Diplomacy zine -- R/A alliance From: Eric_S_Klien@cup.portal.com Date: Wed, 16 Aug 1989 23:28:30 +0000 Issue #89 of ELECTRONIC PROTOCOL: Chapter One contains: D-DAY, NAVARONE, BLITZKRIEG, OPERATION OVERLORD, GETTYSBURG, and HMS HOOD And is published by Daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSPLAYER, DOUGHBOY, BISMARK, COLD WAR and JACAL And is published by Tedward@cs.cornell.edu/Ted Fischer (I will print all the chapter twos that have been missed, our first two chapter one guest publishers had inadequate mailers. All GMs please send future turns to Ted, thanks!) ------------- Chapter Three ------------- Fall '08 of the game MAELSTROM (BNC number 1989AA) Still don't have all the orders, I will straighten this out within 24 hours. Spring '01 of the game TANNENBURG (BNC number not known) (GM is Ebrosius@lucy.wellesley.edu/Eric Brosius) And They're Off! AUSTRIA (Ledoux) A bud-SER, A vie-TRI, F tri-ALB. ENGLAND (Hosek) F lon-NTH, F edi-NRG, A lpl-EDI. FRANCE (Snyder) A par-BUR, A mar-SPA, F bre-MID. GERMANY (Krywolt) F kie-HOL, A ber-KIE, A MUN H. ITALY (Farebrother) A rom-TUS, F nap-TYN, A VEN H. RUSSIA (Jordan) A mos-LNA, A war-UKR, ((F SEV-bla)), F stp(sc)-BOT. TURKEY (Shook) A con-BUL, A smy-CON, ((F ANK-bla)). GAME NOTES The deadline for Fall, 1901 is ***Sunday, August 20 at 10PM EDT*** (No Summer turn is required because there are no retreats.) I enclose orders which fail in double parentheses. Each unit has a separate order written for it, and the capitalized province is the one in which the unit ends the move. This should provide a bit of redundancy in case of error. If anyone spots an error, please let me know right away. I should report that Austria actually ordered F Vie-Alb, which is an illegal move. It is clear that he really meant to write F Tri-Alb, and that is the move I used under the "badly written order" provision of the rules. PRESS GM-Board: Here is where you are allowed to print press releases. I did not receive any this turn, and so this is the only press release (it's a dirty job, but someone must do it!) Press releases may be written in an informal style or with all the trappings of official language, as though written by the head of a real-life country. They can accuse fellow players of double-dealing treachery, announce agreements, promise eternal faithfulness, or provide a light-hearted look at the game. Of course, in this game press is anonymous, so you can't really be sure this was written by the GM. END OF PRESS Summer '01 of the game TANNENBURG (BNC number not known) (GM is Ebrosius@lucy.wellesley.edu/Eric Brosius) Nothing happened. Spring '01 of the gunboat game VERDUN (MNC number not known) (GM is Sccs6069@iruccibm.bitnet/Michael O'Regan) Due date not set yet. GM comments: I am getting a little tired of pounding in articles. If anyone has access to a scanner machine, let me know! The following important message was posted by blade@ranko.cd.chalmers.se/ Andrease Bladh, I would recommend that you read his message and then vote YES. I agree that we don't need other people cluttering up the rec.games.diplomacy conference, I mean the rec.games.pbm conference. Hi everybody! I have for some time read all the differnt postings about the eventual creation of rec.games.frp.pbn and would like to share my views on the subject. It appears as if there are *a lot* of people who are uncertain whether this group is a good idea or not. It is clear that the current location of the Broad Axe Tavern game is not suitable or even the right group for such activities. I do therefore wonder what will happen if rec.games.frp.pbn doesn't get the +100 yes votes required (and I'm not so sure it will). Well, it's all hard to say; but, I don't think that people will stop playing and discussing the game. It will probably go on just as before in rec.games.pbm and thus escalate things further. What happens when the baloon goes BOOM, I don't know. If the BAT game is not wanted where it is, people could (as I see it) just vote it out of there. That would benefit both the BAT people and others using the group. If so, the game-move postings would not be a nuisiance to other groups/persons. After all, one does not have to subscribe to the new group if one does not want to. Also, this group would not be intended for the BAT game only, but, for any pbn game in any genre that people care to play. As someone once said: You can't stop a discussion, because of the freedom of the net, all you can do is move it to another newsgroup. So if are unsure whether to vote or not, I would ask you to do so. If you do, then I would also ask you to vote yes for the creation of rec.games.frp.pbn. As I see it this is the easist way to solve the problem. Please do so by sending an email to (fabbott@athena.mit.edu) with the subject: VOTE YES. If you want to keep things the way they are, then you do the same thing, but substitute the subject line with VOTE NO. In case you are wondering: yes, I am playing in the game, but, I have tried to follow this discussion with an open mind. However, I am in favour for this new group and would like to see it created. Again, this is besides the point. Think this over and vote by your own convictions. Take care and enjoy the summer. (Or what's left of it :-) Taken form Passchendaele #29: THE UNORTHODOX GAME-LONG EASTERN ALLIANCE By Francois Cuerrier People can really be unimaginative at times. Players generally enter a game with a set of preconceived notions, are unwilling to give unused options a try, and tend to throw their lot with the common alliances. To be sure, Franco-German, Italo-German, Austro-Turkish and even Italo-Turkish alliances are occasionally seen; but (unfortunately?) most don't appear to enjoy the popularity they should. Such seems to be the fate of a seldom-mentioned-and-used eastern alliance, the Austro-Russian pact. Such an attitude isn't entirely unreasonable: players tend to reason that unbroken paths are more risky than beaten trails, and that they might as well employ the "proven" strategies. The result is a relatively predictable game, with - as an example - Austria at the top of Russia's list of targets in the opening and mid game. This article will attempt to rationalize the Austro-Russian game-long alliance, and explain the optimial circumstances it generally works best in. Now, I'm not saying that this alliance is the best, ideal, or superior. It has a myriad of inherent disadvantages and weaknesses. Still, it should be given a try by the more imaginative players... Suppose that, as a member of the AR alliance, you could create the following diplomatic conditions: (1) Turkey has been sucked into moving her F Ank west (F Ank-Con-Aeg) in 1901 thus leaving the Black Sea open. Suppose further that Turkey has been convinced to demilitarize Arm. Russia and Turkey may then kick Turkey out of Bul (remember - T has agreed to move F Con-Aeg in F01, which makes Bul very vulnerable) in Fall 1901, and occupy Bla in Spring 1902 (Turkey being in no position to contest this, as her fleet is in Aeg and she gets no build, unless that is, she ret A Bul- OTB and builds a fleet; but then this could be countered by Russia building a second fleet in Sev..). Following these crippling blows, RA should be able to move onwards and conquer Turkey by 1904 (assuming no or little Italian interference). Curtains. (2) France and Germany have been persuaded to attack England. This will generally keep effective German intervention in eastern affairs to a minimum, and virtually eliminate the sheer thought of England invading Scandinavia in strength. Further, Russia will be in position to grab Norway (and possibly even Edinburgh) and build lots of northern fleets relatively unchallenged. Free of northern distractions, RA may concentrate on their other campaigns. (3) Italy has been persuaded to attack France. The Italian move west will not only help keep the West in turmoil and weaken France (thus isolating Germany somewhat), but it will also remove the one RA worry in the East. Free of Italian intervention, Austria will remain a healthy ally and the campagin against Turkey will be that much easier. Further, the Italian move west will prepare the ground for a propicious Austrian stab of Italy. So much for the diplomacy. If your opponents play into your hands this way, the tactics and the timetable become a piece of cake. Turkey should be destroyed by 1904. You can invade Italy in 1903 and destroy it by 1906, while at the same time Russia annexes Norway and possibly Edinburgh. Soon thereafter, Germany could well be crushed by the converging AR assaults, while France is too weak (partly due to the early Italian stab, partly due to the AR Mediterranean forces now at her doorstep) to lend a helping hand. On the other hand, expect a bit of heavy fighting if your plans don't turn out as hoped for. For a quick campaign, you really need to achieve all of (1), (2), and (3)... So much for the positive side of the coin: the alliance does have liabilities (which presumably is the reason for its unpopularity). Leaving aside the myraid of stab fears (real and imaginary) which may disrupt the alliance at any time during the game (...even in 1901...) the main ones are: (1) The share of the spoils and the rate of growth: this shouldn't be much of a problem if both partners are reasonable and sincere (an impossiblity?), but generally one ally will grow fasster depending on how well "things" went on his front as compared to his partner's lesser fortunes. Austria will do poorly if Italy gets strong; Russia will do poorly if England fares well. And dismiss the entire idea if Turkey is not sucked in initially and a 1901 GE alliance forms (not uncommon)...! The FINAL division of spoils will also present a problem, as one member of the alliance will probably have to "reach farther" than his partner for the 17th center (e.g. Austria may have to get Bel for her 17th center...). The rate of growth is a very delicate problem, as Russia will probably grow much faster - especially towards the end - as the Austrian fleets are slowed down before the Mid bottleneck. This may not be too much of a problem if France is kept weak throughout the game; nevertheless, compensation to Austria for quicker Russian expansion will likely be imperative somewhere down the line. (2) The "encirclement" of Austria by Russia: often the result of (1) above. This may be a huge problem (but no worse than, say, Turkey encircling Austria in an AT alliance...), as in the end Russia will have possession in the Balkans (Rum, and perhaps Bul), Turkey, and Germany (and perhaps even the Mediterranean, if her fleets were allowed through Con...!). The problem can be avoided by "exchanging" centers (i.e. Austria takes the Russian centers outh, Russia takes the Austrian centers north...), but it will nevertheless likely remain until game-end. (3) Game-end. One side could easily decide to double-cross his partner by going for his 18th center ( a problem common to all game- long 17-17 alliances). The problem can be avoided by only going for a simply 2-way draw, before the alliance controls all 34 centers. Nevertheless, a great deal of mutual trust and sincerity will be required here again. This covers the interrelation problems. However, there are other problems RA must keep their eyes on to prevent their opponents from denying the two-way draw: (1) Stalemate lines: usually an acute problem for powers such as Austria, Turkey, and Italy (and even Russia). Most partial stalemate lines RA must keep an eye on are centered on Mid/Spa/Mar and Mun/Ger/Bal/Bot/Stp or thereabouts. The later is no problem if Russia has expanded north (beyond the stalemate positions) and is quite strong in the area (through division among the Western powers, or sheer number of units); yet, it may be a good idea for RA to move quickly on Germany, so that few strong defensive lines may be set by their adversaries. Stalemate (or partial stalemate) lines to watch for run along Ber/Mun - and even Kie/Ruh/Bur. The Mid bottleneck is extremely difficult to get through, and is extremely consequential to the future of the alliance. Austria just can't afford to wait while Russia picks up most of the pieces in the North. So, the main problem with this stronghold is the possiblity for major inequities to develop within the alliance. If France has been kept quite weak, then this may not be a problem (most unlikely as the stronghold can be held with A Gas S A Mar, F Mid & F Por S F Spa). (2) "Getting into one another's way" (as far as it can be kept seperate from the "encirclement" business) should not be too much of a problem, as Russia and Austria both have their "natural" routes of expansion: Russia can move northwest while Austria moves southwest. So this covers the alliance, all right. This alliance is actaully quite difficult to keep afloat efficiently, as the diplomatic conditions listed at the beginning are rarely assembled in one game; nevertheless, I'm sure there are variations to the alliance which eliminate the need for ALL diplomatic conditions to be present simultaneously as the prerequisite for success. I hope that I have been successful in presenting an alternative form of alliance to the novices in the crowed while at the same time pointing out the main difficulties. Try it out, for creativity's sake if nothing else... I am enjoying moderating this zine, keep that mail coming! Eric Klien Up