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dc337 - Fall 1900 Results - z93blom   (Aug 24, 2010, 3:34 am)
I'm sorry. I missed updating when the orders are due. On Thursday.
Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>

Diplomats,
I'm sorry about the delay in adjudicating this. When I got home last night I didn't have any access to the net. Something's obviously fixed itself overnight - everything's fine again.


First order of business - a rule change:After talking with Baron Powell, the variant designer, I've decided to go with the victory conditions as specified in the variant description. This means 18 centers to win. This also means that two of you can accomplish this in the same season. The 1900 wiki page states that this might result in a tiebreak, and that the game should go on until we have a winner. If there are any comments about this change in the rules, please take them up with me immediately. I'm pretty sure that the end-game victory condition hasn't affected the game all too much already, which is why I'm changing it.


Second order of business - a rules clarification:There have been a question about the variant that's been asked - specifically the Russian situation. We are playing with the latest variant version, as described on the 1900 wiki page. That version has a rule called the Russian Emergency Measures (REM). This allows Russia to have an extra unit on the board when one of his home centers is occupied by foreign forces, but not when all of them are occupied.

There was a previous version of the variant that had a different rule, called Steamroller. We are not playing with that rule. Any references to it you may find on the net are obsolete for this game.


Third order of business - the orders:Things are starting to heat up. The Russian unit in Rumania is crushed by a combined Austrian/Turkish force. The British unit in southern Spain is also pushed out of Spain by the French units. The British Fleet, however, has a few retreat options - one of which is an empty supply center.


We have a single retreat due:English F Spain(wc) can retreat to: Portugal, Gibraltar, or OTB (Off the Board).
I'll also need to take in the builds. They can be conditional depending on where the English Fleet retreats to.


Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3

Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik

[Reply]

dc337 - Fall 1900 Results - z93blom   (Aug 24, 2010, 3:31 am)
Diplomats,
I'm sorry about the delay in adjudicating this. When I got home last night I didn't have any access to the net. Something's obviously fixed itself overnight - everything's fine again.

First order of business - a rule change:After talking with Baron Powell, the variant designer, I've decided to go with the victory conditions as specified in the variant description. This means 18 centers to win. This also means that two of you can accomplish this in the same season. The 1900 wiki page states that this might result in a tiebreak, and that the game should go on until we have a winner. If there are any comments about this change in the rules, please take them up with me immediately. I'm pretty sure that the end-game victory condition hasn't affected the game all too much already, which is why I'm changing it.

Second order of business - a rules clarification:There have been a question about the variant that's been asked - specifically the Russian situation. We are playing with the latest variant version, as described on the 1900 wiki page. That version has a rule called the Russian Emergency Measures (REM). This allows Russia to have an extra unit on the board when one of his home centers is occupied by foreign forces, but not when all of them are occupied.
There was a previous version of the variant that had a different rule, called Steamroller. We are not playing with that rule. Any references to it you may find on the net are obsolete for this game.

Third order of business - the orders:Things are starting to heat up. The Russian unit in Rumania is crushed by a combined Austrian/Turkish force. The British unit in southern Spain is also pushed out of Spain by the French units. The British Fleet, however, has a few retreat options - one of which is an empty supply center.

We have a single retreat due:English F Spain(wc) can retreat to: Portugal, Gibraltar, or OTB (Off the Board).
I'll also need to take in the builds. They can be conditional depending on where the English Fleet retreats to.

Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3
Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Wed, 23rd of August 2010, 18:00 GMT (6PM).
/Fredrik

[Reply]

dc337 - Fall 1900 Results (dc337) z93blom Aug 24, 03:34 am
I'm sorry. I missed updating when the orders are due. On Thursday.
Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>

Diplomats,
I'm sorry about the delay in adjudicating this. When I got home last night I didn't have any access to the net. Something's obviously fixed itself overnight - everything's fine again.


First order of business - a rule change:After talking with Baron Powell, the variant designer, I've decided to go with the victory conditions as specified in the variant description. This means 18 centers to win. This also means that two of you can accomplish this in the same season. The 1900 wiki page states that this might result in a tiebreak, and that the game should go on until we have a winner. If there are any comments about this change in the rules, please take them up with me immediately. I'm pretty sure that the end-game victory condition hasn't affected the game all too much already, which is why I'm changing it.


Second order of business - a rules clarification:There have been a question about the variant that's been asked - specifically the Russian situation. We are playing with the latest variant version, as described on the 1900 wiki page. That version has a rule called the Russian Emergency Measures (REM). This allows Russia to have an extra unit on the board when one of his home centers is occupied by foreign forces, but not when all of them are occupied.

There was a previous version of the variant that had a different rule, called Steamroller. We are not playing with that rule. Any references to it you may find on the net are obsolete for this game.


Third order of business - the orders:Things are starting to heat up. The Russian unit in Rumania is crushed by a combined Austrian/Turkish force. The British unit in southern Spain is also pushed out of Spain by the French units. The British Fleet, however, has a few retreat options - one of which is an empty supply center.


We have a single retreat due:English F Spain(wc) can retreat to: Portugal, Gibraltar, or OTB (Off the Board).
I'll also need to take in the builds. They can be conditional depending on where the English Fleet retreats to.


Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3

Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik
dc337 - Fall 1900 Results (dc337) z93blom Aug 24, 11:18 am
Lots of mistakes from my end here at the beginning of the game. I usually include the orders that I've used as text. I missed that this turn. Here they are:
Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments
Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).
Austria: A Vienna - BudapestA Budapest - RumaniaA Serbia Supports A Budapest - Rumania

Britain: F Spain WC Hold (*Dislodged*)F London - North Sea (*Bounce*)F Mid Atlantic Ocean - Brest (*Fails*)F North Sea - Norway
France: 
F Brest - Mid Atlantic Ocean (*Fails*)A Gascony Supports A Marseilles - SpainA Marseilles - SpainA Morocco Hold
Germany: F Denmark - North Sea (*Bounce*)
A Kiel - NetherlandsA Munich Supports A Milan - SwitzerlandA Belgium Supports A Kiel - Netherlands
Italy: A Milan - SwitzerlandA Apulia - Greece
F Ionian Sea Convoys A Apulia - Greece
Russia: F Finland - SwedenA Warsaw - Ukraine (*Fails*)A Ukraine - Sevastopol (*Bounce*)F Rumania Supports A Ukraine - Sevastopol (*Disbanded*)

Turkey: A Damascus HoldA Bulgaria Supports A Budapest - RumaniaF Black Sea - Sevastopol (*Bounce*)
Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments
Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).
/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>

I'm sorry. I missed updating when the orders are due. On Thursday.

Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments
Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>


Diplomats,
I'm sorry about the delay in adjudicating this. When I got home last night I didn't have any access to the net. Something's obviously fixed itself overnight - everything's fine again.


First order of business - a rule change:After talking with Baron Powell, the variant designer, I've decided to go with the victory conditions as specified in the variant description. This means 18 centers to win. This also means that two of you can accomplish this in the same season. The 1900 wiki page states that this might result in a tiebreak, and that the game should go on until we have a winner. If there are any comments about this change in the rules, please take them up with me immediately. I'm pretty sure that the end-game victory condition hasn't affected the game all too much already, which is why I'm changing it.


Second order of business - a rules clarification:There have been a question about the variant that's been asked - specifically the Russian situation. We are playing with the latest variant version, as described on the 1900 wiki page. That version has a rule called the Russian Emergency Measures (REM). This allows Russia to have an extra unit on the board when one of his home centers is occupied by foreign forces, but not when all of them are occupied.

There was a previous version of the variant that had a different rule, called Steamroller. We are not playing with that rule. Any references to it you may find on the net are obsolete for this game.


Third order of business - the orders:Things are starting to heat up. The Russian unit in Rumania is crushed by a combined Austrian/Turkish force. The British unit in southern Spain is also pushed out of Spain by the French units. The British Fleet, however, has a few retreat options - one of which is an empty supply center.


We have a single retreat due:English F Spain(wc) can retreat to: Portugal, Gibraltar, or OTB (Off the Board).
I'll also need to take in the builds. They can be conditional depending on where the English Fleet retreats to.


Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3

Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).


/Fredrik
dc337 - Fall 1900 Results (dc337) z93blom Aug 26, 09:46 am
Diplomats,
I simple reminder that your autumn retreats and your winter builds are due in about 3-4 hours. I have confirmed all orders that I have received, so if you do not have a confirmation from me you need to send the builds my way immediately.

Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3
Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik

2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>

Lots of mistakes from my end here at the beginning of the game. I usually include the orders that I've used as text. I missed that this turn. Here they are:
Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments

Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).
Austria: A Vienna - BudapestA Budapest - RumaniaA Serbia Supports A Budapest - Rumania


Britain: F Spain WC Hold (*Dislodged*)F London - North Sea (*Bounce*)F Mid Atlantic Ocean - Brest (*Fails*)F North Sea - Norway
France: 

F Brest - Mid Atlantic Ocean (*Fails*)A Gascony Supports A Marseilles - SpainA Marseilles - SpainA Morocco Hold
Germany: F Denmark - North Sea (*Bounce*)

A Kiel - NetherlandsA Munich Supports A Milan - SwitzerlandA Belgium Supports A Kiel - Netherlands
Italy: A Milan - SwitzerlandA Apulia - Greece

F Ionian Sea Convoys A Apulia - Greece
Russia: F Finland - SwedenA Warsaw - Ukraine (*Fails*)A Ukraine - Sevastopol (*Bounce*)F Rumania Supports A Ukraine - Sevastopol (*Disbanded*)


Turkey: A Damascus HoldA Bulgaria Supports A Budapest - RumaniaF Black Sea - Sevastopol (*Bounce*)
Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments

Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).
/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>


I'm sorry. I missed updating when the orders are due. On Thursday.
Next turn: Autumn 1900 Retreats & Winter 1900 Adjustments

Next Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).

/Fredrik
2010/8/24 Fredrik Blom <fredrik(at)familjenblom.se>


Diplomats,
I'm sorry about the delay in adjudicating this. When I got home last night I didn't have any access to the net. Something's obviously fixed itself overnight - everything's fine again.



First order of business - a rule change:After talking with Baron Powell, the variant designer, I've decided to go with the victory conditions as specified in the variant description. This means 18 centers to win. This also means that two of you can accomplish this in the same season. The 1900 wiki page states that this might result in a tiebreak, and that the game should go on until we have a winner. If there are any comments about this change in the rules, please take them up with me immediately. I'm pretty sure that the end-game victory condition hasn't affected the game all too much already, which is why I'm changing it.



Second order of business - a rules clarification:There have been a question about the variant that's been asked - specifically the Russian situation. We are playing with the latest variant version, as described on the 1900 wiki page. That version has a rule called the Russian Emergency Measures (REM). This allows Russia to have an extra unit on the board when one of his home centers is occupied by foreign forces, but not when all of them are occupied.


There was a previous version of the variant that had a different rule, called Steamroller. We are not playing with that rule. Any references to it you may find on the net are obsolete for this game.



Third order of business - the orders:Things are starting to heat up. The Russian unit in Rumania is crushed by a combined Austrian/Turkish force. The British unit in southern Spain is also pushed out of Spain by the French units. The British Fleet, however, has a few retreat options - one of which is an empty supply center.



We have a single retreat due:English F Spain(wc) can retreat to: Portugal, Gibraltar, or OTB (Off the Board).
I'll also need to take in the builds. They can be conditional depending on where the English Fleet retreats to.



Austria: Supp  5 Unit  3 Build  2Britain: Supp  5 Unit  4 Build  1 (or 2 if the retreat is OTB or into Portugal)France: Supp  6 Unit  4 Build  2Germany: Supp  7 Unit  4 Build  3


Italy: Supp  5 Unit  3 Build  2Russia: Supp  5 Unit  3 Build  2Turkey: Supp  4 Unit  3 Build  1

Next turn: Autumn 1900 Retreats & Winter 1900 AdjustmentsNext Deadline: Thursday, 26th of August 2010, 18:00 GMT (6PM).


/Fredrik
FLWC: Samurai EOG - untitled36   (Aug 23, 2010, 10:15 pm)
This game was a blast from start to finish, and every single player I spoke with come across as intelligent, friendly, and just plain fun.

 

Much ado has already been made about the super alliance, and my play was dictated almost completely in regards to that alliance. I really enjoyed all my initial neighbors, and in fact I had at least three seperate alliances almost right out of the gates. The super alliance is the obvious one. The wizards, Elves and I had a pretty solid three-way, and the hobbits and I committed to a mutual alliance as well. This left the leprechauns as the odd ones out, so the whole gang pretty well dog-piled them.

 

At first I was skeptical of the so called super alliance, but as all the players seemed to be taking it to heart, I resolved to make it my primary alliance, and began cutting off my other alliances one by one. I betrayed the hobbits first. It's a shame, because I really liked working with the hobbits, but it just had to happen from a strategic point of view. While I was taking on the hobbits with the wizards, my super alliance friends were turning on the elves. The fate of the elves seemed sealed, so the wizards and I joined in on the attack, followed quickly by me shoving a dagger in that wizardly back. 

 

To the hobbits - I really did enjoy working with you. Sorry about the stab, my friend.

 

To the elves - You were a great ally! If it hadn't been for the pesky super-alliance, I think an Ogre/elf/Samurai trio would have been a real force to contend with. You were a victim of the "big picture" in that the ogres and I were sort of bound to fight you. I can't say I'd do it any differently, but I hated doing it all the same.

 

To the wizards - Sorry for setting you up. Likewise, you were a victim of the meta-game. I had to work with the pirates against you in keeping with the super-alliance. but again, I hated doing it.

 

To the Undead - I respect you a great deal and really enjoyed our talks. You were always kind of the "black sheep" of the super alliance, and that made it fun because the rest of us got at times a bit to care-bearish perhaps, and you helped add a dose of reality. I don't envy your position. You were between the rock and the hard place and you tried making the best of it. When it came time to stab you, the ogres, or the pirates,  you were my choice simply because I was able to justify stabbing you to the rest of the alliance. I'd happily team up with you again, but I know I'd always be looking behind me to see if a knife had sprouted there yet!

 

To the Ogres - Great alliance. We moved in lock-step from the beginning. In my conversations with the undead I told him I knew you were the biggest long-term threat to me, but I couldn't bring myself to stab you. My gut said to trust you, and it seems to have paid off. Well played my friend.

 

To the archers - Well done. I echo what's been said about your obvious raw skill to have kept you alive till the end, let alone allowed you to thrive as you have. The ogres and I had it easy because of the lopsided superalliance. You had the uphill battle. You earned this win more than I did.

 

To the remainder of the super-alliance - Thanks for giving us the win. I really didn't expect it, but I appreciate it. Thanks guys. It's been fun.

 

To the northern alliance - You were getting me worried at the end. I'm not sure the game's end was at all clear had the draw not happened. You played well. I'd happily cross swords with you again.

 

And to our GM - Great job. Again, the work required for a game like this is staggering (at least it *wasn't* fog of war this time, huh?) but you kept the game going at a good clip. Well done!

[Reply]

FLWC: Samurai EOG - untitled36   (Aug 23, 2010, 10:15 pm)
This game was a blast from start to finish, and every single player I spoke with come across as intelligent, friendly, and just plain fun.

 

Much ado has already been made about the super alliance, and my play was dictated almost completely in regards to that alliance. I really enjoyed all my initial neighbors, and in fact I had at least three seperate alliances almost right out of the gates. The super alliance is the obvious one. The wizards, Elves and I had a pretty solid three-way, and the hobbits and I committed to a mutual alliance as well. This left the leprechauns as the odd ones out, so the whole gang pretty well dog-piled them.

 

At first I was skeptical of the so called super alliance, but as all the players seemed to be taking it to heart, I resolved to make it my primary alliance, and began cutting off my other alliances one by one. I betrayed the hobbits first. It's a shame, because I really liked working with the hobbits, but it just had to happen from a strategic point of view. While I was taking on the hobbits with the wizards, my super alliance friends were turning on the elves. The fate of the elves seemed sealed, so the wizards and I joined in on the attack, followed quickly by me shoving a dagger in that wizardly back. 

 

To the hobbits - I really did enjoy working with you. Sorry about the stab, my friend.

 

To the elves - You were a great ally! If it hadn't been for the pesky super-alliance, I think an Ogre/elf/Samurai trio would have been a real force to contend with. You were a victim of the "big picture" in that the ogres and I were sort of bound to fight you. I can't say I'd do it any differently, but I hated doing it all the same.

 

To the wizards - Sorry for setting you up. Likewise, you were a victim of the meta-game. I had to work with the pirates against you in keeping with the super-alliance. but again, I hated doing it.

 

To the Undead - I respect you a great deal and really enjoyed our talks. You were always kind of the "black sheep" of the super alliance, and that made it fun because the rest of us got at times a bit to care-bearish perhaps, and you helped add a dose of reality. I don't envy your position. You were between the rock and the hard place and you tried making the best of it. When it came time to stab you, the ogres, or the pirates,  you were my choice simply because I was able to justify stabbing you to the rest of the alliance. I'd happily team up with you again, but I know I'd always be looking behind me to see if a knife had sprouted there yet!

 

To the Ogres - Great alliance. We moved in lock-step from the beginning. In my conversations with the undead I told him I knew you were the biggest long-term threat to me, but I couldn't bring myself to stab you. My gut said to trust you, and it seems to have paid off. Well played my friend.

 

To the archers - Well done. I echo what's been said about your obvious raw skill to have kept you alive till the end, let alone allowed you to thrive as you have. The ogres and I had it easy because of the lopsided superalliance. You had the uphill battle. You earned this win more than I did.

 

To the remainder of the super-alliance - Thanks for giving us the win. I really didn't expect it, but I appreciate it. Thanks guys. It's been fun.

 

To the northern alliance - You were getting me worried at the end. I'm not sure the game's end was at all clear had the draw not happened. You played well. I'd happily cross swords with you again.

 

And to our GM - Great job. Again, the work required for a game like this is staggering (at least it *wasn't* fog of war this time, huh?) but you kept the game going at a good clip. Well done!

[Reply]

dc307 ~ Orient Express - sgttodd   (Aug 23, 2010, 9:53 pm)
The IRS draw vote did not pass.



Deadline for Summer 1911 retreats; Tuesday, August 24th (at) 2359
UTC.



The following units were dislodged:



Japanese F East China Sea can retreat to Bering Strait or Hokkaido.

Russian A Kazakhstan can retreat to Urals or Ekaterinburg.



Unit locations:



India:     F Bay of Bengal, F Bombay, A Burma, F Central Indian
Ocean, A Delhi, A Kunlun, A Pakistan, F Sri Lanka, F Thai Sea, F
Thailand.

Indonesia: F Celebes Sea, F Eastern Indian Ocean, F Philippines, F
South China Sea, F South Indian Ocean.

Russia:    A Afghanistan, F Arabian Sea, F Eastern African Sea, A
Iran, A Iraq, A Moscow, A Oman, F Red Sea, F Seychelles, F St.
Petersburg, A Tien Shan, A Uzbekistan, A Kazakhstan.

Siberia:   A Beijing, F East China Sea, A Hong Kong, F Honshu, F
Kamchatka, A Kazakhstan, A Mongolia, A Novosibirsk, F Sea of
Okhotsk, F Shanghai, A Vietnam.



Movement results for Spring of 1911.



India: F Bombay Supports F Sri Lanka - Arabian Sea (*Cut*).

India: F Burma - Thailand.

India: F Calcutta - Bay of Bengal.

India: F Central Indian Ocean Supports F Sri Lanka - Arabian Sea.

India: A Delhi Supports A Pakistan - Tien Shan.

India: A Kunlun Supports A Pakistan - Tien Shan.

India: A Laos - Burma.

India: A Pakistan - Tien Shan (*Fails*).

India: F Sri Lanka - Arabian Sea (*Fails*).

India: F Thailand - Thai Sea.



Indonesia: F Celebes Sea Hold.

Indonesia: F Eastern Indian Ocean Supports F South Indian Ocean.

Indonesia: F Philippines Supports F South China Sea.

Indonesia: F South China Sea Hold.

Indonesia: F South Indian Ocean Hold.



Japan: F East China Sea - South China Sea (*Dislodged*).



Russia: A Afghanistan Supports A Tien Shan - Pakistan.

Russia: F Arabian Sea Convoys A Oman - Bombay.

Russia: F Eastern African Sea Supports F Arabian Sea.

Russia: A Iran Supports A Tien Shan - Pakistan.

Russia: A Iraq Hold.

Russia: A Kazakhstan - Tien Shan (*Dislodged*).

Russia: A Moscow - Kazakhstan (*Fails*).

Russia: A Oman - Bombay (*Fails*).

Russia: F Red Sea Supports F Arabian Sea.

Russia: F Seychelles Supports F Arabian Sea.

Russia: F St. Petersburg - Arctic Sea (*Bounce*).

Russia: A Tien Shan - Pakistan (*Fails*).

Russia: A Uzbekistan Supports A Kazakhstan - Tien Shan.



Siberia: A Beijing Hold.

Siberia: A Hong Kong Supports A Vietnam.

Siberia: F Honshu Supports F Yellow Sea - East China Sea.

Siberia: A Irkutsk - Novosibirsk.

Siberia: F Kamchatka - Arctic Sea (*Bounce*).

Siberia: A Mongolia Supports A Novosibirsk - Kazakhstan.

Siberia: A Novosibirsk - Kazakhstan.

Siberia: F Sea of Okhotsk Hold.

Siberia: F Shanghai Supports F East China Sea - South China Sea.

Siberia: A Vietnam Supports A Hong Kong.

Siberia: F Yellow Sea - East China Sea.



Deadline for Summer 1911 retreats; Tuesday, August 24th (at) 2359
UTC.


files:  http://mainecav.org/diplomacy

[Reply]

FLWC: Undead EOG statement - ponkwilliams   (Aug 23, 2010, 7:50 pm)
Thanks Mike of Loxely,

You said it better than I could have.  SO I decided it would be nice to capture my favorite moment in this game's history.

The recipient of the kick was indeed our fair Trolls.

Good game!  And yes, it was more tempting early on to side with the Centaurs and Knights.  Thanks goes mostly to the Archers for even being a terrific ally even when they attacked my SCs when they thought I abandoned ship.  I think maybe that move was necessary in retrospect because it made our lines stronger.

I'm off of Dip for a while... but a nice personal invite got me to this game (by our good GM). So if you think you need more players or if you would like Ponk Williams' style added to a game, send me an invite.

Cheers,
Robin
CD

From: Michael Norton <mjn82(at)yahoo.com>
To: Dirk Knemeyer <dirk(at)knemeyer.com>; Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui
<jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 6:27:33 PM
Subject: Re: FLWC: Undead EOG statement


Archer EOG statement
 
First of all great game by all.  I really enjoyed it.  Loved the map.  Thanks for GMing in an excellent fashion Mike.  Thanks to my Northern Alliance partners and to the especially valiant and steadfast Gnome who I could not have won without!
 
Here goes!
 
Initially I had local agreements with two players,  the Gnome and the Rogue.  That gave me the opportunity to take the key opportunity to take the KOH center quickly and position against the Faerie, Mike Hoffman, who had a reputation as a tough opponent.  The Rogue also opened up aggressively against the Faerie and I believe we would have had him on the ropes in due time, but as Dirk pointed out,  the Trolls and Undead made a pact and the Rogue turned north against the Centaur and Knight., a trap apparently set by the FCKT at that time.  I was disappointed the original Nomad headed south instead of north initially.  This also hurt the Rogue.  That was his undoing and presented me with a problem.  Instead of a Rogue Archer pincer around the Faerie I had to take him on by myself.  Fortunately he had reached out to me earlier and the appearance of cooperation was critical to getting position to
stab the Faerie.  This gave me the upper hand with him for the remainder of the game as I slowly wore a very tough opponent down.
 
The Gnome and I aggressively headed north with him making good ground quickly.  The attack of the knights against the Barbarian helped that cause.  But eventually after the Barbarian fall, the Gnome had to retreat though fighting fiercely until safely behind the final front,  where we finally halted there advance.
  
Lets talk about the alliances.
 
I was excited at the offer of the Super Alliance and had reached out to the Nomad at game start as I thought his positioning would be a boon.  I hoped he would join the Rogue and I to take out the Faerie but he headed south.  I urged him to help the Rogue but he was too busy elsewhere to my chagrin.  The Pirate and my position,  along with my tie to the Gnome gave us peace on my home continent and was a huge part of my success.  Though our dipping was minimal,  the benefit of that peaceful line was enormous.  Mid-game I had to send a couple of units south to scare the Wizard away and take some Nomad centers in a center swap and was nervous the Pirate would misread that as a stab, but we both kept the faith thank goodness.   We did get to work together some to help the Gnome and to expel a Troll invasion.  Thanks Justin!
 
Thanks also to the Samurai and Ogre for their timely invasion and clearing out of the Underground.  It sapped centers away from the North and the appearance of an Ogre and Samurai at my disposal in Dragonsteeth came at the most opportune time.
 
Dirk,  I know you chose to play a balance of alliances but I think it was that balance that was not received well.  Your attacks on the Nomad centers. albeit a replacement player was both a setback to the Super Alliance and the only sign of real betrayal.  We almost worked through that with you but your refusal to attack the Troll was too much to take at a time when the wars were still very up in the air.  I wasn't in on the Samurai Ogre stab on you, but I certainly thought it was the right thing to do. 
 
What can I say about the Ogre Samurai Machine.  Juggernaut is the right word.  They played brilliantly to keep their potential opponents divided and confused. 
 
Dirk is right that Super Alliance dialog was less than it could have been, but I believe the real dipping on a weekly basis stayed local and was the difference.
 
As far as the Northern Alliance,  its presence was exposed when the Rogue was stabbed by the Faerie.  I think one mistake they made was in being too confidant in themselves.  As a result they broke some bridges with potential allies Lille the Gnomes.  Were I them I would have been nice to the Gnome and try to turn him,  but some unwise words put Robin firmly in our camp,  Had he switched sides,  the game would have been very different.  I would have been hard pressed and I think the Pirate would have suffered as well.  So the Gnome,  though reduced to three units, in my opinion played the role of the 300 Spartans.  Tough guy.
 
Thanks to all my allies,  to my stanch enemies who made me feel I was in a long arduous fistfight and especially to my immediate neighbors, Gnomes, Nomads and Pirates. 

 



From: Dirk Knemeyer <dirk(at)knemeyer.com>
To: Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 4:00:51 PM
Subject: FLWC: Undead EOG
statement


The story of this game was the alliances. At the start of the game I was part of the "Super Alliance" put together by the original Nomads player. It included: Archers, Nomads, Ogres, Pirates, Rogues, Samurai, Undead. It was a flawed alliance at its core, as geographically it was really centered around the Nomads' interests moreso than an objective strategic review of how best to win the board. This led to tremendous success in the south - particularly romping by the Ogres and Samurai - and disaster in the north - the Rogues being eliminated very early and the Archers, Nomads and Undead under attack and great pressure.


I was in the Super Alliance whole hog and loyally. That changed for a couple of reasons: first and most essentially, the downfall of the Rogues which was facilitated in part by the Trolls, with whom the Rogues and I had (what I thought was a) tight local alliance. The Trolls and I got along so well that, after the Rogues were eliminated, he invited me into a secret Northern Alliance, the FCKT (Fairies, Centaurs, Knights, Trolls). The second major factor was the original Nomads player leaving: he had been the glue, and the Super Alliance in general were terrible communicators. The Samurai and I were the only real regular "talkers" on list. For me this does not facilitate a healthy alliance and creates uncomfortable paranoia.


What I decided to do was be part of both alliances and undermine neither. This was a difficult process, playing hard for both alliances without betraying the other or even directly revealing the existence of the other alliance. At first this worked well. There were still a handful of diminishing powers in neither alliance and I was able to use their destruction to avoid the issue of my dual alliances coming into conflict. As the game went on it was clear the old Super Alliance would win and the Northern Alliance was doomed, so I set toward trying to figure out how to cast in with the Super Alliance in the strongest way possible that played well with my conscience. Unfortunately, the Super Alliance had decided it needed to turn on *me* in order to keep expanding and thus, with the attacks from the Ogres and Samurai, I was forced to stick with the Northern Alliance instead, riding that ill-fated association to the bottom of the sea.


I do want to say I REALLY liked diploming with those guys though. We may have had our faces shoved in the mud but you're a great group of guys that are fun to play with. FCKTU forever! Smile 


Finally, I want to give special mention to Michael Norton, the Archers player. He and I hardly diplomed at all this game, but he had a tough, tough position located right in the teeth of the Northern Alliance and was in peril at various times. For him to come out of this with a 3-way draw is just an exceptional piece of playing. Enjoying none of the benefits of the Ogres and Samurai as they easily cleared out half a continent he ended the game with the most centers. Very impressed, Michael. Huge props from the raggidy Undead.


As to the variant, while it would have been great fun as the original fog variant, I didn't like it revealed at all. 18 people are just too many to deal with. I would not play it again. But it must have been grand in the fog, and hopefully someone creates a great, new fog variant as I would really enjoy it.


Thanks for GMing this Mike, it must be a bear. Your consistency and quality as a GM are always appreciated.


Dirk
Undead



On Aug 23, 2010, at 4:03 PM, Michael Sims wrote:


Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 

[Reply]

FLWC: Wizard EOG statement - briandiffell   (Aug 23, 2010, 7:11 pm)
I've enjoyed watching from the sidelines as this unfolded after the
untimely demise of the Wizard nation.
First, I'll repeat that Mike was a great GM. Except for the super weird
dust-up with the original Nomad player, this game hit practically no bumps
and stayed largely on schedule. Results were practically instantaneous.
Very impressive for such a big game.
I shared everyone's initial concern with the size of the game. I dealt
with it by focusing all my attention on my immediate neighbors and largely
ignoring the rest of the map. This was quite clearly a mistake, as it's
obvious from everyone else's remarks that I was not involved in any of the
big-picture discussions that my "allies" were having with their neighbors.
I completely misplayed the first few turns of this game and I almost
recovered from it. In fits of disjointed late-night diplomatic nonsense,
I cut competing deals with the Samurai, the Hobbits, and the Pirates,
which
then had to be reconciled at the end of the first full year. I chose the
Samurai deal (which offered the prospect of long-term cooperation with the
Elves against the Hobbits) at the expense of the Hobbits and barely
muddled through with the Pirates. Ross would have been a fine partner as
the Hobbits and in retrospect a partnership with him probably made more
strategic sense. Meanwhile I made a strange move into the middle island
and left myself in a totally incoherent strategic position as I stabbed
the
Hobbits.
The Samurai-Elves partnership went along fine for awhile and we succeeded
in outmaneuvering the Hobbits (it was inevitable with the numbers arrayed
against him), but the Elves stretched far too thin and got their legs
taken
out by the Ogres and Undead (and in retrospect with the sign-off of my
erstwhile Samurai ally). In an amusing series of events, Georg continued
to work with us even after we stabbed him to the point where John and I
became convinced he hadn't noticed he'd been stabbed. It was all very
surreal.
I was on the verge of cutting a deal with the Archers against the Pirates
(perhaps... I'd be interested in the Archers' view of whether that was
ever
going to happen) to move on the Pirates when I made the fatal mistake of
delaying one turn too long while trying to mop things up elsewhere. That
one turn allowed the Pirates to turn on me with the cooperation of the
Samurai, and it was all over. Somehow I was still oblivious to the
airtight relationship between the Samurai and the Ogres and thought I
could
squirm out of an impossible strategic situation. I was still thinking the
Undead and Ogres were the unbreakable pair.
You saw my subequent appeal to the world for vassalization and I was
deeply disappointed that nobody thought my Wizardly powers worth the
effort. Wink
Congrats to the participants in the tie. You guys earned it with great
effort and some savvy deals. Looking forward to playing with any and all
of you in the future.
Brian the Wizard

[Reply]

FLWC: Undead EOG statement - mjn82   (Aug 23, 2010, 6:27 pm)
Archer EOG statement
 
First of all great game by all.  I really enjoyed it.  Loved the map.  Thanks for GMing in an excellent fashion Mike.  Thanks to my Northern Alliance partners and to the especially valiant and steadfast Gnome who I could not have won without!
 
Here goes!
 
Initially I had local agreements with two players,  the Gnome and the Rogue.  That gave me the opportunity to take the key opportunity to take the KOH center quickly and position against the Faerie, Mike Hoffman, who had a reputation as a tough opponent.  The Rogue also opened up aggressively against the Faerie and I believe we would have had him on the ropes in due time, but as Dirk pointed out,  the Trolls and Undead made a pact and the Rogue turned north against the Centaur and Knight., a trap apparently set by the FCKT at that time.  I was disappointed the original Nomad headed south instead of north initially.  This also hurt the Rogue.  That was his undoing and presented me with a problem.  Instead of a Rogue Archer pincer around the Faerie I had to take him on by myself.  Fortunately he had reached out to me earlier and the appearance of cooperation was critical to getting position to
stab the Faerie.  This gave me the upper hand with him for the remainder of the game as I slowly wore a very tough opponent down.
 
The Gnome and I aggressively headed north with him making good ground quickly.  The attack of the knights against the Barbarian helped that cause.  But eventually after the Barbarian fall, the Gnome had to retreat though fighting fiercely until safely behind the final front,  where we finally halted there advance.
  
Lets talk about the alliances.
 
I was excited at the offer of the Super Alliance and had reached out to the Nomad at game start as I thought his positioning would be a boon.  I hoped he would join the Rogue and I to take out the Faerie but he headed south.  I urged him to help the Rogue but he was too busy elsewhere to my chagrin.  The Pirate and my position,  along with my tie to the Gnome gave us peace on my home continent and was a huge part of my success.  Though our dipping was minimal,  the benefit of that peaceful line was enormous.  Mid-game I had to send a couple of units south to scare the Wizard away and take some Nomad centers in a center swap and was nervous the Pirate would misread that as a stab, but we both kept the faith thank goodness.   We did get to work together some to help the Gnome and to expel a Troll invasion.  Thanks Justin!
 
Thanks also to the Samurai and Ogre for their timely invasion and clearing out of the Underground.  It sapped centers away from the North and the appearance of an Ogre and Samurai at my disposal in Dragonsteeth came at the most opportune time.
 
Dirk,  I know you chose to play a balance of alliances but I think it was that balance that was not received well.  Your attacks on the Nomad centers. albeit a replacement player was both a setback to the Super Alliance and the only sign of real betrayal.  We almost worked through that with you but your refusal to attack the Troll was too much to take at a time when the wars were still very up in the air.  I wasn't in on the Samurai Ogre stab on you, but I certainly thought it was the right thing to do. 
 
What can I say about the Ogre Samurai Machine.  Juggernaut is the right word.  They played brilliantly to keep their potential opponents divided and confused. 
 
Dirk is right that Super Alliance dialog was less than it could have been, but I believe the real dipping on a weekly basis stayed local and was the difference.
 
As far as the Northern Alliance,  its presence was exposed when the Rogue was stabbed by the Faerie.  I think one mistake they made was in being too confidant in themselves.  As a result they broke some bridges with potential allies Lille the Gnomes.  Were I them I would have been nice to the Gnome and try to turn him,  but some unwise words put Robin firmly in our camp,  Had he switched sides,  the game would have been very different.  I would have been hard pressed and I think the Pirate would have suffered as well.  So the Gnome,  though reduced to three units, in my opinion played the role of the 300 Spartans.  Tough guy.
 
Thanks to all my allies,  to my stanch enemies who made me feel I was in a long arduous fistfight and especially to my immediate neighbors, Gnomes, Nomads and Pirates. 

 




From: Dirk Knemeyer <dirk(at)knemeyer.com>
To: Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 4:00:51 PM
Subject: FLWC: Undead EOG
statement


The story of this game was the alliances. At the start of the game I was part of the "Super Alliance" put together by the original Nomads player. It included: Archers, Nomads, Ogres, Pirates, Rogues, Samurai, Undead. It was a flawed alliance at its core, as geographically it was really centered around the Nomads' interests moreso than an objective strategic review of how best to win the board. This led to tremendous success in the south - particularly romping by the Ogres and Samurai - and disaster in the north - the Rogues being eliminated very early and the Archers, Nomads and Undead under attack and great pressure.


I was in the Super Alliance whole hog and loyally. That changed for a couple of reasons: first and most essentially, the downfall of the Rogues which was facilitated in part by the Trolls, with whom the Rogues and I had (what I thought was a) tight local alliance. The Trolls and I got along so well that, after the Rogues were eliminated, he invited me into a secret Northern Alliance, the FCKT (Fairies, Centaurs, Knights, Trolls). The second major factor was the original Nomads player leaving: he had been the glue, and the Super Alliance in general were terrible communicators. The Samurai and I were the only real regular "talkers" on list. For me this does not facilitate a healthy alliance and creates uncomfortable paranoia.


What I decided to do was be part of both alliances and undermine neither. This was a difficult process, playing hard for both alliances without betraying the other or even directly revealing the existence of the other alliance. At first this worked well. There were still a handful of diminishing powers in neither alliance and I was able to use their destruction to avoid the issue of my dual alliances coming into conflict. As the game went on it was clear the old Super Alliance would win and the Northern Alliance was doomed, so I set toward trying to figure out how to cast in with the Super Alliance in the strongest way possible that played well with my conscience. Unfortunately, the Super Alliance had decided it needed to turn on *me* in order to keep expanding and thus, with the attacks from the Ogres and Samurai, I was forced to stick with the Northern Alliance instead, riding that ill-fated association to the bottom of the sea.


I do want to say I REALLY liked diploming with those guys though. We may have had our faces shoved in the mud but you're a great group of guys that are fun to play with. FCKTU forever! Smile 


Finally, I want to give special mention to Michael Norton, the Archers player. He and I hardly diplomed at all this game, but he had a tough, tough position located right in the teeth of the Northern Alliance and was in peril at various times. For him to come out of this with a 3-way draw is just an exceptional piece of playing. Enjoying none of the benefits of the Ogres and Samurai as they easily cleared out half a continent he ended the game with the most centers. Very impressed, Michael. Huge props from the raggidy Undead.


As to the variant, while it would have been great fun as the original fog variant, I didn't like it revealed at all. 18 people are just too many to deal with. I would not play it again. But it must have been grand in the fog, and hopefully someone creates a great, new fog variant as I would really enjoy it.


Thanks for GMing this Mike, it must be a bear. Your consistency and quality as a GM are always appreciated.


Dirk
Undead




On Aug 23, 2010, at 4:03 PM, Michael Sims wrote:




Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 

[Reply]

DC329 W05 COL FRI 8/27 NEXT - vegas_iwish   (Aug 23, 2010, 6:24 pm)
Let's get a good fast turn on Fri.
http://diplomaticcorp.com/game_page.php?game_id=dc329
Britain:
Build F Madras
Build A Aden
China: CHANGED RET TO AFG
Remove F Nanchang
Remove A Langchow
France:
Build F Annam
Japan:
Defaults, removing F Formosa
Russia:
Build A Vladivostok

[Reply]

FLWC - Game End - Draw! - Sturmkraehe   (Aug 23, 2010, 6:18 pm)
Thanks Mike for a great game. 
With this many players I was extremely impressed with the way you kept everyone
on task with very little in the way of delays.  You made it look very easy
and I know it wasn’t.  It was probably one of the more disciplined
games I have ever been in, and that includes standard 7 player games. 
Great job!
 
I will confess that I suffered a
bit of sensory overload at the very beginning.  There were so many
possibilities that I was at a loss as to where to start.  I figured it
would be best to start with a rock solid alliance and go from there.  The
Samurai contacted me early and he seemed to have a good plan so I cast my lot
with him.  Being able to expand in different directions while keeping our
backs mutually covered made for an ideal starting position.  I had pretty
much written off the poor Nomads who seemed hopelessly scattered to the wind,
but with the suggestion of a super alliance it seemed that he had a workable
solution for his own survival and a good plan overall.  I figured I’d
throw in with them at least until mid-game and see where things were at then. 
Ultimately, I thought it would fail because there were too many players
involved.  Wow, was I wrong. 
 
To my surprise the super
alliance survived despite several challenges.  There were a few times
where I wasn’t sure it was worth continuing with it, but the presence of
another major alliance kept me firmly locked in.  If the superalliance
broke up, the other alliance would swoop in and that would be game. 
 
Leprachauns – Loved the
snarky emails…the continual barrage of insults made it easy to take part
in a 4-way attack. 
 
Elves – You were a great
ally.  If I hadn’t already been part of a strategy that involved
taking your country we probably would have had a good alliance.  It was a
very tough decision to do that stab.
 
Undead – By playing both
ends you jeopardized your game.  We became aware fairly early on that you
were at odds with the super-alliance and I suspect a lot of your issues about
communication had more to do with the fact that we didn’t trust you
enough to include you in a lot of the actual communication that was going
on.  Your arguments with the elves, with the nomads and finally with me
really undermined your position and ultimately made it very easy to make the
decision to attack you. 
When John and I had reached the
limits of expansion mid-game we started looking for something else to do. 
You made yourself an easy target.
 
Samurai – Best ally I’ve
had in a Diplomacy game in a long time.  It seemed that we were always on
the same page and in agreement on the important facts.  Thanks for working
with me.
 
Super-alliance -  I think
we were a very efficient group.  Dirk mentions that communication wasn’t
all that great, but I beg to differ.  I think what communication we had
was very efficient and very utilitarian.  Again, Dirk ended up getting cut
out of a lot of the later communication so his perspective might be more of a
product of the role he played in the superalliance than any issues we had
talking.  It was a big group.  If we had spent more time yacking I
suspect our fairly simple strategy would have become muddled.  I begged
off communicating except in places where I felt it was necessary to make a
statement or amend a plan.
 
I think there should be a few
more players up here sharing the victory.  Dirk was right, though, the
game needed to end because we were getting to a position of stalemate in
several locations.
 
Thanks everyone for a great
game, will see you in the next one!
 
Kurt Weihs    
 
 

[Reply]

DC310 Fall 1905 Adjudication - Samnuva   (Aug 23, 2010, 5:01 pm)
Austria's influence slowly lessens as he gets pushed out of his last home center, becoming the only barrier between France and the East. Two retreats before winter:
Russian Berlin can retreat to Prussia &OTBAustrian Bohemia can retreat to Munich & OTB
Get those in by Tuesday the 24th, 9:00 ET (24 hours from now).

Austria: F ven Supports A tyr -> tri
Austria: A tyr -> tri
Austria: A mun -> ber
Austria: A boh -> sil
France: A ruh Supports A kie
France: F nao -> lvp
France: A mar -> spa
France: F lon Holds
France: A kie Supports A mun -> ber
France: F hol -> hel
France: A bur -> mar
Russia: A war Supports A sil
Russia: A vie Supports A gal -> boh
Russia: F swe -> ska
Russia: A sil Supports A ber
Russia: F nwy -> nwg
Russia: A gal -> boh
Russia: A fin -> swe
Russia: A den Holds
Russia: A bud Supports A vie
Russia: A ber Supports A sil
Turkey: F tys -> wes
Turkey: A tri Supports A alb -> ven
Turkey: F lyo -> spa/sc
Turkey: F eas -> ion
Turkey: F con -> aeg
Turkey: A alb -> ven
Turkey: F aeg -> gre
Turkey: F adr Convoys A alb -> ven -Sam Buck

[Reply]

dc330: Spring 1940 almost upon us - dknemeyer   (Aug 23, 2010, 4:47 pm)
Gents,
Less than 24 scant hours until Spring 1940! I have less than half a set of orders; I do recommend getting me an initial set ASAP. It would be a shame to use your single extension up just because you forgot!
Dirk

[Reply]

DC 336 Spring '02 Adjudication - mgsmuhammad   (Aug 23, 2010, 4:34 pm)
Okay..
 
I believe  this map is correct.

[Reply]

dc320 f07 results! - FuzzyLogic   (Aug 23, 2010, 4:20 pm)
Ah yes, the AGI draw proposal failed.
 
Nothing new proposed yet!  Oh wait... This just in!  Rumor has it a German solo will be going on the docket for next Spring.  Smile
 
If anyone wants to propose any other draws for spring, you're welcome to.  There is no voting necessary on the winter turns.
 
-mike



From: Thomas Fletcher [mailto:tfletch33(at)yahoo.com]
Sent: Mon 8/23/2010 4:19 PM
To: Michael Sims; amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320
Subject: Re: dc320 f07 results!




Hi Micheal,
 
No Draw vote posted?
 
I propose a German solo.
 
Please remove F Norths Sea and Fleet Skag.
 
Fletcher
England





From: Michael Sims <mike(at)fuzzylogicllc.net>
To: amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; tfletch33(at)yahoo.com; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320 <dc320(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 1:08:16 PM
Subject: dc320 f07 results!







Once again we find our Englishman without two of his home centers!  A few other positional changes, but the action definitely seems to be focusing on the shores of London this game...
 
BUILDS - due Wed 3pm Central!
Pretty simple: Germany +2 and England -2
 
Austria:
F Aegean Sea - Smyrna
A Bohemia - Tyrolia (*Fails*)
A Budapest - Vienna (*Bounce*)
A Piedmont Supports A Burgundy - Marseilles (*Void*)
A Rumania - Bulgaria (*Bounce*)
A Serbia - Bulgaria (*Bounce*)
A Smyrna - Armenia
A Trieste - Vienna (*Bounce*)
A Tyrolia - Bohemia (*Fails*)
 
England:
F Edinburgh - North Sea
F English Channel - Belgium (*Fails*)
A Picardy - Brest
F Skagerrak - Denmark (*Bounce*)
 
France:
A Gascony - Paris (*Bounce*)
F North Atlantic Ocean - Liverpool
F Portugal - Spain(sc) (*Bounce*)
 
Germany:
A Belgium Supports A Burgundy (*Ordered to Move*)
A Finland - Sweden
F Helgoland Bight - Denmark (*Bounce*)
F Holland Supports A Belgium
A Moscow - Warsaw
A Munich Hold
F North Sea - London
F Norway Supports A Finland - Sweden
A Silesia Supports A Munich
 
Italy:
A Burgundy - Paris (*Bounce*)
F Constantinople Hold
F Greece Hold
F Gulf of Lyon - Spain(sc) (*Bounce*)
F Ionian Sea Supports F Greece
A Rome Supports A Venice
F Spain(sc) - Portugal (*Fails*)
A Venice Hold
 
 

[Reply]

dc320 f07 results! - tfletch33   (Aug 23, 2010, 4:19 pm)
Hi Micheal,
 
No Draw vote posted?
 
I propose a German solo.
 
Please remove F Norths Sea and Fleet Skag.
 
Fletcher
England





From: Michael Sims <mike(at)fuzzylogicllc.net>
To: amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; tfletch33(at)yahoo.com; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320 <dc320(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 1:08:16 PM
Subject: dc320 f07 results!







Once again we find our Englishman without two of his home centers!  A few other positional changes, but the action definitely seems to be focusing on the shores of London this game...
 
BUILDS - due Wed 3pm Central!
Pretty simple: Germany +2 and England -2
 
Austria:
F Aegean Sea - Smyrna
A Bohemia - Tyrolia (*Fails*)
A Budapest - Vienna (*Bounce*)
A Piedmont Supports A Burgundy - Marseilles (*Void*)
A Rumania - Bulgaria (*Bounce*)
A Serbia - Bulgaria (*Bounce*)
A Smyrna - Armenia
A Trieste - Vienna (*Bounce*)
A Tyrolia - Bohemia (*Fails*)
 
England:
F Edinburgh - North Sea
F English Channel - Belgium (*Fails*)
A Picardy - Brest
F Skagerrak - Denmark (*Bounce*)
 
France:
A Gascony - Paris (*Bounce*)
F North Atlantic Ocean - Liverpool
F Portugal - Spain(sc) (*Bounce*)
 
Germany:
A Belgium Supports A Burgundy (*Ordered to Move*)
A Finland - Sweden
F Helgoland Bight - Denmark (*Bounce*)
F Holland Supports A Belgium
A Moscow - Warsaw
A Munich Hold
F North Sea - London
F Norway Supports A Finland - Sweden
A Silesia Supports A Munich
 
Italy:
A Burgundy - Paris (*Bounce*)
F Constantinople Hold
F Greece Hold
F Gulf of Lyon - Spain(sc) (*Bounce*)
F Ionian Sea Supports F Greece
A Rome Supports A Venice
F Spain(sc) - Portugal (*Fails*)
A Venice Hold
 
 

[Reply]

dc320 f07 results! - FuzzyLogic   (Aug 23, 2010, 4:08 pm)
Once again we find our Englishman without two of his home centers!  A few other positional changes, but the action definitely seems to be focusing on the shores of London this game...
 
BUILDS - due Wed 3pm Central!
Pretty simple: Germany +2 and England -2
 
Austria:
F Aegean Sea - Smyrna
A Bohemia - Tyrolia (*Fails*)
A Budapest - Vienna (*Bounce*)
A Piedmont Supports A Burgundy - Marseilles (*Void*)
A Rumania - Bulgaria (*Bounce*)
A Serbia - Bulgaria (*Bounce*)
A Smyrna - Armenia
A Trieste - Vienna (*Bounce*)
A Tyrolia - Bohemia (*Fails*)
 
England:
F Edinburgh - North Sea
F English Channel - Belgium (*Fails*)
A Picardy - Brest
F Skagerrak - Denmark (*Bounce*)
 
France:
A Gascony - Paris (*Bounce*)
F North Atlantic Ocean - Liverpool
F Portugal - Spain(sc) (*Bounce*)
 
Germany:
A Belgium Supports A Burgundy (*Ordered to Move*)
A Finland - Sweden
F Helgoland Bight - Denmark (*Bounce*)
F Holland Supports A Belgium
A Moscow - Warsaw
A Munich Hold
F North Sea - London
F Norway Supports A Finland - Sweden
A Silesia Supports A Munich
 
Italy:
A Burgundy - Paris (*Bounce*)
F Constantinople Hold
F Greece Hold
F Gulf of Lyon - Spain(sc) (*Bounce*)
F Ionian Sea Supports F Greece
A Rome Supports A Venice
F Spain(sc) - Portugal (*Fails*)
A Venice Hold
 
 

[Reply]

dc320 f07 results! (dc320) tfletch33 Aug 23, 04:19 pm
Hi Micheal,
 
No Draw vote posted?
 
I propose a German solo.
 
Please remove F Norths Sea and Fleet Skag.
 
Fletcher
England





From: Michael Sims <mike(at)fuzzylogicllc.net>
To: amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; tfletch33(at)yahoo.com; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320 <dc320(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 1:08:16 PM
Subject: dc320 f07 results!







Once again we find our Englishman without two of his home centers!  A few other positional changes, but the action definitely seems to be focusing on the shores of London this game...
 
BUILDS - due Wed 3pm Central!
Pretty simple: Germany +2 and England -2
 
Austria:
F Aegean Sea - Smyrna
A Bohemia - Tyrolia (*Fails*)
A Budapest - Vienna (*Bounce*)
A Piedmont Supports A Burgundy - Marseilles (*Void*)
A Rumania - Bulgaria (*Bounce*)
A Serbia - Bulgaria (*Bounce*)
A Smyrna - Armenia
A Trieste - Vienna (*Bounce*)
A Tyrolia - Bohemia (*Fails*)
 
England:
F Edinburgh - North Sea
F English Channel - Belgium (*Fails*)
A Picardy - Brest
F Skagerrak - Denmark (*Bounce*)
 
France:
A Gascony - Paris (*Bounce*)
F North Atlantic Ocean - Liverpool
F Portugal - Spain(sc) (*Bounce*)
 
Germany:
A Belgium Supports A Burgundy (*Ordered to Move*)
A Finland - Sweden
F Helgoland Bight - Denmark (*Bounce*)
F Holland Supports A Belgium
A Moscow - Warsaw
A Munich Hold
F North Sea - London
F Norway Supports A Finland - Sweden
A Silesia Supports A Munich
 
Italy:
A Burgundy - Paris (*Bounce*)
F Constantinople Hold
F Greece Hold
F Gulf of Lyon - Spain(sc) (*Bounce*)
F Ionian Sea Supports F Greece
A Rome Supports A Venice
F Spain(sc) - Portugal (*Fails*)
A Venice Hold
 
 
dc320 f07 results! (dc320) FuzzyLogic Aug 23, 04:20 pm
Ah yes, the AGI draw proposal failed.
 
Nothing new proposed yet!  Oh wait... This just in!  Rumor has it a German solo will be going on the docket for next Spring.  Smile
 
If anyone wants to propose any other draws for spring, you're welcome to.  There is no voting necessary on the winter turns.
 
-mike



From: Thomas Fletcher [mailto:tfletch33(at)yahoo.com]
Sent: Mon 8/23/2010 4:19 PM
To: Michael Sims; amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320
Subject: Re: dc320 f07 results!




Hi Micheal,
 
No Draw vote posted?
 
I propose a German solo.
 
Please remove F Norths Sea and Fleet Skag.
 
Fletcher
England





From: Michael Sims <mike(at)fuzzylogicllc.net>
To: amn(at)benenden.kent.sch.uk; Blueraider0(at)gmail.com; jmc66(at)mac.com; tcooperstein730(at)att.net; tfletch33(at)yahoo.com; rk(at)giorsoine.dk; wmysonski(at)gmail.com
Cc: dc320 <dc320(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 1:08:16 PM
Subject: dc320 f07 results!







Once again we find our Englishman without two of his home centers!  A few other positional changes, but the action definitely seems to be focusing on the shores of London this game...
 
BUILDS - due Wed 3pm Central!
Pretty simple: Germany +2 and England -2
 
Austria:
F Aegean Sea - Smyrna
A Bohemia - Tyrolia (*Fails*)
A Budapest - Vienna (*Bounce*)
A Piedmont Supports A Burgundy - Marseilles (*Void*)
A Rumania - Bulgaria (*Bounce*)
A Serbia - Bulgaria (*Bounce*)
A Smyrna - Armenia
A Trieste - Vienna (*Bounce*)
A Tyrolia - Bohemia (*Fails*)
 
England:
F Edinburgh - North Sea
F English Channel - Belgium (*Fails*)
A Picardy - Brest
F Skagerrak - Denmark (*Bounce*)
 
France:
A Gascony - Paris (*Bounce*)
F North Atlantic Ocean - Liverpool
F Portugal - Spain(sc) (*Bounce*)
 
Germany:
A Belgium Supports A Burgundy (*Ordered to Move*)
A Finland - Sweden
F Helgoland Bight - Denmark (*Bounce*)
F Holland Supports A Belgium
A Moscow - Warsaw
A Munich Hold
F North Sea - London
F Norway Supports A Finland - Sweden
A Silesia Supports A Munich
 
Italy:
A Burgundy - Paris (*Bounce*)
F Constantinople Hold
F Greece Hold
F Gulf of Lyon - Spain(sc) (*Bounce*)
F Ionian Sea Supports F Greece
A Rome Supports A Venice
F Spain(sc) - Portugal (*Fails*)
A Venice Hold
 
 
FLWC: Undead EOG statement - dknemeyer   (Aug 23, 2010, 4:00 pm)
The story of this game was the alliances. At the start of the game I was part of the "Super Alliance" put together by the original Nomads player. It included: Archers, Nomads, Ogres, Pirates, Rogues, Samurai, Undead. It was a flawed alliance at its core, as geographically it was really centered around the Nomads' interests moreso than an objective strategic review of how best to win the board. This led to tremendous success in the south - particularly romping by the Ogres and Samurai - and disaster in the north - the Rogues being eliminated very early and the Archers, Nomads and Undead under attack and great pressure.
I was in the Super Alliance whole hog and loyally. That changed for a couple of reasons: first and most essentially, the downfall of the Rogues which was facilitated in part by the Trolls, with whom the Rogues and I had (what I thought was a) tight local alliance. The Trolls and I got along so well that, after the Rogues were eliminated, he invited me into a secret Northern Alliance, the FCKT (Fairies, Centaurs, Knights, Trolls). The second major factor was the original Nomads player leaving: he had been the glue, and the Super Alliance in general were terrible communicators. The Samurai and I were the only real regular "talkers" on list. For me this does not facilitate a healthy alliance and creates uncomfortable paranoia.
What I decided to do was be part of both alliances and undermine neither. This was a difficult process, playing hard for both alliances without betraying the other or even directly revealing the existence of the other alliance. At first this worked well. There were still a handful of diminishing powers in neither alliance and I was able to use their destruction to avoid the issue of my dual alliances coming into conflict. As the game went on it was clear the old Super Alliance would win and the Northern Alliance was doomed, so I set toward trying to figure out how to cast in with the Super Alliance in the strongest way possible that played well with my conscience. Unfortunately, the Super Alliance had decided it needed to turn on *me* in order to keep expanding and thus, with the attacks from the Ogres and Samurai, I was forced to stick with the Northern Alliance instead, riding that ill-fated association to the bottom of the sea.
I do want to say I REALLY liked diploming with those guys though. We may have had our faces shoved in the mud but you're a great group of guys that are fun to play with. FCKTU forever! Smile 
Finally, I want to give special mention to Michael Norton, the Archers player. He and I hardly diplomed at all this game, but he had a tough, tough position located right in the teeth of the Northern Alliance and was in peril at various times. For him to come out of this with a 3-way draw is just an exceptional piece of playing. Enjoying none of the benefits of the Ogres and Samurai as they easily cleared out half a continent he ended the game with the most centers. Very impressed, Michael. Huge props from the raggidy Undead.
As to the variant, while it would have been great fun as the original fog variant, I didn't like it revealed at all. 18 people are just too many to deal with. I would not play it again. But it must have been grand in the fog, and hopefully someone creates a great, new fog variant as I would really enjoy it.
Thanks for GMing this Mike, it must be a bear. Your consistency and quality as a GM are always appreciated.
DirkUndead

On Aug 23, 2010, at 4:03 PM, Michael Sims wrote:
Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time.  The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board. EGS's?  Of course!  All should send them!  Let us know what you thought. With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums... Enjoy,-mike  

[Reply]

FLWC: Undead EOG statement (dc303) mjn82 Aug 23, 06:27 pm
Archer EOG statement
 
First of all great game by all.  I really enjoyed it.  Loved the map.  Thanks for GMing in an excellent fashion Mike.  Thanks to my Northern Alliance partners and to the especially valiant and steadfast Gnome who I could not have won without!
 
Here goes!
 
Initially I had local agreements with two players,  the Gnome and the Rogue.  That gave me the opportunity to take the key opportunity to take the KOH center quickly and position against the Faerie, Mike Hoffman, who had a reputation as a tough opponent.  The Rogue also opened up aggressively against the Faerie and I believe we would have had him on the ropes in due time, but as Dirk pointed out,  the Trolls and Undead made a pact and the Rogue turned north against the Centaur and Knight., a trap apparently set by the FCKT at that time.  I was disappointed the original Nomad headed south instead of north initially.  This also hurt the Rogue.  That was his undoing and presented me with a problem.  Instead of a Rogue Archer pincer around the Faerie I had to take him on by myself.  Fortunately he had reached out to me earlier and the appearance of cooperation was critical to getting position to
stab the Faerie.  This gave me the upper hand with him for the remainder of the game as I slowly wore a very tough opponent down.
 
The Gnome and I aggressively headed north with him making good ground quickly.  The attack of the knights against the Barbarian helped that cause.  But eventually after the Barbarian fall, the Gnome had to retreat though fighting fiercely until safely behind the final front,  where we finally halted there advance.
  
Lets talk about the alliances.
 
I was excited at the offer of the Super Alliance and had reached out to the Nomad at game start as I thought his positioning would be a boon.  I hoped he would join the Rogue and I to take out the Faerie but he headed south.  I urged him to help the Rogue but he was too busy elsewhere to my chagrin.  The Pirate and my position,  along with my tie to the Gnome gave us peace on my home continent and was a huge part of my success.  Though our dipping was minimal,  the benefit of that peaceful line was enormous.  Mid-game I had to send a couple of units south to scare the Wizard away and take some Nomad centers in a center swap and was nervous the Pirate would misread that as a stab, but we both kept the faith thank goodness.   We did get to work together some to help the Gnome and to expel a Troll invasion.  Thanks Justin!
 
Thanks also to the Samurai and Ogre for their timely invasion and clearing out of the Underground.  It sapped centers away from the North and the appearance of an Ogre and Samurai at my disposal in Dragonsteeth came at the most opportune time.
 
Dirk,  I know you chose to play a balance of alliances but I think it was that balance that was not received well.  Your attacks on the Nomad centers. albeit a replacement player was both a setback to the Super Alliance and the only sign of real betrayal.  We almost worked through that with you but your refusal to attack the Troll was too much to take at a time when the wars were still very up in the air.  I wasn't in on the Samurai Ogre stab on you, but I certainly thought it was the right thing to do. 
 
What can I say about the Ogre Samurai Machine.  Juggernaut is the right word.  They played brilliantly to keep their potential opponents divided and confused. 
 
Dirk is right that Super Alliance dialog was less than it could have been, but I believe the real dipping on a weekly basis stayed local and was the difference.
 
As far as the Northern Alliance,  its presence was exposed when the Rogue was stabbed by the Faerie.  I think one mistake they made was in being too confidant in themselves.  As a result they broke some bridges with potential allies Lille the Gnomes.  Were I them I would have been nice to the Gnome and try to turn him,  but some unwise words put Robin firmly in our camp,  Had he switched sides,  the game would have been very different.  I would have been hard pressed and I think the Pirate would have suffered as well.  So the Gnome,  though reduced to three units, in my opinion played the role of the 300 Spartans.  Tough guy.
 
Thanks to all my allies,  to my stanch enemies who made me feel I was in a long arduous fistfight and especially to my immediate neighbors, Gnomes, Nomads and Pirates. 

 




From: Dirk Knemeyer <dirk(at)knemeyer.com>
To: Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 4:00:51 PM
Subject: FLWC: Undead EOG
statement


The story of this game was the alliances. At the start of the game I was part of the "Super Alliance" put together by the original Nomads player. It included: Archers, Nomads, Ogres, Pirates, Rogues, Samurai, Undead. It was a flawed alliance at its core, as geographically it was really centered around the Nomads' interests moreso than an objective strategic review of how best to win the board. This led to tremendous success in the south - particularly romping by the Ogres and Samurai - and disaster in the north - the Rogues being eliminated very early and the Archers, Nomads and Undead under attack and great pressure.


I was in the Super Alliance whole hog and loyally. That changed for a couple of reasons: first and most essentially, the downfall of the Rogues which was facilitated in part by the Trolls, with whom the Rogues and I had (what I thought was a) tight local alliance. The Trolls and I got along so well that, after the Rogues were eliminated, he invited me into a secret Northern Alliance, the FCKT (Fairies, Centaurs, Knights, Trolls). The second major factor was the original Nomads player leaving: he had been the glue, and the Super Alliance in general were terrible communicators. The Samurai and I were the only real regular "talkers" on list. For me this does not facilitate a healthy alliance and creates uncomfortable paranoia.


What I decided to do was be part of both alliances and undermine neither. This was a difficult process, playing hard for both alliances without betraying the other or even directly revealing the existence of the other alliance. At first this worked well. There were still a handful of diminishing powers in neither alliance and I was able to use their destruction to avoid the issue of my dual alliances coming into conflict. As the game went on it was clear the old Super Alliance would win and the Northern Alliance was doomed, so I set toward trying to figure out how to cast in with the Super Alliance in the strongest way possible that played well with my conscience. Unfortunately, the Super Alliance had decided it needed to turn on *me* in order to keep expanding and thus, with the attacks from the Ogres and Samurai, I was forced to stick with the Northern Alliance instead, riding that ill-fated association to the bottom of the sea.


I do want to say I REALLY liked diploming with those guys though. We may have had our faces shoved in the mud but you're a great group of guys that are fun to play with. FCKTU forever! Smile 


Finally, I want to give special mention to Michael Norton, the Archers player. He and I hardly diplomed at all this game, but he had a tough, tough position located right in the teeth of the Northern Alliance and was in peril at various times. For him to come out of this with a 3-way draw is just an exceptional piece of playing. Enjoying none of the benefits of the Ogres and Samurai as they easily cleared out half a continent he ended the game with the most centers. Very impressed, Michael. Huge props from the raggidy Undead.


As to the variant, while it would have been great fun as the original fog variant, I didn't like it revealed at all. 18 people are just too many to deal with. I would not play it again. But it must have been grand in the fog, and hopefully someone creates a great, new fog variant as I would really enjoy it.


Thanks for GMing this Mike, it must be a bear. Your consistency and quality as a GM are always appreciated.


Dirk
Undead




On Aug 23, 2010, at 4:03 PM, Michael Sims wrote:




Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 
FLWC: Undead EOG statement (dc303) ponkwilliams Aug 23, 07:50 pm
Thanks Mike of Loxely,

You said it better than I could have.  SO I decided it would be nice to capture my favorite moment in this game's history.

The recipient of the kick was indeed our fair Trolls.

Good game!  And yes, it was more tempting early on to side with the Centaurs and Knights.  Thanks goes mostly to the Archers for even being a terrific ally even when they attacked my SCs when they thought I abandoned ship.  I think maybe that move was necessary in retrospect because it made our lines stronger.

I'm off of Dip for a while... but a nice personal invite got me to this game (by our good GM). So if you think you need more players or if you would like Ponk Williams' style added to a game, send me an invite.

Cheers,
Robin
CD

From: Michael Norton <mjn82(at)yahoo.com>
To: Dirk Knemeyer <dirk(at)knemeyer.com>; Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui
<jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 6:27:33 PM
Subject: Re: FLWC: Undead EOG statement


Archer EOG statement
 
First of all great game by all.  I really enjoyed it.  Loved the map.  Thanks for GMing in an excellent fashion Mike.  Thanks to my Northern Alliance partners and to the especially valiant and steadfast Gnome who I could not have won without!
 
Here goes!
 
Initially I had local agreements with two players,  the Gnome and the Rogue.  That gave me the opportunity to take the key opportunity to take the KOH center quickly and position against the Faerie, Mike Hoffman, who had a reputation as a tough opponent.  The Rogue also opened up aggressively against the Faerie and I believe we would have had him on the ropes in due time, but as Dirk pointed out,  the Trolls and Undead made a pact and the Rogue turned north against the Centaur and Knight., a trap apparently set by the FCKT at that time.  I was disappointed the original Nomad headed south instead of north initially.  This also hurt the Rogue.  That was his undoing and presented me with a problem.  Instead of a Rogue Archer pincer around the Faerie I had to take him on by myself.  Fortunately he had reached out to me earlier and the appearance of cooperation was critical to getting position to
stab the Faerie.  This gave me the upper hand with him for the remainder of the game as I slowly wore a very tough opponent down.
 
The Gnome and I aggressively headed north with him making good ground quickly.  The attack of the knights against the Barbarian helped that cause.  But eventually after the Barbarian fall, the Gnome had to retreat though fighting fiercely until safely behind the final front,  where we finally halted there advance.
  
Lets talk about the alliances.
 
I was excited at the offer of the Super Alliance and had reached out to the Nomad at game start as I thought his positioning would be a boon.  I hoped he would join the Rogue and I to take out the Faerie but he headed south.  I urged him to help the Rogue but he was too busy elsewhere to my chagrin.  The Pirate and my position,  along with my tie to the Gnome gave us peace on my home continent and was a huge part of my success.  Though our dipping was minimal,  the benefit of that peaceful line was enormous.  Mid-game I had to send a couple of units south to scare the Wizard away and take some Nomad centers in a center swap and was nervous the Pirate would misread that as a stab, but we both kept the faith thank goodness.   We did get to work together some to help the Gnome and to expel a Troll invasion.  Thanks Justin!
 
Thanks also to the Samurai and Ogre for their timely invasion and clearing out of the Underground.  It sapped centers away from the North and the appearance of an Ogre and Samurai at my disposal in Dragonsteeth came at the most opportune time.
 
Dirk,  I know you chose to play a balance of alliances but I think it was that balance that was not received well.  Your attacks on the Nomad centers. albeit a replacement player was both a setback to the Super Alliance and the only sign of real betrayal.  We almost worked through that with you but your refusal to attack the Troll was too much to take at a time when the wars were still very up in the air.  I wasn't in on the Samurai Ogre stab on you, but I certainly thought it was the right thing to do. 
 
What can I say about the Ogre Samurai Machine.  Juggernaut is the right word.  They played brilliantly to keep their potential opponents divided and confused. 
 
Dirk is right that Super Alliance dialog was less than it could have been, but I believe the real dipping on a weekly basis stayed local and was the difference.
 
As far as the Northern Alliance,  its presence was exposed when the Rogue was stabbed by the Faerie.  I think one mistake they made was in being too confidant in themselves.  As a result they broke some bridges with potential allies Lille the Gnomes.  Were I them I would have been nice to the Gnome and try to turn him,  but some unwise words put Robin firmly in our camp,  Had he switched sides,  the game would have been very different.  I would have been hard pressed and I think the Pirate would have suffered as well.  So the Gnome,  though reduced to three units, in my opinion played the role of the 300 Spartans.  Tough guy.
 
Thanks to all my allies,  to my stanch enemies who made me feel I was in a long arduous fistfight and especially to my immediate neighbors, Gnomes, Nomads and Pirates. 

 



From: Dirk Knemeyer <dirk(at)knemeyer.com>
To: Michael Sims <mike(at)fuzzylogicllc.net>
Cc: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>; dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August 23, 2010 4:00:51 PM
Subject: FLWC: Undead EOG
statement


The story of this game was the alliances. At the start of the game I was part of the "Super Alliance" put together by the original Nomads player. It included: Archers, Nomads, Ogres, Pirates, Rogues, Samurai, Undead. It was a flawed alliance at its core, as geographically it was really centered around the Nomads' interests moreso than an objective strategic review of how best to win the board. This led to tremendous success in the south - particularly romping by the Ogres and Samurai - and disaster in the north - the Rogues being eliminated very early and the Archers, Nomads and Undead under attack and great pressure.


I was in the Super Alliance whole hog and loyally. That changed for a couple of reasons: first and most essentially, the downfall of the Rogues which was facilitated in part by the Trolls, with whom the Rogues and I had (what I thought was a) tight local alliance. The Trolls and I got along so well that, after the Rogues were eliminated, he invited me into a secret Northern Alliance, the FCKT (Fairies, Centaurs, Knights, Trolls). The second major factor was the original Nomads player leaving: he had been the glue, and the Super Alliance in general were terrible communicators. The Samurai and I were the only real regular "talkers" on list. For me this does not facilitate a healthy alliance and creates uncomfortable paranoia.


What I decided to do was be part of both alliances and undermine neither. This was a difficult process, playing hard for both alliances without betraying the other or even directly revealing the existence of the other alliance. At first this worked well. There were still a handful of diminishing powers in neither alliance and I was able to use their destruction to avoid the issue of my dual alliances coming into conflict. As the game went on it was clear the old Super Alliance would win and the Northern Alliance was doomed, so I set toward trying to figure out how to cast in with the Super Alliance in the strongest way possible that played well with my conscience. Unfortunately, the Super Alliance had decided it needed to turn on *me* in order to keep expanding and thus, with the attacks from the Ogres and Samurai, I was forced to stick with the Northern Alliance instead, riding that ill-fated association to the bottom of the sea.


I do want to say I REALLY liked diploming with those guys though. We may have had our faces shoved in the mud but you're a great group of guys that are fun to play with. FCKTU forever! Smile 


Finally, I want to give special mention to Michael Norton, the Archers player. He and I hardly diplomed at all this game, but he had a tough, tough position located right in the teeth of the Northern Alliance and was in peril at various times. For him to come out of this with a 3-way draw is just an exceptional piece of playing. Enjoying none of the benefits of the Ogres and Samurai as they easily cleared out half a continent he ended the game with the most centers. Very impressed, Michael. Huge props from the raggidy Undead.


As to the variant, while it would have been great fun as the original fog variant, I didn't like it revealed at all. 18 people are just too many to deal with. I would not play it again. But it must have been grand in the fog, and hopefully someone creates a great, new fog variant as I would really enjoy it.


Thanks for GMing this Mike, it must be a bear. Your consistency and quality as a GM are always appreciated.


Dirk
Undead



On Aug 23, 2010, at 4:03 PM, Michael Sims wrote:


Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 
FLWC: Undead EOG statement (dc303) offdisc Aug 24, 09:44 am
Hi All,
Great game!  The super-alliance was amazing to watch: perfect execution and well-balanced attacks, no mis-communication, and always the eye on the victory.

Up North, we tried our best to keep the same focus, but without the success. 


My game faced an uphill battle from the first Fall.  3 alliances seemed to be forming: North, South, and Middle.  The Nomad turned me off to joining the middle, and I knew I might be in trouble.  In the other Haven games, Faeries relied on Rogue support to survive; when the Rogues showed no alliance interest, my cards were dealt.  I tried for a secondary alliance with the Archers to at least secure that border, and had no choice but to put all my eggs in that basket.  He jumped at the opportunity to gain ground against me!  Great move on his part --- my path was now strictly aimed at stopping his advance.


In the Northern alliance, we seemed very strong, but I believe we got in our own way.  Just not enough room to expand, and the Underworld proved unenterable (that definitely needs to be a word in the OED!).  I passed on my experience from the other Haven games: "the Underworld is the Key!", but while not falling on deaf ears, it was never made the highest priority.  And, truth be told, the defense of the entrances was extremely strong. 


The Northern Alliance pulled together as hard as we could, and we made a decent showing, but once the Ogres ran through the Underworld, the game was finished.

Great game all!  Thanks to Mike for running another successful Haven campaign.  (although I doubt he liked the outcome -- this is a LOT of players left on the board)


Mike
---------
"Sit Long, Talk Much, Laugh Often" -- anon
"Shared Pain is lessened, Shared Joy is increased" --- Spider Robinson
FLWC - Game End - Draw! - Githraine   (Aug 23, 2010, 3:16 pm)
This was a great game.

From my perspective the Northern alliance had great prospects i the beginning.
Our problems began after the initial push killed off the Barbarians and Rogues, we ran into stiff resistance with the Gnomes and Archers.

Again, from the North, it seemed the Ogres had no such impediments.  The tipping point that caused us to fold was the loss of the underworld, and our inability to crack through the Gnome/Archer line as we thought we could.

Good game all, well played!
and to the Victors, our name says it all, FUCTU!!!!  Wink

I will see you all on another board!

Colonial is good, I may run a WOT if there is interest (there is a new book coming out....)


From: Michael Sims <mike(at)fuzzylogicllc.net>
To: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; dirk(at)knemeyer.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>
Cc: dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August
23, 2010 4:03:24 PM
Subject: FLWC - Game End - Draw!






Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 

[Reply]

FLWC - Game End - Draw! - FuzzyLogic   (Aug 23, 2010, 3:03 pm)
Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 

[Reply]

FLWC - Game End - Draw! (dc303) Githraine Aug 23, 03:16 pm
This was a great game.

From my perspective the Northern alliance had great prospects i the beginning.
Our problems began after the initial push killed off the Barbarians and Rogues, we ran into stiff resistance with the Gnomes and Archers.

Again, from the North, it seemed the Ogres had no such impediments.  The tipping point that caused us to fold was the loss of the underworld, and our inability to crack through the Gnome/Archer line as we thought we could.

Good game all, well played!
and to the Victors, our name says it all, FUCTU!!!!  Wink

I will see you all on another board!

Colonial is good, I may run a WOT if there is interest (there is a new book coming out....)


From: Michael Sims <mike(at)fuzzylogicllc.net>
To: twelvewarrens(at)gmail.com; bobbarkerfan1ped(at)yahoo.com; brian(at)diffell.net; corruptjackyl(at)gmail.com; derekthefeared2(at)yahoo.com; dirk(at)knemeyer.com; Jason Koelewyn <githraine(at)yahoo.com>; hmtucaz(at)gmail.com; justin(at)darkenedpath.com; joergwallner(at)yahoo.de; kelly058(at)verizon.net; mjn82(at)yahoo.com; mrh(at)panix.com; ponkwilliams(at)yahoo.com; rodtheworm(at)hotmail.com; Sturmkraehe(at)comcast.net; untitled36(at)hotmail.com; fredrik(at)familjenblom.se; diplomacy(at)diffell.net; jnatdelta(at)yahoo.com; Jorge Saralegui <jmsaralegui(at)gmail.com>
Cc: dc303 <dc303(at)diplomaticcorp.com>
Sent: Mon, August
23, 2010 4:03:24 PM
Subject: FLWC - Game End - Draw!






Well there ya have it folks, unexpected from my POV, I have checked my list and checked it twice - we have 11 votes in favor of a 3-way Archer-Ogre-Samurai draw!  Duhn-Duhn-Duuhnnnnn... And just like that, peace descends upon the Haven, tho the landscape surely slashed, smashed, and shot full of holes by our victorious trio.  Congrats!  This is the best result ever attained in the Haven world, and done in very efficient time. 
 
The final center-counts that will go down for our leaders are 17-16-14, or 47 total centers, just shy of half the 102 dots on the board.
 
EGS's?  Of course!  All should send them!  Let us know what you thought.
 
With this game done unexpectedly quick, I'll have to run something else.  Any suggestions?  A Colonial has been suggested in the forums...
 
Enjoy,
-mike
 
 
FLWC - Game End - Draw! (dc303) Sturmkraehe Aug 23, 06:18 pm
Thanks Mike for a great game. 
With this many players I was extremely impressed with the way you kept everyone
on task with very little in the way of delays.  You made it look very easy
and I know it wasn’t.  It was probably one of the more disciplined
games I have ever been in, and that includes standard 7 player games. 
Great job!
 
I will confess that I suffered a
bit of sensory overload at the very beginning.  There were so many
possibilities that I was at a loss as to where to start.  I figured it
would be best to start with a rock solid alliance and go from there.  The
Samurai contacted me early and he seemed to have a good plan so I cast my lot
with him.  Being able to expand in different directions while keeping our
backs mutually covered made for an ideal starting position.  I had pretty
much written off the poor Nomads who seemed hopelessly scattered to the wind,
but with the suggestion of a super alliance it seemed that he had a workable
solution for his own survival and a good plan overall.  I figured I’d
throw in with them at least until mid-game and see where things were at then. 
Ultimately, I thought it would fail because there were too many players
involved.  Wow, was I wrong. 
 
To my surprise the super
alliance survived despite several challenges.  There were a few times
where I wasn’t sure it was worth continuing with it, but the presence of
another major alliance kept me firmly locked in.  If the superalliance
broke up, the other alliance would swoop in and that would be game. 
 
Leprachauns – Loved the
snarky emails…the continual barrage of insults made it easy to take part
in a 4-way attack. 
 
Elves – You were a great
ally.  If I hadn’t already been part of a strategy that involved
taking your country we probably would have had a good alliance.  It was a
very tough decision to do that stab.
 
Undead – By playing both
ends you jeopardized your game.  We became aware fairly early on that you
were at odds with the super-alliance and I suspect a lot of your issues about
communication had more to do with the fact that we didn’t trust you
enough to include you in a lot of the actual communication that was going
on.  Your arguments with the elves, with the nomads and finally with me
really undermined your position and ultimately made it very easy to make the
decision to attack you. 
When John and I had reached the
limits of expansion mid-game we started looking for something else to do. 
You made yourself an easy target.
 
Samurai – Best ally I’ve
had in a Diplomacy game in a long time.  It seemed that we were always on
the same page and in agreement on the important facts.  Thanks for working
with me.
 
Super-alliance -  I think
we were a very efficient group.  Dirk mentions that communication wasn’t
all that great, but I beg to differ.  I think what communication we had
was very efficient and very utilitarian.  Again, Dirk ended up getting cut
out of a lot of the later communication so his perspective might be more of a
product of the role he played in the superalliance than any issues we had
talking.  It was a big group.  If we had spent more time yacking I
suspect our fairly simple strategy would have become muddled.  I begged
off communicating except in places where I felt it was necessary to make a
statement or amend a plan.
 
I think there should be a few
more players up here sharing the victory.  Dirk was right, though, the
game needed to end because we were getting to a position of stalemate in
several locations.
 
Thanks everyone for a great
game, will see you in the next one!
 
Kurt Weihs    
 
 
DC327 - Fall 06 Adjudication - bielf11   (Aug 23, 2010, 1:40 pm)
Fall 06: a renewal of alliances or just a display of their true allegiance?
Aetolia seems to be its own enemy with a bounce in Kaphyae blocking a whole chain of orders.
Attica forced from its position in Rhodius Sinus. Similar for Arcolia in Protilae who despite its heavy support from Laconia to hold position decided to venture into Dafni and loose. While Dafni helps Aetolia into Protilae.
Elia has claimed the lands to the west as its own and names it Italy; and with support from Messenia takes Messeniacus Sinus from the Laconians.
And the Boeotains were ordered to hold (on).
 
3 retreats needed.
 
Adjudication
------------------
Aetolia:
A Achaia - Kaphyae (*Fails*)
A Corsea - Phocis
A Elis Supports A Pisatis - Protilae
F Helicon - Thebae (*Fails*)
A Locris - Achaia (*Fails*)
A Opus Supports F Helicon - Thebae (*Fails*)

A Pisatis - Protilae
F Prian Rhium Convoys A Locris - Achaia
F Sinus Corinthiucus Supports A Locris - Achaia (*Fails*)
A Thebae - Eleusis (*Bounce*)
F Zazynthus Sinus - Pisatis
 
Boeotia:
A Byzantium Hold
 
Attica:
A Marathon - Athenae (*Fails*)
F Mare Mediterranea Supports A Marathon - Athenae (*Cut*)
F Marmora Sinus - Ionia (*Bounce*)
F Pylos Supports F Cypurissius Sinus - Messeniacus Sinus
F Rhodius Sinus - Ionia (*Dislodged*)
 
Arcolia:
F Athenae - Eleusis (*Bounce*)
A Corinth Supports A Pellea
F Lesbos - Marmora Sinus (*Fails*)
A Megara - Eleusis (*Bounce*)
A Pellea Supports A Orchenenus - Kaphyae
A Protilae - Dafni (*Dislodged*)

F Saronieus Sinus - Mare Mediterranea (*Fails*)
 
Laconia:
A Arcadia Supports A Protilae (*Ordered to Move*)
F Argulicus Sinus - Rhodius Sinus
A Ira Supports F Messena
F Laconicus Sinus Supports F Argulicus Sinus - Rhodius Sinus
A Lycaion Supports A Protilae (*Ordered to Move*)

A Megalopolis Supports A Ira
F Messena Supports F Messeniacus Sinus (*Cut*)
F Messeniacus Sinus Supports F Messena (*Dislodged*)
A Orchenenus - Kaphyae
 
Messenia:
A Dafni Supports A Pisatis - Protilae
A Khora - Messena (*Fails*)
 
Elia:
F Cumae - Italus Sinus
F Cypurissius Sinus - Messeniacus Sinus
F Italus Sinus - Cypurissius Sinus
 
 
Retreats
------------
Laconian F Messeniacus Sinus can retreat to Thuria or Laconia. Or OTB.
Arcolian A Protilae can retreat to Maniana. Or OTB.
Attican F Rhodius Sinus can retreat to Rhodes or Caria. Or OTB.
 
Deadline for retreats is 24 hrs from now: Tuesday Aug 24 at 7pm GMT.
 
Frank

[Reply]

WB10 - Final! - FuzzyLogic   (Aug 23, 2010, 1:33 pm)
As has been pointed out, dc298 in round 1 actually eeked out the longest WB game title by 1 year!  Completely overlapping round 2 for those lucky enough to still be playing in it by that time...



From: Michael Sims
Sent: Mon 8/23/2010 9:39 AM
Subject: WB10 - Final!



Heya Blitzers,
 
The 21-year (longest game in WB history) showdown between Dirk, Dan, Ray, and Hamish of dc311 has come to the happy ending of a 3-way draw... er, at least as happy as a 3-way draw among 4 players can be!  But more importantly, this means our WB 2010 is complete!  Congratulations are in order for our winners...
 
BEST ROUND 1:
A tough call to make, Nick Powell and Joe Hackett both pulled off a first round solo victory.  So we have to look at the tiebreaks (which are the sum of the final scores of your opponents in that game) to determine who played the theoretical tougher competition... and at tiebreaks of 59.8 to 40.9, the BEST ROUND 1 goes solidly to JOE HACKETT!
 
BEST ROUND 2:
A much easier call to make, having the only solo victory in round 2, and the winner of the WB09 with 4 solos in 6 lifetime WB games, the BEST ROUND 2 goes easily to NIGEL PHILLIIPS!
 
And finally... the OVERALL WINNER, Champion of the WB 2010, with guaranteed entry to the upcoming DCI, and the first person to ever win the WB without a single solo victory... CHRIS MORSE pulled off back-to-back 2-Way Draws to win the WB! 
 
Congratulations to Chris, Joe, Nigel, everyone else who played, and our committed team of GMs that were here to make it all happen!
 
This year's team was:
 
Christine, Adam, Cory, Sam, Vegas, Fredrik, Darryl, John, and Alan.
 
Thank you all! 
 
We had a phenomenal 9-board turnout this year, and running that many boards to the aggressive WB schedule is no light task.  Several games went quite long, making the task even more daunting.  Without you all, the WB would not be possible.
 
We will circulate a little questionaire to get some feedback on the tournament.  Or if you'd just like to send your ad hoc comments, just send to feedback(at)diplomaticcorp.com.  If you would like to help put on next year's WB11, please inquire early so we can start putting together our team.
 
So signing off on behalf of Garry and myself - your WB 2010 Moderators, here's to a great turnout, great fun, and the best WB ever...
 
Thank you!
 
-mike
Order of the Onyx
www.diplomaticcorp.com
 
PS - entry for the 4th Annual Winter Blitz is now open! www.diplomaticcorp.com/winterblitz
 
 
 
 

[Reply]

WB10 - Final! - DrSwordopolis   (Aug 23, 2010, 1:26 pm)
Hi Mike,

Actually Mike, DC 298 is clearly the longest game in WB history. DC 311 might be second, though. So yay for me, having taken part in both super-long games. Can only take credit for the length of one of them, though.

Big congrats to Chris Morse - good luck in the DCI. Congrats to Joe and Nigel as well.

Everyone else:

Better luck next year.

-Nick

[Reply]

DC 335 Fall 1902 deadline reminder. - fencertim   (Aug 23, 2010, 12:40 pm)
A little more than 24 hours before the
deadline...I have 4 sets of orders. All received orders have been acknowledged.
 
 
Thanks,
Tim

[Reply]

WB10 - Final! - FuzzyLogic   (Aug 23, 2010, 9:39 am)
Heya Blitzers,
 
The 21-year (longest game in WB history) showdown between Dirk, Dan, Ray, and Hamish of dc311 has come to the happy ending of a 3-way draw... er, at least as happy as a 3-way draw among 4 players can be!  But more importantly, this means our WB 2010 is complete!  Congratulations are in order for our winners...
 
BEST ROUND 1:
A tough call to make, Nick Powell and Joe Hackett both pulled off a first round solo victory.  So we have to look at the tiebreaks (which are the sum of the final scores of your opponents in that game) to determine who played the theoretical tougher competition... and at tiebreaks of 59.8 to 40.9, the BEST ROUND 1 goes solidly to JOE HACKETT!
 
BEST ROUND 2:
A much easier call to make, having the only solo victory in round 2, and the winner of the WB09 with 4 solos in 6 lifetime WB games, the BEST ROUND 2 goes easily to NIGEL PHILLIIPS!
 
And finally... the OVERALL WINNER, Champion of the WB 2010, with guaranteed entry to the upcoming DCI, and the first person to ever win the WB without a single solo victory... CHRIS MORSE pulled off back-to-back 2-Way Draws to win the WB! 
 
Congratulations to Chris, Joe, Nigel, everyone else who played, and our committed team of GMs that were here to make it all happen!
 
This year's team was:
 
Christine, Adam, Cory, Sam, Vegas, Fredrik, Darryl, John, and Alan.
 
Thank you all! 
 
We had a phenomenal 9-board turnout this year, and running that many boards to the aggressive WB schedule is no light task.  Several games went quite long, making the task even more daunting.  Without you all, the WB would not be possible.
 
We will circulate a little questionaire to get some feedback on the tournament.  Or if you'd just like to send your ad hoc comments, just send to feedback(at)diplomaticcorp.com.  If you would like to help put on next year's WB11, please inquire early so we can start putting together our team.
 
So signing off on behalf of Garry and myself - your WB 2010 Moderators, here's to a great turnout, great fun, and the best WB ever...
 
Thank you!
 
-mike
Order of the Onyx
www.diplomaticcorp.com
 
PS - entry for the 4th Annual Winter Blitz is now open! www.diplomaticcorp.com/winterblitz
 
 
 
 

[Reply]

WB10 - Final! (Winter Blitz) DrSwordopolis Aug 23, 01:26 pm
Hi Mike,

Actually Mike, DC 298 is clearly the longest game in WB history. DC 311 might be second, though. So yay for me, having taken part in both super-long games. Can only take credit for the length of one of them, though.

Big congrats to Chris Morse - good luck in the DCI. Congrats to Joe and Nigel as well.

Everyone else:

Better luck next year.

-Nick
WB10 - Final! (Winter Blitz) FuzzyLogic Aug 23, 01:33 pm
As has been pointed out, dc298 in round 1 actually eeked out the longest WB game title by 1 year!  Completely overlapping round 2 for those lucky enough to still be playing in it by that time...



From: Michael Sims
Sent: Mon 8/23/2010 9:39 AM
Subject: WB10 - Final!



Heya Blitzers,
 
The 21-year (longest game in WB history) showdown between Dirk, Dan, Ray, and Hamish of dc311 has come to the happy ending of a 3-way draw... er, at least as happy as a 3-way draw among 4 players can be!  But more importantly, this means our WB 2010 is complete!  Congratulations are in order for our winners...
 
BEST ROUND 1:
A tough call to make, Nick Powell and Joe Hackett both pulled off a first round solo victory.  So we have to look at the tiebreaks (which are the sum of the final scores of your opponents in that game) to determine who played the theoretical tougher competition... and at tiebreaks of 59.8 to 40.9, the BEST ROUND 1 goes solidly to JOE HACKETT!
 
BEST ROUND 2:
A much easier call to make, having the only solo victory in round 2, and the winner of the WB09 with 4 solos in 6 lifetime WB games, the BEST ROUND 2 goes easily to NIGEL PHILLIIPS!
 
And finally... the OVERALL WINNER, Champion of the WB 2010, with guaranteed entry to the upcoming DCI, and the first person to ever win the WB without a single solo victory... CHRIS MORSE pulled off back-to-back 2-Way Draws to win the WB! 
 
Congratulations to Chris, Joe, Nigel, everyone else who played, and our committed team of GMs that were here to make it all happen!
 
This year's team was:
 
Christine, Adam, Cory, Sam, Vegas, Fredrik, Darryl, John, and Alan.
 
Thank you all! 
 
We had a phenomenal 9-board turnout this year, and running that many boards to the aggressive WB schedule is no light task.  Several games went quite long, making the task even more daunting.  Without you all, the WB would not be possible.
 
We will circulate a little questionaire to get some feedback on the tournament.  Or if you'd just like to send your ad hoc comments, just send to feedback(at)diplomaticcorp.com.  If you would like to help put on next year's WB11, please inquire early so we can start putting together our team.
 
So signing off on behalf of Garry and myself - your WB 2010 Moderators, here's to a great turnout, great fun, and the best WB ever...
 
Thank you!
 
-mike
Order of the Onyx
www.diplomaticcorp.com
 
PS - entry for the 4th Annual Winter Blitz is now open! www.diplomaticcorp.com/winterblitz
 
 
 
 
Any GM interested in starting a Colonial Game - FuzzyLogic   (Aug 22, 2010, 9:59 pm)
Have you actually installed the Realpolitik software? It is fairly straight forward. You go to Resources -> Downloads, download the RP 1.7, unzip it, then run the installation / setup file.

Yeah if you just open a .dpy game file without having RP installed, it will just be sorta jibberish. It's a textual coding of everything that's happened in a game, that Realpolitik can interpret.

[Reply]

Any GM interested in starting a Colonial Game (Open Games) Sean2010 Aug 25, 03:22 pm
1). Yes, I've finally been able to download Realpolitik files, but I haven't been able to download files from diplomaticcorp yet.

2). Yes, Colonial had actually made rounds through the stores. I had gotten mine from "Hobby Town USA" before the store closed down, but this was before Hasbro had bought the rights from Avalon-Hill.
Any GM interested in starting a Colonial Game (Open Games) garry.bledsoe Sep 03, 03:09 pm
Not sure if you know or not but for a MAC you actually have to go and change the extension of the file when you download a .dpy file from the DC site. The Mac tries to do the "right-click" download as a .dpy.txt file and thus opens it with a document type of program. Rename the file without the .txt and you can open it in RP.

Hope that helps.

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