That’ll hurt come the winter – Diplomacy 2014 – Turn 4

This is turning into a very different game of Diplomacy

Turn 4 Moves

turn4

Retreats

turn4r

Final Positions

turn4f

Builds

Austria: Supp 5 Unit 5 Build 0
England: Supp 6 Unit 3 Build 3
France: Supp 5 Unit 5 Build 0
Germany: Supp 1 Unit 3 Remove 2
Italy: Supp 6 Unit 5 Build 1
Russia: Supp 7 Unit 6 Build 1
Turkey: Supp 4 Unit 4 Build 0

Diplomacy 2014 – Now over to our raving reporter….

As promised our Diplomacy Expert* Handsome Bob has his say about what’s been happing so far in Diplomacy ….

Ferrero_Rocher

They came, they saw, they confused the hell out of everybody.

Apologies for the delay in writing a commentary on this game, I was intercepted on a diplomatic mission to Alderaan and was waylaid temporarily.

In the interests of full disclosure, I haven’t been privy to any of the correspondence between the players so any assumptions I make (however illogical, captain) are based on what I see on the board.

That having been said, after Turn 1 I was confident I could call the game:  Turkey had bottled it; Russia and Austria would make significant inroads; Italy would meander around the Med while keeping a close eye on Austria just in case he got naughty and any two of England, France and Germany would work together to screw over the third.

Turn 2 brought a quick and surprising revision: Turkey and Russia played Austria like a Stradivarius; Italy meandered into Munich to celebrate Oktoberfest; France plundered all and sundry and Germany and England seemed to stalemate with neither making any significant gains.  And Germany had some Eyetie spear-brandishing in his southern heartland.

After Turn 3 I just went to bed with a wet towel wrapped around my head, weeping profusely and wondering how the game had gotten so schizophrenic and screwed up.

Let’s summarise:

England: now has two units on mainland Europe at the expense of handing Norway over to the Tsar as a kind of a Christmas freebie.  Unfortunately, one is a fleet so can only wander up and down the coast.  The one in Holland will have Kaiser Drax looking over one of his shoulders while he contorts himself into knots while simultaneously looking over the other shoulder at the Italian unit in Berlin.  The fleet in the North Sea is ideally positioned to support and convoy with little or no interference.

France: showed all the instincts (actually paranoia) of the typical Diplomacy player by not trusting England not to do the dirty, duly convoying his army in Spain back to Brest ‘just in case’.  The move into the Med would suggest that Italy might need to develop a taste for Brie and Escargot before too much longer.

Italy: Ballsy, ballsy, ballsy.  Not happy with just sashaying into Munich, he then advances to Berlin when the nasty Hun descended upon him, thus getting a valuable build and forcing Drax to investigate a career as a circus contortionist (cf England above).  Can Germany kick him out?  More to the point, can he do it before Austria decides to join in the fun to be had at Oktoberfest?

Austria: having seemingly been shafted by the Turkey/Russia juggernaut, he took his hiding like a man and, sensing weakness, decided to take out his frustration on the now-vulnerable Hun.  As to whether he can do anything before the forces massing on his Eastern borders decide to invade is another matter.  However there may be a story yet to be told there (see Turkey below).

Germany – ahem (stifles giggles): trussed up like a submissive and waiting for the whip to crack, can Kaiser Drax rescue his once proud nation or will his people be force to live on a diet of pasta and Verdi?  One thing’s for sure, he needs help – and it looks like his only hope, one Obi Wan Kenobi, is busy elsewhere.  But if anyone can rescue the situation, smooth-talking, I’ll-sell-you-my-firstborn-in-return-for-support-into-Berlin Drax is your man.  We’ll be watching the German space (while it’s still in existence) with interest.

Turkey: looked doomed after Turn 1 due to indecisiveness, ended Turn 2 with a build (after crawling into the Tsar’s boudoir in Moscow) and now looks like he could be mounting an interesting offensive on his former friend (or is he? It could all be smoke and mirrors and judicious use of sneaky convoys).

Russia: currently the bookies favourite.  Two builds, control of Scandinavia (pretty much unopposed) a fleet in the Baltic and moving West with a vengeance.  Maybe he too wants a slice of the German schnitzel or the Austrian whatever they eat there.  Or has he spread himself too thinly? Tsar Paul is too canny a player to get caught out like that.

I am hugely looking forward to Turn 4 but am making no predictions as to what will happen.  After three turns, I’m not getting caught out again.

Have at it gents!!

Over by xmas – Diplomacy Turn 2

Some surprise moves right there, shocked stunned, on the plus side no-one lost anything

turn2w

 

Austria: Supp 5 Unit 3 Build 2
England: Supp 3 Unit 3 Build 0
France: Supp 5 Unit 3 Build 2
Germany: Supp 3 Unit 3 Build 0
Italy: Supp 5 Unit 3 Build 2
Russia: Supp 6 Unit 4 Build 2
Turkey: Supp 4 Unit 3 Build 1

turn2winterbuild

Diplomacy 1901 – Round 1 Results

Spring 1901

It never fails to amaze me that every game of Diplomacy is different. Here’s the opening moves to our captive game

spring 1901move

After the move here’s how it’s all looking. I’m disqualified from commenting on Diplomacy on the basis that I’m “a bit rubbish” but my good friend* Handsome Bob will be doing an analysis of how it’s all playing out.

I already have my bet made as to whom is going to win, but even after one round I’m not so sure….

Huzzah!

Vic

So it Begins…. Diplomacy 2014. Spring 1901

spring1901a

Welcome ladies and gentlemen to what could prove to be the best game of 2014!   Seven players who may have started as friends are now joined in the titanic struggle that is email Diplomacy.

The leaders are as follows

Eoin “Spartan” Kearney Austria
Paul Clancy Russia
Conor Hoary England
Kieran Fitzgerald France
“Patrick” Drax “O’Sullivan” Germany
Joe “Dread Pirate Joe” Morris Italy
Tony Gleeson Turkey

We have a fine mix of experienced and new players.  One things for sure, they’ll never be the same people they were by the time this is over

The ultimate winner will receive a prize of an exclusive Knavecon T-Shirt and a copy of 30 Seconds, but more importantly very public bragging rights.  Turns will be once a week, results and maps posted on the site and my good friend* Bob Burke  will provide a running commentary on how it’s all progressing.

Let the games commence!

Huzzah!

Vic

From Hell’s Heart I Stab at Thee!

Diplomacy: a Primer

dip
I’m still on a bit of a diplomacy binge. I’ve another guest writer in who’s going to tell you all about it.

Bob Burke is an old gaming friend of mine (I don’t know him that long he’s just old). No I’ve known Bob a long time and played manys the fine game and campaign with him not to mention lots of diplomacy.

He’s good at diplomacy is Bob, he’s also good at writing in fact Bob is an Author and has published to date three books (which lets be honest is more than you’ve done).  They’re rather good I recommend you go check them out

Anyhoe here’s what the wise Bob has to say about Diplomacy….

At first glance, Diplomacy seems very ordinary. Set in Pre-WW1 Europe, it has armies and fleets, each moves one space and the greater attacking force wins the contested space. First to capture 18 supply centres wins. So far, so very conventional.

What makes it different is the diplomacy aspect from which the game gets its title. A quick glance at the board will show that getting to the magic 18 supply centres all on your own is pretty much impossible. You will, therefore, have to engage with at least one other player to work together until such a time as one no longer needs the other. At the start of each turn a set period of time is assigned for these discussions to take place. During this diplomatic period, agreements are made, treaties may be signed and, here’s where the fun really begins, nothing you say or do at this stage is in any way binding! England needs to work with either Germany or France to get its forces on the mainland. If it talks to just France, then Germany has a reasonable expectation they’re working together. If England talks to both then one will know the other is a viable ally. They won’t find out for certain until the moves are revealed. If France and Germany then also talk, then England might get left out in the cold. Result: distrust, paranoia and downright skullduggery.

 

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When the moves are eventually made – and all moves are revealed at the same time so as not to spoil the fun of one player discovering they’ve been well and truly shafted by another – friendships are broken, seeds of mistrust are properly sown and at least one player will have discovered the folly of believing in the bountiful and somewhat incredible promises of territory from their former friendly neighbour.

It’s this combination of negotiation, simultaneous movement and lack of random events that make Diplomacy almost the perfect game. There’s no luck (other than what the players make for themselves); strategic awareness and the ability to build worthwhile (albeit short-term) alliances will determine the ultimate winner.

Diplomacy does have its weakneses: Italy is notoriously vulnerable, having no place to go after the first few turns, and Austria-Hungary – surrounded by four other nations – can make some short-term gains before becoming crushed by its more powerful neighbours. This makes it more difficult – but not impossible – to win with either country. The game can also get bogged down in a stalemate line where equally powerful forces on both sides of the map can’t make any breakthroughs while the game winds down to a slow, dull halt.

In Diplomacy, apart from actually winning, nothing can beat the satisfaction of performing the ultimate stab at just the right moment, a stab that both confirms a winning position and destroys the chances of an erstwhile ally. Ultimately, that’s what Diplomacy is all about. As to whether friendships will be maintained after a game: that’s another story!

 

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