I think, was perhaps one of the best pieces of diplomatic mail I had composed, selling the idea of The Turkish Alliance in an infomercial kind of style. It was my last hope, but, alas, England rebuffed it.

I probably worked least on Germany because I had almost literally nothing to offer him. He was a better target than an ally for me, and neither other power was biting. So the draw was the best I could do.

John
 

Date: Thu, 19 May 2011 19:26:56 -0600
Subject: DC377; Fall 1908 Results
From: dipknight(at)gmail.com
To: mcagar(at)hotmail.com; bret_pollack(at)hotmail.com; diplomacy(at)jeffreyk.com; Johnston.scott(at)comcast.net; RICH3520(at)aol.com; dlove(at)roedeanschool.co.za; untitled36(at)hotmail.com
CC: blitz(at)diplomaticcorp.com



GM's remarks:


 


England, France, and Germany achieve Victory!  The 3-way draw passes unanimously to end the game.  Congratulations Phin, Jeff, and Bret.


 


I hope everyone will take the time to write a complete End-of-Game (EOG) Statement.  I am sure that there are several places where Scott (Austria) is curious why some of you did not side with him at some key decision points.  And, as Rich (Russia) has noted, he is interested in why it took so long to realize the situation in the north.  Feel free to reply to all when you are ready send them out.  Or, send it directly to me and I will be happy to include them all in one sending.


 


I hope that my early errors (dropping the ball while on travel and erroneously taking Jeff's first set of orders one season) did not affect your enjoyment of the game too drastically.  AND, I hope you all will return for Winter Blitz 2012.  Best Regards.  Darryl (dipknight(at)gmail.com)


 


 


The Players:


ID                               Country      Name                   Email                                              Location


Koensig                     Austria        Scott Johnston   Johnston.scott(at)comcast.net   Federal Way, WA, US


AncientMemories  England       Phin Agar            mcagar(at)hotmail.com                Weston, MA, US


JeffreyK                     France        Jeffrey Krauss     diplomacy(at)jeffreyk.com          Kirkland, WA, US


bret_pollack             Germany    Bret Pollack        bret_pollack(at)hotmail.com      Marriottsville, MD, US


stendaswargames   Italy             Dorian Love        dlove(at)roedeanschool.co.za    Johannesburg, Gauteng, ZA


RICH3520                  Russia         RICH SLOPER      RICH3520(at)AOL.COM                WILLISTON PARK, NY, US


untitled36                 Turkey        john reside         untitled36(at)hotmail.com          IL, US


 


 


The Orders:


Austria:


   Eliminated Summer 1903


 


England:
   Draw Winner (EFG)


 


France:
   Draw Winner (EFG)


 


Germany:
   Draw Winner (EFG)


 


Italy:
   Eliminated Winter 1907


  


Russia:
   Eliminated Fall 1907


 


Turkey:
   Survival


 


 


Retreats:
   None Required
 


 


Centers and Unit Positions:


Austria:


   Eliminated Summer 1903


 


England:
   Centers (Cool: bel, edi, lvp, lon, mos, nwy, stp, swe.
   Units: F bar, A edi, F lvp, A mos, F nwg, A stp, F swe, A ukr
   Build/Disband:  0
 


France:
   Centers (10): bre, mar, nap, par, por, rom, spa, tri, tun, ven.
   Units: A alb, F apu, F lyo, F ion, A mar, F nap, A par, A tri, F tys, A ven
   Build/Disband:  0
           


Germany:
   Centers (9): ber, bud, den, hol, kie, mun, rum, vie, war.
   Units: A bud, F den, A gal, F kie, A pru, A rum, A ser, A trl, A war
   Build/Disbands: 0
                           


Italy:
   Eliminated Winter 1907


Russia:
   Eliminated Fall 1907
 


Turkey:
   Centers (7): ank, bul, con, gre, ser, sev, smy.
   Units: F aeg, F bla, A bul, F eas, F gre, A sev
   Build/Disband:  +1
DC377; Fall 1908 Results - dipknight   (May 19, 2011, 8:26 pm)

[Reply]

DC376 WB11 Rd 2 - Fall 1908 Results - ndeily   (May 19, 2011, 7:55 pm)
A Mun retreats to Tyrolia.













From: C Morse <camorse22(at)yahoo.com>
To: Anthony Stevens <AandTStevens(at)GMail.com>; Bruce Ray <raybrucea(at)aol.com>; Joe Hackett <jhack16(at)gmail.com>; Marc Peters <madpeters(at)earthlink.net>; Mike Walters <michael.alan.walters(at)gmail.com>; Nathan Deily <ndeily(at)yahoo.com>; Nigel Phillips <nephilli99(at)hotmail.com>
Cc: blitzforum <blitz(at)diplomaticcorp.com>
Sent: Thursday, May 19, 2011 5:26 PM
Subject: DC376 WB11 Rd 2 - Fall 1908 Results










Flippety, floppety, my best dot,
First it's green and then it's not.
I took it back, "Hurray!" but when
I turn around it's green again. 






Greetings Gentlemen,

Hope you liked my little bit of doggerel.  That's about as close to poetry as you're likely to get from me.  The point, in case you were wondering, is that we saw six dots flip color this year.  Every one of the six changed either FROM green or TO green.  What was the final tally for our busy Italian?  Four up versus only two down.  That makes two on the plus side, which is good enough for him to reclaim the top spot from the Sultan, who seemed content to play for position this year.

RETREATS:
Russian A Munich can retreat to Tyrolia or off the board.
Italian F Ionian Sea can retreat to Tunis or Tyrrhenian Sea or Naples or Apulia or Albania or off the board.

ADJUSTMENTS:
See details of ownership and SC totals below, after the orders.
Building: 
Italy
Removing:  France, Russia

NEXT DEADLINE:  Autumn retreats and Winter adjustments are due TOGETHER tomorrow, Friday, May 20, at 18:00 Eastern time.

Cheers,
Chris


Orders as resolved.
=======================================
England:
F Kiel Supports A Holland
F London - Yorkshire (*Fails*)
F Norwegian Sea - Edinburgh
F Wales Supports F Liverpool

France:
A Burgundy Supports A Silesia - Munich
F Gascony - Spain(nc)
F North Atlantic Ocean - Norwegian Sea
A Yorkshire - London (*Fails*)

Germany:
A Berlin Supports A Munich
A Holland Supports F Kiel (*Cut*)

Italy:
F Adriatic Sea Supports A Trieste
A Belgium - Holland (*Fails*)
F Ionian Sea Hold (*Dislodged*)
F Mid-Atlantic Ocean - Portugal
F Picardy - Brest
A Ruhr Supports A Silesia - Munich
A Silesia - Munich
A Trieste Hold
A Vienna - Bohemia (*Fails*)

Russia:
A Bohemia
Supports A Munich (*Cut*)
F Liverpool Hold
A Munich Supports F Kiel (*Dislodged*)
A St Petersburg - Moscow (*Fails*)

Turkey:
F Aegean Sea - Ionian Sea
A Albania - Serbia
F Constantinople - Aegean Sea
F Eastern Mediterranean Supports F Aegean Sea - Ionian Sea
A Galicia - Warsaw
F Greece Supports F Aegean Sea - Ionian Sea
A Moscow Supports A Warsaw - Livonia (*Cut*)
A Rumania - Ukraine
A Serbia - Rumania
A Warsaw - Livonia
===============================================

Ownership:

England (5):   Denmark, Edinburgh, Kiel, London, Sweden.
France (3):    Marseilles, Paris, Spain.
Germany (2):   Belgium, Berlin.
Italy (11):     Belgium, Brest, Budapest, Munich, Naples, Portugal, Rome, Trieste, Tunis, Venice, Vienna.
Russia (3):    Liverpool, Norway, St Petersburg.
Turkey (10):    Ankara, Bulgaria,
Constantinople, Greece, Moscow, Rumania, Serbia, Sevastopol, Smyrna, Warsaw.

Adjustments:

Austria:   Supp  0 Unit  0 Build  0   ... eliminated 1903
England:   Supp  5 Unit  4 Build  0   ... no home SC available
France:    Supp  3 Unit  4 Remove  1
Germany:   Supp  2 Unit  2 Build  0
Italy:     Supp 11 Unit  9 Build  2
Russia:    Supp  3 Unit  4 Remove  1
Turkey:    Supp 10 Unit 10 Build  0

[Reply]

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