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DC226 Before Fall Press! - hapolley   (May 20, 2009, 5:33 pm)
Dear Emperor Josef,
We see that you now are fully engaged against your erstwhile ally in arms, the perfidious Turk.
As already noted we the German people are happy to land a hand in your defence.
We are prepared to support your TRI army into VIE should you so desire.
All we ask in return is that you treat PIE as a DMZ.
Please advise us of your comments before the Spring deadline as we must prepare our orders accordingly.
Kaiser Willhem


Dear Kaiser,
The offer of assistance into Vie would be nice, but may be unnecessary. However, the DMZ in Pie is agreed on immediately.
The Turk will be running, but so may I be. Let's talk about supports in the Fall. I'l surely need them then!
Josef



Be smarter than spam. See how smart SpamGuard is at giving junk email the boot with the All-new Yahoo! Mail

[Reply]

DC 216 Children of the Light EoG - txurce   (May 20, 2009, 4:31 pm)
Thanks again, Jason, for a second round of a variant where your interest shines though so clearly.  You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point.  He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader.  (I had similar issues with Eric Shum, playing Southlands.)  The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player.  Borderlands and Midlands have to fight.  Westlands and Whitecloaks almost certainly have to fight.  Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three.  This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo.  It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces.  (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black.  I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind.  To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.).  Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG.  First of all let me say thank you to Jason who ran this game.  He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse.  My biggest success of the game was taking Ghealdan.  I built an army in the fall and figured it was time to get down to business.  Boy was I wrong.  Expanding West was a poor option for me because of the Mountains of Mist.  Likewise expanding north was equally as challenging.  I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help.  I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached.  I tried to negotiate me taking Illian in exchange for my help with him taking Tear.  Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian.  The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean.  Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk.  The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders.  After taking Illian I would then allow my army to be popped for a Southland army.  This would give me a build, in which I could raise a Fleet to take on the Sea Folk.  It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily.  A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes.  The impassable territories in the West make the game very difficult for The Whitecloaks and the West.  If Ghaeldon touched more provinces it would have made my lfe a lot easier as well.  Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC251 Shadowplay Fall 1903 adjudication - Slangers   (May 20, 2009, 4:26 pm)
DC251 Shadowplay.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-comSurprisedfficeSurprisedffice" />
Fall 1903. In which all hell’s let loose in the Balkans. Another Bulgarian expeditionary force is annihilated. Austria Hungary is left with more problems than the man with the most problems in the whole of problem land, as Germany, Russia and Turkey all take up arms against him. Meanwhile France tiptoes quietly through the Med and through the picturesque Tuscan landscape (oops! Sorry Frank! I wasn’t supposed to say anything provocative). The English tire of their Norwegian holiday chalet and donate it to the Russians (whoops!).
Austria:
A Bulgaria - Rumania (*Disbanded*)
F Greece Hold
A Serbia Supports F Greece (*Cut*)
A Trieste Supports A Vienna - Budapest
A Vienna - Budapest

England:
F Barents Sea - St Petersburg(nc) (*Bounce*)
F Denmark Supports F North Sea - Helgoland Bight
F North Sea - Helgoland Bight
F Norwegian Sea - North Sea
F Sweden Hold
A Yorkshire - Edinburgh

France:
A Belgium Supports A Burgundy
A Burgundy Supports A Belgium
A Piedmont - Tuscany
A Spain - Gascony
F Tunis Supports F Western Mediterranean - Tyrrhenian Sea
F Western Mediterranean - Tyrrhenian Sea

Germany:
A Berlin - Kiel
A Bohemia - Vienna
F Holland Supports A Berlin - Kiel
A Tyrolia Supports A Bohemia - Vienna

Italy:
A Apulia, no move received
F Naples, no move received
A Rome, no move received

Russia:
A Budapest Supports A Rumania - Serbia (*Dislodged*) GM Retreats unit to Galicia.
F Finland - St Petersburg(sc) (*Bounce*)
A Rumania - Serbia (*Fails*)
F Sevastopol - Rumania (*Bounce*)
A St Petersburg - Norway

Turkey:
F Aegean Sea Supports A Constantinople - Bulgaria
A Constantinople - Bulgaria
F Ionian Sea - Greece (*Fails*)

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

Adjustments:
Austria: Supp 4 Unit 4 Build 0
England: Supp 5 Unit 6 Remove 1
France: Supp 7 Unit 6 Build 1
Germany: Supp 5 Unit 4 Build 1
Italy: Supp 3 Unit 3 Build 0
Russia: Supp 6 Unit 5 Build 1
Turkey: Supp 4 Unit 3 Build 1
[u:a071ca44e0] [/u:a071ca44e0]
[u:a071ca44e0]Press[/u:a071ca44e0]
Shadowplay Mime Artists: We can’t hear you. Try email next time.
GM: The Russian Army in Budapest was dislodged. To keep things moving along I have retreated it to the only available province, which is Galicia. I assume this is OK. Gene- if you would prefer to have disbanded that unit, let me know.

4 files are attached. Two (Fall 03 files) give the position prior to the Russian retreat and the other two (Winter 03 due) give the current position.

The next deadline (Winter 1903) will be 10 pm GMT, Friday 22nd May 2009.
Best wishes
Simon



Professor Simon Langley-Evans BSc. Phd. RNutr.
Chair in Human Nutrition
School of Biosciences
University of Nottingham
Sutton Bonington
Loughborough
LE12 5RD
United Kingdom
Tel: +44 (0)115 951 6139
Fax: +44 (0)115 951 6122
New textbook "[/u][/u][/u][u][u][u]Nutrition, a lifespan approach", now available.

P Please consider the environment before printing this e-mail

[Reply]

DC 247: Reminder - AceRimmer   (May 20, 2009, 3:46 pm)
Is this mike working? Can you hear me? Hello? Hello? "My fellow Americans. I'm pleased to announce that I've signed legislation outlawing the Soviet Union. We begin bombing in five minutes." Anything?

In a first... the deadline is in less than 24 hours, and I don't have any prelims. Tsk tsk.

[Reply]

DC 247: Reminder (Winter Blitz) AceRimmer May 27, 10:35 am
Many thanks to Mike Sims for stepping in.

The deadline is as usual - tomorrow at 14:00 CST.

Adam
DC 216 Children of the Light EoG - AlanRFarrington   (May 20, 2009, 2:23 pm)
Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington
Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC 216 Children of the Light EoG (dc216) txurce May 20, 04:31 pm
Thanks again, Jason, for a second round of a variant where your interest shines though so clearly.  You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point.  He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader.  (I had similar issues with Eric Shum, playing Southlands.)  The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player.  Borderlands and Midlands have to fight.  Westlands and Whitecloaks almost certainly have to fight.  Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three.  This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo.  It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces.  (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black.  I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind.  To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.).  Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG.  First of all let me say thank you to Jason who ran this game.  He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse.  My biggest success of the game was taking Ghealdan.  I built an army in the fall and figured it was time to get down to business.  Boy was I wrong.  Expanding West was a poor option for me because of the Mountains of Mist.  Likewise expanding north was equally as challenging.  I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help.  I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached.  I tried to negotiate me taking Illian in exchange for my help with him taking Tear.  Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian.  The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean.  Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk.  The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders.  After taking Illian I would then allow my army to be popped for a Southland army.  This would give me a build, in which I could raise a Fleet to take on the Sea Folk.  It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily.  A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes.  The impassable territories in the West make the game very difficult for The Whitecloaks and the West.  If Ghaeldon touched more provinces it would have made my lfe a lot easier as well.  Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.

DC 216 Children of the Light EoG (dc216) coebq May 21, 03:16 am
All,

I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Liveâ„¢: Keep your life in sync. Check it out.

DC 216 Children of the Light EoG (dc216) Lothar May 27, 08:49 am
.hmmessage P {margin:0px;padding:0px;} body.hmmessage {font-size:10pt;font-family:Verdana;}
Indeed, I am in agreement with the others - good job in GMing.

For this game, my original strategy of careful neutrality was easy for me in the Westlands. Once my own area's SCs were captured I could have very easily sat back and watched the rest of the continent fight it out. Choosing to side with the Borderlands once the Midlands/Seafolk looked to be gaining the upper hand was simple prudence - which unfortunately was too far along when almost all the players changed. From then on out, the sides were pretty much set. If it hadn't been for the Seachan and Trollocs arriving during those last couple of turns - things would have turned out very differently.

As for a post-action report on the Westlands game play, its remarkably easy to get to a certain point - then next to impossible to move onwards. With easy choke points in the north and central areas, you're channeled into either attacking the Whitecloaks or the Seafolk. The Seafolk can easily block but the Whitecloaks are in more of a pickle.

Then there are the Barbarians at the gate. The Seachan. The Seafolk can block them easily enough if they aren't distracted by other things. The Trollocs - easily blocked if the Borderlands aren't distracted. The Aiel - ditto.

But one of the advantages to the Southlands, the Whitecloaks (and to a lesser extent the Midlands) is that they aren't going to be impacted by any Barbarians until they've expanded enough to be only minimally inconvenienced by them. The Seafolk aren't going to be ever touched by the Trollocs or the Aiel - and can easily deal with the Seachan with minimal foresight. Meanwhile the Borderlands are required to keep at least one army in the rear at all times, and more prudently 2-3 which is a huge handicap. This leaves the other countries with armies which don't have to be held in reserve just in case.

-Mark Duffield





I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

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dc235 England EOG - ordewin   (May 20, 2009, 1:19 pm)
Italy EOG. I made a mistake. I thought Turkey was going with me. It might have worked, but up until that point I used my limited forces to good effect. It was all a question of timing. Once I damaged Austria it was inevitable that E/G would win as long as they stayed together and they did. Without Turkey I had no chance.


-----Original Message-----
From: B H <screwtape777(at)gmail.com>
To: John R <untitled36(at)yahoo.com>
Cc: Garry Bledsoe <kielmarch(at)hotmail.com>; Max Victory <maxatrest(at)yahoo.co.uk>; Michael Sims <mike(at)southwall.com>; Trout <former.trout(at)gmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; WB Orders <blitz(at)diplomaticcorp.com>; speedybunny(at)orange.fr; landru428(at)aol.com; Dirkfell Warren <alwayshunted(at)hotmail.com>; untitled36(at)hotmail.com; ordewin(at)aol.com
Sent: Wed, 20 May 2009 10:46 am
Subject: Re: dc235 England EOG

Russia just got dogpiled at the start, and that through no fault of his.



It happens. No hard feelings. Congrats on pulling off the 2-way, that's quite a feat.

B. of Russia

--
www.geocities.com/nairenvorbeck/files
Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants



Dell Inspiron 15 Laptop: Now in 6 vibrant colors! Shop Dell's full line of laptops.

[Reply]

DC 216 - WOT2 - Game end - Githraine   (May 20, 2009, 1:10 pm)
Sorry for the late e-mail all, but our DIAS was voted through!

Thank you all for a great game, EOGs very welcome!


Jason

[Reply]

DC242: 12h for Autumn Retreats - Rocketship   (May 20, 2009, 12:13 pm)
This means you, Russia.

Cheers,

Matthew

[Reply]

dc235 England EOG - Kenshi777   (May 20, 2009, 9:46 am)

Russia just got dogpiled at the start, and that through no fault of his.


 
It happens.  No hard feelings.  Congrats on pulling off the 2-way, that's quite a feat.
 
B. of Russia

--
www.geocities.com/nairenvorbeck/files
Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants

[Reply]

dc235 England EOG - untitled36 at yahoo.com   (May 20, 2009, 8:24 am)
Sorry on the delayed EOG! And I'd love to hear everyone else's take on the game too! My EOG is below, and I made up for Laurence's brevity with my longwindedness. Be forewarned!

We started out this game with a strong western triple. We intended to stay together until all three of us had 9 centers apiece. We figured at that point, only turkey and maybe a couple other rogue units would be left. It worked like a charm for a while, and I like to think we even kept the alliance secret for several turns. But then Fall of 04 came, and France had moved into belgium and allowed the italians to take my southernmost fleet. After hyperventilating for a while, I quickly regrouped and went on the defensive. Retreating the southern fleet otb and rebuilding in Lvp, I was able to mount a solid defensive in the seas. I have to assume Max (France) hoped Laurence (germany) would see my weakened state and pick up some easy centers herself, but, to her credit, she remained true to our original agreement and left my centers alone.

Another reason Fall 04 was a key turn is it signaled the first direct cooperation between Andrew (turkey) and me. Andrew was the underdog for the beginning of the game, barely clinging to survival in the face of overwhelming odds. I kept throwing him empty platitudes about holding on until reinforcements could arrive, all the while mentally writing off Turkey as a lost cause. But he proved to be in place to help me polish off Russia, and the newfound ally couldn't have come at a better time.

Now a new triple alliance had formed (E/G/T). But this time we were countered by an opposing triple. Austria and Italy had a firm alliance (from outward appearances) almost the entire game, and they apparently welcomed France into their number to secure their western flank. Thus the two sides were fairly evenly balanced. One particularly interesting skirmish in this war was the french fleet behind my lines at the end of 05 and throughout 06. While not terribly dangerous, it was still a sizable thorn in my flesh. But fate smiled on me, and apparently Max NMRed in winter 06, thus losing that key unit.

The three of us tried every trick in the book to crack the opposing alliance, but were unsuccessful. It looked like a pitiful six-way draw was inevitable. Then, the unthinkable happened. Italy cracked and grabbed Greece from Austria. I think by that point I had given up even trying to convince Italy, and that's when he moved. I'm sure there's a lesson in that somewhere. Or maybe he just was as sickened by the looming 6-way as I was. In any case, Austria joined our merry band for survival. This lasted a couple of years, until we decided it was time to grab those austrian centers. Beset on four sides, austria collapsed. At the same time, I managed to claim Brest, which was the beginning of the end for france. By the time of Austria's demise, france's homeland was almost completely occupied by french and german units, I had three fleets in the med, and Germany was in Venice.

During this time, almost every season Germay and I would ask one another, "Should we turn on Turkey yet?" The answer was alway no. No, we still need his support. No, we need to get into a better position. etc... But in Fall of 1913 it happened. The time had arrived. Andrew fought brilliantly, but in the end there was nothing he could do. Still, I received emails until the last turn trying to convince me to turn on Laurence. He never gave up.

Overall, This was a great game. Everyone played well. In the end, though, it was always about the numbers. At the start, the E/F/G steamrollered the indivdual powers. Then, once the betrayal occured, and it was 3on 3, the game ground to a halt. Italy's stab unbalanced the numbers once again, and F/I and A were simply overpowered by sheer numbers. Finally, Andrew, though he fought valiantly, just couldn't stop the weight of the forces arrayed against him.

This brings up the final point of my EOG. The burning question on everyone's mind. Why didn't Laurence or I stab? I can't speak for her, but here's my rationale. In part, it was about the score. The length of our game allowed us to see the final results of all of round one. There were two solos. Laurence and I were each paired against one of those soloers in round two, and it looked like events were favoring the two solo winners in round two as well. So we assumed one of them would win the tournament, and one would win the round one prize. By the end of our game, even if one of us soloed, we couldn't get the round one prize because of the way the tie-breaker system was designed. And round two looked like a pretty long shot as well. So point wise, it was unneccesary. But the other reason is that we worked in perfect harmony from the first season on. We grew to trust one another implicitly, and our respect for one another grew. At the end of 18 game years of working together, I felt it would be a shame to throw it away for 5 more points when it's unlikely they would matter in the long run. Betraying Austria after he turned to us for help was pretty easy. He was still "the enemy" in my mind. Betraying Andrew was much harder, because he was faithful to us the whole game through. It really was stabbing a friend. But we hadn't worked as closely together and the gain was greater. It put me tied for third in the standings for round one. If I had betrayed Laurence, I still would have only been third. So there was no real gain, and might have made my fellow round 2 players that much more nervous about me. And it would have been at the cost of a trusted ally and friend.

So, in closing, I really think everyone played well. I apologize for making each of you have such a low round one score. Writing that sounds like I'm being patronizing, but I'm really not. The scores truly don't reflect reality in this case. Russia just got dogpiled at the start, and that through no fault of his. And the rest of us almost got a 6 way. Luck tipped the scale more than skill, in many ways. A key NMR or two and a betrayal that I can't take credit for engineering. Without those, the ending could have been completely different.

Good game all. Thanks to everyone for sticking to it till the bitter end. And thanks to our GM, who manned the wheel a lot longer than I think he signed on for! (18 years! wow!) It was a long game, but I had a blast the entire time.

John

[Reply]

dc235 England EOG (Winter Blitz) Kenshi777 May 20, 09:46 am

Russia just got dogpiled at the start, and that through no fault of his.


 
It happens.  No hard feelings.  Congrats on pulling off the 2-way, that's quite a feat.
 
B. of Russia

--
www.geocities.com/nairenvorbeck/files
Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants
dc235 England EOG (Winter Blitz) ordewin May 20, 01:19 pm
Italy EOG. I made a mistake. I thought Turkey was going with me. It might have worked, but up until that point I used my limited forces to good effect. It was all a question of timing. Once I damaged Austria it was inevitable that E/G would win as long as they stayed together and they did. Without Turkey I had no chance.


-----Original Message-----
From: B H <screwtape777(at)gmail.com>
To: John R <untitled36(at)yahoo.com>
Cc: Garry Bledsoe <kielmarch(at)hotmail.com>; Max Victory <maxatrest(at)yahoo.co.uk>; Michael Sims <mike(at)southwall.com>; Trout <former.trout(at)gmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; WB Orders <blitz(at)diplomaticcorp.com>; speedybunny(at)orange.fr; landru428(at)aol.com; Dirkfell Warren <alwayshunted(at)hotmail.com>; untitled36(at)hotmail.com; ordewin(at)aol.com
Sent: Wed, 20 May 2009 10:46 am
Subject: Re: dc235 England EOG

Russia just got dogpiled at the start, and that through no fault of his.



It happens. No hard feelings. Congrats on pulling off the 2-way, that's quite a feat.

B. of Russia

--
www.geocities.com/nairenvorbeck/files
Realpolitik files available here for the Sengoku, Balkans1860, South American Supremacy, and DarkAges Diplomacy Variants



Dell Inspiron 15 Laptop: Now in 6 vibrant colors! Shop Dell's full line of laptops.
DC190 - Winter 2013 - worldwidegm at gmail.com   (May 19, 2009, 11:11 pm)
Mexico:
Build F Arizona
Build F Florida

South America:
Build A Rio de Janeiro

Russia:
Build Waived

West Africa:
Disband A Tombouctou

Next Deadline: I'm away again this weekend, so let's put it at Monday, May 25, 2200GMT.  And, of course, there is the four-way draw between Mexico, South America, Persia and Russia back on the table.

[Reply]

WWIV tomorrow - FuzzyLogic   (May 19, 2009, 9:39 pm)
Wow, 15 years… Where has the time gone? It seems this game just got started. Don’t let time pass you by tho, Spring 15 is due tomorrow! I have eerily few sets of orders in by the night before, all things considered…



From: Michael Sims
Sent: Wednesday, May 13, 2009 6:14 PM
Subject: WWIV w14 builds! (for real)


Here ya go!

NEXT: Spring 15, due Wed 5/20, 10am Pacific. Orders sent to the old address will not be considered! Many ppl sent builds to the wrong place…

Brazil:
Build F Barranquilla(brn)

Catholica:
Build F Belgium(bel)

Illinois:
Build waived
Build waived

India:
Remove F Persian Gulf(peg)
Remove F Baluchestan(blc)

Philippines:
Build F Ujungpandang(uju)
Build F Banjarmasin(bnj)
Build F Brunei(bru)
Build A Taiwan(tai)
Build A Okinawa(oki)
Build F Kyoto(kyo)

SichuanEmpire:
Build A Vladivostok(vla)
Build A Nanchang(nan)
Build A Qinghai(qng)
Build F Seoul(seo)
Build F Shanghai(sha)

SouthAfrica:
Build A Medan(mdn)

Thailand:
Remove F Surabaya(sby)
Remove A Riau(ria)

UnitedKingdom:
Remove F Bay of Biscay(bis)

UnitedStates:
Build waived

[Reply]

dc252 w02 builds! - FuzzyLogic   (May 19, 2009, 9:21 pm)
Greece takes the retreat OTB, then we have lots of builds…

Rome:
Build F Roma
Build F Neapolis
Build A Ravenna

Carthage:
Build F Thapsus

Persia:
Build F Sidon
Build F Antioch
Build A Damascus

Greece:
Build F Athens

Egypt:
Build A Memphis

NEXT: Spring 03, due Tuesday 5/26, 10am Pacific!

Enjoy,
-mike

[Reply]

dc252 w02 builds! (dc252) FuzzyLogic May 26, 07:28 pm
FYI we have a player on vacation – this person did tell me before this turn about it, so I should have set the next turn accordingly. Now I can’t reach him for an update so we’ll have to hold tentatively. I think it should only be a couple days.
-mike



From: Michael Sims
Sent: Tuesday, May 19, 2009 9:29 PM
Subject: dc252 w02 builds!


Greece takes the retreat OTB, then we have lots of builds…

Rome:
Build F Roma
Build F Neapolis
Build A Ravenna

Carthage:
Build F Thapsus

Persia:
Build F Sidon
Build F Antioch
Build A Damascus

Greece:
Build F Athens

Egypt:
Build A Memphis

NEXT: Spring 03, due Tuesday 5/26, 10am Pacific!

Enjoy,
-mike
dc249 Torjik: s08 retreats!(2) - FuzzyLogic   (May 19, 2009, 6:27 pm)
It should be noted, Austrian A Rum did not hold, it ordered A Rum S Ukr-Sev. This move fails anyways, but at least it’s correct.


From: Michael Sims
Sent: Monday, May 18, 2009 6:16 PM
To: 'Garry Bledsoe'; 'ndeily(at)yahoo.com'; 'nephilli99(at)hotmail.com'; 'mrh(at)panix.com'; 'tfletch33(at)yahoo.com'; 'gbimmerle(at)gmail.com'; 'rick_powell_2000(at)yahoo.com'; 'genea5613(at)aol.com'; blitz; Steve Lytton (contact)
Subject: dc249 Torjik: s08 retreats!


And like magic, we have a retreat only 7 minutes later:

French A Bur retreats to Paris! Now we can enjoy the leisurely 3 days till next turn…

NEXT: Fall 08, due Thursday 5/21, 6pm Central

Enjoy,
-mike


From: Michael Sims
Sent: Monday, May 18, 2009 6:05 PM
Subject: dc249 Torjik: s08 results!


Only one retreat, and that’s the French army in Burgundy. Fletch that’s due by tomorrow 6pm Central!

Austria:
A Budapest - Trieste
A Bulgaria Supports A Greece
F Eastern Mediterranean - Smyrna
A Greece Supports A Bulgaria
F Ionian Sea Convoys A Naples - Tunis
A Munich - Burgundy
A Naples - Tunis
A Ruhr Supports A Munich - Burgundy
A Rumania, no move received
A Tyrolia - Munich
A Venice - Piedmont

England:
F Belgium Supports F Holland
F English Channel - North Sea
F Holland Supports F English Channel - North Sea
F Norway Supports F Skagerrak - Sweden (*Cut*)
F Norwegian Sea Supports F Norway
F Skagerrak - Sweden (*Bounce*)

France:
F Brest - Mid-Atlantic Ocean
A Burgundy Hold (*Dislodged*)
F Marseilles - Gulf of Lyon
F Mid-Atlantic Ocean - Western Mediterranean
A Portugal - Spain
A Spain - Marseilles

Germany:
F Denmark Supports F Sweden (*Cut*)
F Sweden Supports F Denmark (*Cut*)

Russia:
F Baltic Sea Convoys A Livonia - Denmark
A Finland - Sweden (*Bounce*)
A Kiel, no move received
A Livonia - Denmark (*Fails*)
F St Petersburg(nc) - Norway (*Fails*)
A Ukraine, no move received

Turkey:
F Aegean Sea Supports F Constantinople
A Armenia - Syria
F Constantinople Supports F Aegean Sea

[Reply]

DC-244 Spring 1456 Adjudication - TheWhiteWolf   (May 19, 2009, 6:17 pm)
All,
This game seems to be rife with NMRs. This season, we have two - Jason K and Ross Webb, our Russian and Ottoman, respectively. You two have 24 hours to let me know you're still in the game.


Players:

England: Mike Hoffman mrh(at)panix.com
France: Louis Schoenburg louisschoenburg(at)gmx.at
Holy Roman Empire: Sam Buck Sam_Buck_Productions(at)Mac.com
Russia: Jason K Githraine(at)yahoo.com
Spain: Rodrigo Yanez rpyanez(at)gmail.com
Ottoman Empire: Ross Webb rodtheworm(at)hotmail.com
Venice: Chris Morse camorse22(at)yahoo.com


Orders:

England:
F Belgium Supports F North Sea - Holland
A Brest - Paris (*Bounce*)
F Mid-Atlantic Ocean Supports A Burgundy - Gascony (*Void*)
F North Sea - Holland
A Sweden - Denmark

France:
A Burgundy - Paris (*Bounce*)
F Holland, no move received (*Dislodged*)
A Marseilles - Spain (*Fails*)
A Munich - Berlin (*Fails*)

Holy_Roman_Empire:
A Berlin - Munich (*Bounce*)
A Galicia Supports A Ukraine - Rumania (*Void*)
A Vienna - Budapest (*Fails*)

Russia:
F Ankara, no move received
A Armenia, no move received
F Black Sea, no move received
A Norway, no move received
A St Petersburg, no move received
A Ukraine, no move received

Spain:
F Ionian Sea - Tyrrhenian Sea
F Portugal Supports A Spain
A Spain Hold
F Tyrrhenian Sea - Gulf of Lyon

Ottoman_Emprire:
A Bulgaria, no move received
A Constantinople, no move received
F Smyrna, no move received

Venice:
A Budapest Supports A Rumania (*Cut*)
F Greece - Ionian Sea
A Rome Hold
A Rumania Supports A Budapest
A Switzerland - Munich (*Bounce*)
A Trieste Supports A Venice - Tyrolia
A Venice - Tyrolia


Retreats:

French F Holland can retreat to Helgoland Bight, Kiel or OTB.


Unit Positions: (SCs/Units)

England: (5/5)
Armies - Bre, Den
Fleets - Bel, Hol, MAO

France: (4/4)
Armies - Bur, Mar, Mun
Fleets - Hol (pending retreat)

Holy Roman Empire: (3/3)
Armies - Ber, Gal, Vie

Russia: (6/6)
Armies - Arm, Nwy, StP, Ukr
Fleets - Ank, Bla

Spain: (4/4)
Armies - Spa
Fleets - Lyo, Por, Tys

Ottoman Empire: (3/3)
Armies - Bul, Con
Fleets - Smy

Venice: (8/7)
Armies - Bud, Rom, Rum, Swi, Tri, Trl
Fleets - Ion


Deadline:

Summer 1456 is due ((tomorrow)) Wednesday, 20 May at 2pm CDT (7pm GMT.) Louis, if you get me your retreat tonight, I'll try to put out the summer adjudication before I head off to dreamland.
Any issues or errors, let me know.


Map and RP file are attached for your convenience, enjoy!

Thanks all,
The White Wolf

I'm a Firefly fan and proud! Read my fiction:
http://www.fanfiction.net/u/1369632/

[Reply]

DC-227 Autumn 1918 Adjudication - TheWhiteWolf   (May 19, 2009, 5:56 pm)
All,
I got Mark's order late last night, but it was a little too late for me to try to put out an adjudication. Sorry about that.
We officially say goodbye to Matt, who held on valiantly until the bitter end. Matt, if you wish to submit an EOG, you may do it publicly or to me, and you're free to either hold off until the game's over or submit it now, at your leisure.


Players:

Austria: Matt Kelly <kelly058(at)verizon.net>
England: Nick Cherrier <zeclient(at)hotmail.com>
France: Andrew Ott <drew3739o(at)yahoo.com>
Germany: Michael Stroz <mistro914(at)gmail.com>
Italy: Mark Utterbach <mdemagogue(at)gmail.com>
Russia: Jeffrey Clay <jmc66(at)mac.com>
Turkey: Ilyas Erzik <IErzik(at)mail.az>


Orders:

Italy:
F Ionian Sea - Tyrrhenian Sea


Unit Positions: (SCs/Units)

Austria: ELIMINATED

England: (19/15) - Build 4
Armies - Bel, Bur, Fin, Gas, Hol, StP
Fleets - Bar, Eng, Hel, MAO, NAf, Nth, Ska, Spa(sc), Swe

France: (2/3) - Disband 1
Armies - Mar
Fleets - Lyo, Por

Germany: (13/10) - Build 3
Armies - Boh, Gal, Kie, Lvn, Mun, Trl, Ukr, War
Fleets - Bal, Den

Italy: (10/10)
Armies - Bud, Pie, Tri, Vie
Fleets - Adr, Apu, Tun, Tus, Tys, Wes

Russia: (1/1)
Armies - Mos

Turkey: (11/10) - Build 1
Armies - Arm, Bul, Rum, Ser, Sev
Fleets - Aeg, Alb, Bla, Gre, Ion


Deadline:

Winter 1918 is due Thursday, 21 May at 2pm CDT (7pm GMT.) I'll adjudicate as soon as I have all winter orders in, so make sure you order your true intentions the first time.
Any issues or errors, let me know.


Map and RP file are attached for your convenience, enjoy!

Thanks all,
The White Wolf

I'm a Firefly fan and proud! Read my fiction:
http://www.fanfiction.net/u/1369632/

[Reply]

Dc241 Fall 1904 - chknbrstl   (May 19, 2009, 4:29 pm)
To All.

I submitted moves from work on Friday am just before I left work on a last minute business trip to the States and on return headed directly up north (out of contact) until I stepped back in the house today. My bad that I didn’t wait for a move confirmation from Stephen, and I totally accept the NMR’s. I’ll try to keep up from here on, and if I do go off last minute again, I’ll get my wife to read the e-mails and forward on the messages.

Rob

From: Stephen Lytton [mailto:stevelytton(at)hotmail.com]
Sent: May-16-09 2:34 AM
To: psychosis(at)sky.com; rbristol(at)cogeco.ca; ahmet_okyay(at)hotmail.com; stevelytton(at)hotmail.com; fredrik(at)familjenblom.se; poem342000(at)yahoo.com; mistro914(at)gmail.com; dc241(at)diplomaticcorp.com; former.trout(at)gmail.com; erik(at)aderstedt.se
Subject: Dc241 Fall 1904



Dc241 Fall 1904

I have no moves for Russia and Germany so both suffer an NMR.

Austria:
A Budapest Supports A Serbia
A Serbia Supports A Vienna - Trieste (*Cut*)
A Vienna - Trieste (*Dislodged*)

England:
F Baltic Sea Supports A Denmark - Sweden
F Berlin Hold
A Denmark - Sweden
A Holland Hold
F North Sea Convoys A Yorkshire - Norway
F Norway - Barents Sea
A Yorkshire - Norway

France:
A Belgium Hold
A Bohemia Supports A Tyrolia - Vienna
A Burgundy - Marseilles
F Mid-Atlantic Ocean Hold
A Munich - Silesia (*Fails*)
A Piedmont - Tyrolia
A Tyrolia - Vienna

Germany:
A Prussia, no move received
A Warsaw, no move received

Italy:
F Albania Supports A Trieste
F Apulia - Venice
A Bulgaria - Serbia (*Disbanded*)
F Greece Hold
A Trieste Supports A Bulgaria - Serbia (*Cut*)
F Tyrrhenian Sea - Gulf of Lyon

Russia:
A Moscow, no move received
A Silesia, no move received
F Sweden Hold (*Dislodged*)
A Ukraine, no move received

Turkey:
F Aegean Sea Supports A Rumania - Bulgaria
F Black Sea Supports A Sevastopol
F Constantinople Supports A Rumania - Bulgaria
A Rumania - Bulgaria
A Sevastopol Hold

Autumn 1904 is due Tuesday 19th May at 7pm, Australian DST
Russian F Sweden can retreat to Finland or Gulf of Bothnia or
Skagerrak.
Austrian A Vienna can retreat to Galicia. (This will be assumed unless Austria decides to retreat OTB)

Winter 1904 is due Thursday 22nd May at 7pm, Australian DST

Austria: Remove One (unless disband in Autumn)
England: Build 2
France: Build 1
Germany: Remove 1
Italy: Build 1
Russia: Remove 1 (unless disband in Autumn)

Steve



Stephen Lytton

Knight of the Alliance

Moderator of www.diplomaticcorp.com









Find car news, reviews and more Looking to change your car this year?

[Reply]

DC 218 SHIFT LEFT: fall 1908 results winter order... - packrat   (May 19, 2009, 4:29 pm)
The net result:

Russian A Sweden can retreat to Finland or OTB

The adjustments are:

Austria: Supp 9 Unit 6 Build 3
England: Supp 0 Unit 0 Build 0
France: Supp 3 Unit 3 Build 0
Germany: Supp 7 Unit 7 Build 0
Italy: Supp 7 Unit 6 Build 1
Russia: Supp 5 Unit 6 Remove 1 or 0 if retreat is OTB
Turkey: Supp 3 Unit 3 Build 0



Austria:
F Adriatic Sea Supports A Tyrolia - Venice
A Bulgaria Supports A Serbia - Greece
F Ionian Sea - Tunis
A Rumania Supports A Bulgaria
A Serbia - Greece
A Tyrolia - Venice

France:
A Burgundy - Paris (*Fails*)
F English Channel - London
A Paris - Brest (*Bounce*)

Germany:
F Baltic Sea Supports A Denmark - Sweden
A Denmark - Sweden
F North Sea - Norway (*Fails*)
A Picardy - Belgium
A Prussia Supports A Silesia - Warsaw
A Ruhr - Munich
A Silesia - Warsaw (*Fails*)

Italy:
A Marseilles - Gascony
F Mid-Atlantic Ocean - Brest (*Bounce*)
A Naples - Apulia
A Piedmont - Venice (*Fails*)
F Rome - Tyrrhenian Sea
F Spain(sc) - Marseilles

Russia:
F Aegean Sea - Greece (*Fails*)
F Norway Supports A Sweden (*Cut*)
A Sevastopol Hold
A Sweden Supports F Norway (*Dislodged*)
A Ukraine Supports A Warsaw
A Warsaw Hold

Turkey:
F Armenia Hold
A Constantinople Supports A Smyrna
A Smyrna Supports A Constantinople

[Reply]

Unknown - The_Gentleman   (May 19, 2009, 3:46 pm)
wecanworkthisout (a) yahoo [dot] com

[Reply]

re001: The Moors of Venice- we need an Austria! - The_Gentleman   (May 19, 2009, 3:45 pm)
Game has not yet begun and I am on day 4 or 5 in waiting for my Austrian to confirm. If I hear from an eager young Kiaser then the position is yours!

Alexander

[Reply]

Unknown (Open Games) The_Gentleman May 19, 03:46 pm
wecanworkthisout (a) yahoo [dot] com
Austria (Open Games) Pzlehr Jan 01, 11:57 pm
Hi,
I am a newbie ( just bought the game am need to read the rules) and if you'd like me to play I will. Or maybe I should wait till I have read them and wait for another standard game??

Thanks,
Chuck
DC251 Shadowplay Fall 1903 deadline - Slangers   (May 19, 2009, 1:57 pm)
The deadline for Fall 1903 is tomorrow (25 hours hence). If you've not had an acknowledgement of your orders, that means I have not received them yet.

Until tomorrow...

Simon

[Reply]

DC 225 Fall 1906 Deadline Extension - AlanRFarrington   (May 19, 2009, 1:35 pm)
A deadline extension has been requested. I'm giving an extra 24 hours for everyone to get everything straightened out.

Orders will now be due Midnight GMT, Wednesday May 20th (7:00 pm EST).

Thanks All,
Alan Farrington
Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC 220 Missing Orders - Verticallychallangedcutie   (May 19, 2009, 12:47 pm)
Folks,
I am missing both sets of retreats as the deadline was last night. I have written to the Mods to figure out what to do. Recently in another game, some events occured and I do not want another repeat. So please bear with me while I ask the Mods.

-Rachael

[Reply]

DC242: Fall 1905 - Ginsu_Kabar   (May 19, 2009, 11:39 am)
Farewell guys!

Sometimes in this game you end up being the one getting roasted, and this time it was my turn. Fun playing and hope to see you all again soon at the Dip map.

Kaiser Kabar



--- On Tue, 5/19/09, Rocketship <rocketship.rocketship(at)gmail.com> wrote:

From: Rocketship <rocketship.rocketship(at)gmail.com>
Subject: DC242: Fall 1905
To: "Alexander Kossoff" <akossoff(at)gmail.com>, "Mark Jefferson" <markj18(at)gmail.com>, "John Clarke" <john.c1arke(at)btinternet.com>, "Mike Britton" <lottroad(at)yahoo.com>, "Gabriel Singer" <gabriel_singer(at)hotmail.com>, "Dan Owsen" <zebradano(at)yahoo.com>
Cc: "Stephen Lytton" <stevelytton(at)hotmail.com>, "Former Trout" <former.trout(at)gmail.com>, dc242(at)diplomaticcorp.com, "Matthew Stevenson" <rocketship.rocketship(at)gmail.com>
Date: Tuesday, May 19, 2009, 12:39 AM
DC242 - Fall 1905

It is with heavy hearts that we must now bid farewell to
our German player.  Thanks for sticking it out to the
end, Dan.  A farewell message will be welcome.

England:
F Baltic Sea - Berlin
A Belgium Supports F Holland
A Denmark - Kiel
F Holland Supports A Denmark - Kiel
F Mid-Atlantic Ocean - Western Mediterranean
F North Africa - Tunis (*Bounce*)
F North Sea Supports A Belgium
F St Petersburg(nc) Hold

France:
A Gascony - Brest
A Paris Hold
A Portugal - Spain (*Fails*)

Germany:
A Picardy Supports A Marseilles - Burgundy (*Void*)
A Ruhr Supports A Tyrolia - Munich

Italy:
F Gulf of Lyon Supports F Spain(sc) (*Ordered to Move*)
A Marseilles Supports F Spain(sc) (*Ordered to Move*)
F Spain(sc) - Portugal (*Fails*)
A Trieste - Budapest
A Tuscany - Piedmont
A Tyrolia - Munich
F Tyrrhenian Sea - Tunis (*Bounce*)
A Vienna Supports A Trieste - Budapest (*Cut*)

Russia:
A Bohemia - Vienna (*Fails*)
A Budapest Supports A Galicia - Rumania (*Disbanded*)
A Galicia - Rumania (*Fails*)
F Kiel Hold (*Dislodged*)
A Moscow Supports F Sevastopol
A Munich - Tyrolia (*Dislodged*)
F Sevastopol Hold

Turkey:
A Armenia - Sevastopol (*Fails*)
F Black Sea Supports A Armenia - Sevastopol
F Bulgaria(sc) Supports A Rumania (*Fails*)
F Constantinople - Aegean Sea
A Rumania Supports A Armenia - Sevastopol (*Cut*)
A Serbia Supports A Trieste - Budapest


Retreats:
Russian fleet in Kiel can retreat to Hel or Bal
Russian army in Munich can retreat to Bur or Sil


Assuming no disbands, the SC adjustments will be:

England:
Build
Build
Build

Germany:
Remove
Remove

Italy:
Build
Build

Russia:
Remove
Remove
Remove

Turkey:
Build


Autumn 1905 is due Thursday, May 21, at 05:00GMT. 
Winter is due Saturday, May 23, at 05:00GMT, and Spring 1906
will be due a week after that on Saturday, May 30, at
05:00GMT.  Please forgive me if I'm tardy next week, as
I'm heading over to the UK for work, and I'll be quite
busy.

Cheers,

Matthew

[Reply]

Dc197 Winter 1913 - klynch427   (May 19, 2009, 8:54 am)
I would obviously vote YES as well, and I appreciate the proposal. I certainly don't think it is well-earned though - just a lot of lucky breaks fell my way and I was able to stick with the game while others dropped off.

Regardless, I've had fun playing with everyone, whether we play it out or stop things here.

Thanks,
Kevin

Date: Tue, 19 May 2009 08:44:27 -0500
Subject: Re: Dc197 Winter 1913
From: kevinokelly(at)gmail.com
To: brn2dip(at)yahoo.com
CC: stevelytton(at)hotmail.com; klynch427(at)hotmail.com; vincentdecattoire(at)yahoo.fr; dc197(at)diplomaticcorp.com; former.trout(at)gmail.com

I vote YES to that deal. Sorry to have it come to that. I never thought I'd last past a couple of years with where I started.

My reasonings for my play, before I fell off the map, was to have France and Germany fight before I continued any attack onto Austria. Once I had cleared Russia out of the south, Austria was in no position to fight F/G before France fell off the map. France had a fleet into ION and past the Austrian line. That was all I needed to stay viable at that point.

Once France fell off the map, I had to make a decision when to stab. I thought I had timed it well, but it seems I was one year too early. The year that I stabbed, Austria was really lining up to take a few centers and I thought he saw that it was in his best interests not to help me at that point.

I thought Germany and Russia played it well against Austria in the mid-game. Austria made a tactical error one of the years to let G/R advance all the way to Moscow and Warsaw. However, Austria regained the tactical advantage and pushed north while Germany.

I have a lot of thoughts on this game and may expound more after the wedding if I have some time. As disappointing of a finish as this is for me, and for my part in the finish of the others... there was a real dynamic to this game that presented itself and I wish I would have taken advantage of it better.

If the vote fails, well... maybe I'll change some of what I said.
-kevin




On Tue, May 19, 2009 at 6:01 AM, Packrat <brn2dip(at)yahoo.com ([email]brn2dip(at)yahoo.com[/email])> wrote:

That seals the deal.

I propose an Austria solo - he can get the three he needs by taking
TUN, GRE and either CON or SMY LOOOONNNNG before I can
get anywhere near the number I need to solo. Heck, GRE and TUN
are his for fall 1914.

I'm all for fighting as long as there is a chance, but this game is now past that
point.

(well earned ) Austrian solo - what say ye?



From: Stephen Lytton <stevelytton(at)hotmail.com ([email]stevelytton(at)hotmail.com[/email])>
To: klynch427(at)hotmail.com ([email]klynch427(at)hotmail.com[/email]); vincentdecattoire(at)yahoo.fr ([email]vincentdecattoire(at)yahoo.fr[/email]); stevelytton(at)hotmail.com ([email]stevelytton(at)hotmail.com[/email]); dc197(at)diplomaticcorp.com ([email]dc197(at)diplomaticcorp.com[/email]); brn2dip(at)yahoo.com ([email]brn2dip(at)yahoo.com[/email]); former.trout(at)gmail.com ([email]former.trout(at)gmail.com[/email]); kevinokelly(at)gmail.com ([email]kevinokelly(at)gmail.com[/email])
Sent: Tuesday, May 19, 2009 6:51:05 AM
Subject: Dc197 Winter 1913



Dc197 Winter 1913

Austria:
Build A Budapest
Build F Trieste

Turkey:
Defaults, removing F Western Mediterranean

Spring 1914 is due Tuesday 2nd June, 7pm Australian DST

Stephen Lytton
Knight of the Alliance
Moderator of www.diplomaticcorp.com





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