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chefTENGU
06-28-2009, 15:13
I'm putting this here rather than in the arena because i'm imagining that it'll end up playing mostly like Snowbound + board. Also, forgive me for the rape I'm about to cause on the borders:

http://user.bloodcinder.com/kevin/BOARD.gif

Welcome to Diplomacy! This game is set against the backdrop of European politics of the early 20th century; it begins in 1901 and is played in alternating phases of Spring and Fall. Each player will take command of one or more of 7 great European powers:

http://user.bloodcinder.com/kevin/frags/AHsmall.png Austria-Hungary (Austria)
http://user.bloodcinder.com/kevin/frags/Frasmall.png France
http://user.bloodcinder.com/kevin/frags/GBsmall.png Great Britain (England)
http://user.bloodcinder.com/kevin/frags/Gersmall.png German Empire
http://user.bloodcinder.com/kevin/frags/Itasmall.png Kingdom of Italy
http://user.bloodcinder.com/kevin/frags/Ottosmall.png Ottoman Empire (Turkey)
http://user.bloodcinder.com/kevin/frags/Russmall.png Russia

Diplomacy is a game designed for 7 players (one for each country), but there are alternatives for games with fewer players:

• 6 players: Italy is considered a neutral country. Its units are always considered to hold position and disband if dislodged.
• 5 players: Italy and Germany are neutral, as above.
• 4 players: One player takes control of England, the others take control of two countries apiece: France/Austria, Germany/Turkey, Russia/Italy
• 3 players: One player takes control of England/Austria/Germany, one player takes control of Russia/Italy, the last takes France/Turkey.
• 2 players: A two-player game is played as a World War I simulation. The game begins in Spring 1914, with one player as England/France/Russia and the other as Germany/Austria/Turkey. Italy is neutral and impassable. After the Fall 1914 phase, before builds are taken, a coin is flipped. Whichever side wins the coin toss gains Italy on their side for the rest of the game.

Object
The object of the game is always the same; each player tries to dominate the continent by taking control of supply centers, denoted by the circle markers on the above map. There are 34 in all. A player has achieved victory once he or she has taken control of 18 of them (24 for a 2-player game).

Nations are assigned to players at random. This is the only element of chance in the game. Play then begins immediately with the first Spring phase.

For our purposes, one person takes the position of a host or gamemaster. It is the host's job to remain as a neutral party in all proceedings, arbitrate in disputes, and answer questions as they arise.

There are two main phases of play: Spring phases and Fall phases. Each one is followed by a brief retreat phase, then a short build phase at the end of each year.

Spring phases and Fall phases play exactly the same: players have a limited amount of time to communicate, make deals, plan, and give orders to their units. The main difference between them is that units do not take control of any new supply centers that they occupy until after a Fall phase. A unit that enters a supply center during the Spring, but then leaves again during the Fall, will not take control of it that year. An appropriate amount of time is given to the players to make their communications and issue orders; the phase ends when either the time limit is up or all players have submitted orders, whichever comes first. Units who receive no orders are assumed to hold.

Retreat phases follow every Spring and Fall phase. They are brief periods of time where players are given the opportunity to issue orders to any of their units which were dislodged during the previous phase. Units who receive no orders are automatically disbanded. Some time is alloted for these phases, but not as much as for a Spring or Fall phase.

Build phases follow after Fall Retreat phases. Players who have gained more supply centers are given the opportunity to build new units; players who have lost supply centers have to disband units they have in excess. A player can never have more units than supply centers he or she controls at the end of the year. Players who issue no orders miss the opportunity to build for the year; players who need to disband and issue no orders lose units automatically, with priority first going to those most distant from the nation's capital, then fleets before armies, then by alphabetical order.

For purposes of the above procedure, the national capitals are as thus: Vienna (Austria), Paris (France), London (England), Berlin (Germany), Roma (Italy), Constantinople (Turkey), St. Petersburg (Russia).

After all orders for any particular phase have been submitted, the host resolves all of them, updates the map, then publicly announces all orders that were submitted along with a synopsis of how the orders were resolved.

Using the Board
The board is divided into distinct zones, called provinces. There are 3 kinds: sea, inland, and coastal. Provinces which contain supply centers are denoted by circular marks within their borders.

Ireland, Iceland, Switzerland, Siberia, and all other islands on the board (i.e., anything with gray slashes through it) are considered neutral and impassible provinces. No player may ever attempt to occupy these provinces or islands.

Each nation's military has two types of units at its disposal: armies and fleets. Only armies may enter into inland territories, while only fleets may enter seas. Both armies and fleets may enter into coastal provinces.

There are three kinds of provinces which demand special attention:

• Spain, Bulgaria, and St. Petersburg: all of these are coastal provinces, but with two distinct coasts. When moving or building a fleet into one of these provinces, a player must specify which coast he or she is placing that fleet. Moving from one coast to the other with a fleet will always require moving that fleet through some other province(s) first.

• Kiel and Constantinople: these two coastal provinces have waterways which allow fleets to move through them easily. As a result, they are not divided into distinct coasts like the three above. A fleet in either province is considered to be on both coasts of that province, and therefore has equal access to neighboring provinces on either side.

• Sweden and Denmark: these two provinces are close enough that an army unit may move between them without the need of a convoy. However, the border with Denmark does not separate Sweden into two coasts. Skagerrak does not border the Baltic Sea; a fleet seeking to pass from one to the other must first go through Denmark or Sweden.

Every game begins with the same setup:

England: Fleet in Edinburgh, Fleet in London, Army in Liverpool
France: Fleet in Brest, Army in Paris, Army in Marseilles
Germany: Fleet in Kiel, Army in Berlin, Army in Munich
Italy: Army in Venezia, Army in Roma, Fleet in Napoli
Austria: Army in Vienna, Army in Budapest, Fleet in Trieste
Russia: Fleet in St. Petersburg (South Coast), Army in Warsaw, Army in Moscow, Fleet in Stevastopol
Turkey: Army in Constantinople, Army in Smyrna, Fleet in Ankara

Every nation has a flag marker to show which supply centers it controls outside of its home provinces. At the game's beginning, each nation only controls the supply centers within its own borders (these are considered its home centers).

Armies and Fleets are referred to generally as "units." All units, regardless of type, have exactly the same strength. Furthermore, there can never be more than one unit present in any one province.

Diplomacy and Orders
The heart of Diplomacy is communication. Players are free to communicate with any and all other players at all times, publicly and privately. Players are permitted to lie, threaten, coerce, or otherwise GET WHAT THEY WANT from other players through any means they see fit. No agreement between players, public or private, is ever considered binding.

Once a player has decided upon a course of action, he or she needs to submit orders to the host via PM before the phase's time limit is up. He or she can issue one order to each of his or her units in play; there are 4 possible orders: move, hold, support, and convoy.

MOVEMENT
Movement is the most basic order; it tells a unit to go from one province to any other adjacent province to which it can legally move of the player's choice. Players must be careful when issuing orders and be as specific as possible when denoting which unit is receiving the order and what it is going to do; vague or ambiguous orders are always dismissed and thus fail.

A unit's maximum movement range is always to one adjacent province. Armies are land-based units and can only move into coastal or inland provinces; Fleets are water-based and can only move into seas or coastal provinces. Furthermore, a fleet that is moving from one coastal province to another must be able to move along a continuous coastline.

EXAMPLE:
The English player has a fleet in York, it can move to Edinburgh, London, or the North Sea. It cannot move to Liverpool or Wales; although these provinces are adjacent to York, the fleet cannot reach them because they do not share a coastline with York. If he had an army in York instead, it would be able to move to Edinburgh, Liverpool, Wales, or London, but not the North Sea.

If a unit is ordered to move into a province that is already occupied, or if two units are ordered into the same province in the same phase, they create a standoff and the move fails; the unit returns to its province and holds.

Two units may not exchange provinces by attempting to move through each other. This creates a standoff which results in both units remaining in place.

HOLD
An order to tell a unit to remain in position in the province it is currently occupying. Any unit that does not receive an order, or units that receive a vague or illegal order, is automatically considered to hold.

SUPPORT
This order tells a unit to lend its strength to another unit, either defensively or offensively. As many units as are able may lend support to another unit's hold or move order, with the following limitations:

• A unit offering support can only do so if it borders the province in which the support is needed.

• A unit must be able to move into the province it is trying to lend its support.

EXAMPLE:
The English player has a fleet in London, a fleet in the North Sea, and an army in Belgium. He wants to move a fleet into the English Channel; to help ensure it gets there, he decides to order other units to support. He issues the order to his fleet in London to move into the English Channel, then orders the fleet in the North Sea to support the London fleet's move to the English channel. As with moves, specifics are imperative because it is very easy to be vague. The army in Belgium cannot support either fleet; although it occupies an adjacent province to both the English Channel and the North Sea, it cannot move into either, and thus cannot lend its support to either fleet.

ALTERNATIVELY:
If he prefers, the English player could just as easily order the fleet in the North Sea into the English Channel, and then order the fleet in London to support the North Sea fleet's move to the English Channel. Or, if concerned about an attack, he could also order the fleet in London to support the North Sea, or the fleet in the North Sea to support either London or Belgium. The London fleet cannot support the army in Belgium because it is too distant. The army cannot lend support to either fleet.

A unit that supports another unit, either offensively or defensively, adds its strength to the other unit's action, effectively increasing that unit's power by another increment. There is no limit to the amount of support a unit may receive other than the conditions by which that support can be offered (i.e., what was outlined above).

Units of one nation are allowed to support the units of any other nation as the player sees fit, with one exception: At no time may a nation attempt to dislodge one of its own units, or support an attack that would result in the dislodgment of one of its own units.

EXAMPLE:
The English player has an army in Belgium and a fleet in the North Sea. The French player has an army in Picardy and an army in Burgundy. Wanting to take control of Belgium for himself, the French player orders his army in Picardy to move into Belgium, then orders his army in Burgundy to support the Picardy army's move into Belgium. The army in Picardy moves into Belgium with the support (and thus the strength) of another army behind it, and therefore has the power of 2 units. This overwhelms the English army in Belgium, which only has the power of 1 unit, and thus dislodges it from the province, forcing it into retreat.

ALTERNATIVELY:
The English player in the above example suspects the attack on Belgium, so he orders his fleet in the North Sea to support his army in Belgium. Now when the French player makes his attack, both the army in Picardy and the army in Belgium have the strength of 2 units, which forces a standoff in Belgium; the English player has successfully defended his province. However, suppose the German player has an army in Ruhr. To solidify his attack, the French player might ask the German player to also support his Picardy army's attack on Belgium (this is legal because although Ruhr does not border Picardy, it does border Belgium, which is the province where its support would be needed). If convinced, the German player could order his army in Ruhr to support the Picardy army's move to Belgium. Along with the support of the army in Burgundy, the Picardy army now moves with a strength of 3, which is enough to overpower the English army in Belgium, even with the support of the fleet in the North Sea.

The above example illustrates just how necessary specifics are when issuing support orders. When lending support to another unit's move, be sure to follow the following formula:

[unit which receives the order] support [unit which is performing move] [destination of the move]

In the above example, a good, valid, specific order would read something like "Army in Burgundy support Army in Picardy's move to Belgium."

Some examples of invalid, vague, or accidental orders that may arise are as follows:

• "Support Army in Picardy's move to Belgium" - From where, exactly? The order has not been issued to anyone in particular, it thus fails.

• "Army in Burgundy support move to Belgium" - Whose unit is being supported? Is the French army trying to support the French army in Picardy's move, or is the French player imagining that the German army in Ruhr is making an attack on Belgium? Such an order is too vague to be carried out and fails.

• "Army in Burgundy support Belgium." - This is actually a valid order, but the French player has accidentally ordered his army in Burgundy to support the English player's army's defense in Belgium, not his own army's move into Belgium from Picardy. When issuing a defensive support, it is considered sufficient to merely name the province where support is being received; any unit that is currently present in that province will receive defensive support from the unit that was given the support order.

CUTTING SUPPORT
Even if support is successfully ordered, it is no guarantee that it will ultimately succeed. If a unit lending support, either offensively or defensively, falls under attack itself, whatever support it was ordered to lend fails. Its support has effectively been "cut."

Support is cut whenever a unit falls under attack (a move by one unit into another unit's province constitutes an attack), it doesn't necessarily have to be dislodged. However, it is not possible for a unit to cut support from another unit of its own nationality (this is in the same spirit of the rule that units may never dislodge or support the dislodgment of units of their own nationality).

EXAMPLE:
The English player, sensing the intentions of the French player in the example above, approaches the German player on his own. He proposes that the German player instead attack the French army in Burgundy. The German player agrees, and issues the order for his army in Ruhr to move to Burgundy. Now when the French army in Picardy marches into Belgium, a German army is at the same time marching upon Burgundy, which disrupts the support the French army there is trying to provide to the Picardy army's attack on Belgium. The Picardy army is only of normal strength; even without the support of the English fleet in the North Sea, the army in Belgium creates a standoff with the army in Picardy, and no dislodge takes place.

ALTERNATIVELY:
The German player sees this attack on the French player as a golden opportunity, and orders his army in Munich to support his Ruhr army's move into Burgundy. Now, when orders are resolved, the French army in Burgundy doesn't just have its support cut, it is dislodged by the increased power of the German army from Ruhr. Again, the English player's army in Belgium is safe, but now the French player is in a much worse position.

A unit cannot cut support from a province that is helping to dislodge it.

Considering the above example, the English player could not hope to cut the support of the French army in Burgundy by himself, with just his army in Belgium. Both the army in Picardy and the army in Burgundy are moving against the army in Belgium, which means that his army there cannot cut support from either of them.

However, if he had an army in Gascony, he could order that army to move against the French army in Burgundy, which would cut its support without needing the aid of the German player.

CONVOY
Convoy is a special order which only fleets are capable of performing. It is an order for a fleet to carry an army across a body of water from one coastal province to another.

A fleet can only convoy within its own sea province; an army that is trying to go farther will require the aid of additional fleets. It is permitted for the fleets of one nationality to convoy the armies of another.

EXAMPLE:
The Turkish player has an army in Smyrna and a fleet in the Aegean Sea. The Austrian player has a fleet in the Ionian Sea. The Turkish player could have his Smyrna army convoyed to either Bulgaria or Greece with just the aid of his Aegean fleet, or he could convoy it to Albania, Apulia, Napoli, or Tunisia with the aid of both his fleet and the Austrian one.

When issuing a convoy order, a player must have perfect agreement between the orders to his armies and the orders to the fleets required for the convoy, according to the following format:

[Army in X province] move to [Y province] (just like a normal move order)
[Fleet in Z sea] convoy [Army in X province] to [Y province]

A separate convoy order is required for every fleet participating in the convoy. In the above example, if the Turkish player is trying to move his army to Napoli, he would need to ask the Austrian player to convoy his army across the Ionian sea. If the Austrian player agrees, the Turkish player would order his army in Smyrna to move to Napoli and his fleet in the Aegean to convoy his army in Smyrna to Napoli. The Austrian player must also order his fleet in the Ionian to convoy the army in Smyrna to Napoli. If any of these orders do not agree with each other, the entire convoy fails.

An army that is successfully convoyed, but enters into a standoff in its destination province, returns back to its province of origin. In the above example, suppose that the Austrian player doesn't want the Turkish player to take Napoli, but he doesn't want to openly betray him, either. He could inform the Italian player of what is going to happen, who then could order his own army in Roma to move to Napoli. What would result is a standoff between the army from Roma and the army from Smyrna, and both would return to their provinces of origin.

Convoyed units can be supported just like any other. The Turkish player could ask for support from nearby units for his army's move into Napoli, to increase the chances that his army will successfully reach its intended destination. Of course, a unit that is ordered to participate in the convoy cannot also be ordered to support.

A convoyed unit can be used to cut support, but it cannot cut the support of any unit that is helping to dislodge a fleet that is necessary for it to complete its convoy. This is an extension of the idea that a unit cannot cut the support from a unit that is helping to dislodge it.

A convoy can be disrupted by attacking the fleets needed to complete the convoy. Unlike with support, merely attacking a convoying fleet is not sufficient to break the convoy; a fleet must be dislodged in order for the convoy to be broken.

Players are permitted to order multiple convoy routes for the same army. As long as at least one of these routes remains intact, the convoyed army will reach its destination.

EXAMPLE:
The Turkish player has an army in Smyrna, a fleet in the Aegean Sea, and a fleet in the Eastern Mediterranean. He wants to wrest control of Greece from the Austrian player, who has a fleet in Greece and a fleet in Bulgaria (South Coast). He orders his army in Smyrna to move to Greece, and orders his fleet in the Aegean to convoy his army in Smyrna to Greece. However, he feels threatened by the nearby Austrian naval units, and turns to the Italian player for help. The Italian player has a fleet in the Ionian Sea and an army in Albania. He asks the Italian player to convoy his army in Smyrna to Greece, as well as supporting its move with the Italian army in Albania. The Italian player agrees. The Turkish player also orders his fleet in the Eastern Mediterranean to convoy his army in Smyrna to Greece, while the Italian player holds up his end of the deal by ordering his fleet in the Ionian to convoy the army in Smyrna to Greece and ordering the army in Albania to support the army in Smyrna's move to Greece. Meanwhile, the Austrian player senses that an attack is imminent, and orders his fleet in Bulgaria (South Coast) to move to the Aegean Sea, and supports its move with his fleet in Greece.

RESULT:
Both the fleet in the Aegean and the fleet in the Eastern Mediterranean attempt to convoy the army in Smyrna. The fleet in the Aegean falls under attack by the combined strengths of the Austrian fleets, and looks like it might be dislodged. However, the army in Smyrna is convoyed by the Turkish fleet in the Eastern Mediterranean and the Italian fleet in the Ionian, to reach Greece safely. This is sufficient to cut the support of the Austrian fleet in Greece, which saves the Turkish fleet in the Aegean. However, the army from Smyrna is also acting with the support of the Italian army in Albania, so it overpowers the Austrian fleet and dislodges it from the province.

ALTERNATIVELY:
If the Turkish player had not ordered his fleet in the Eastern Mediterranean to convoy the army in Smyrna to Greece, the entire convoy would have failed and his fleet in the Aegean would have been dislodged instead. Even with all the other Italian support, without the convoying fleet in the Eastern Mediterranean, the Aegean fleet is essential to the convoy. The Austrian fleets acting to dislodge the Turkish fleet in the Aegean cannot be disrupted by the Turkish army that fleet is trying to convoy. The Italian player's own convoy order fails, as does his order to support the Turkish attack on Greece with his army in Albania. The Turkish fleet in the Aegean is dislodged by the Austrian fleet from Bulgaria, the army in Smyrna remains in place, and the Italian player is exposed as having tried to aid the Turkish player against the Austrian one.

Ordinarily, players are not permitted to exchange units between provinces. However, if at least one of the units in question is being carried by a convoy, the exchange may take place.

EXAMPLE:
The Turkish player has taken control of Stevastopol with an army and has a fleet in the Black Sea. The Russian player has an army in Rumania, but wants his home center back. He reaches an agreement with the Turkish player to trade Rumania for Stevastopol. He orders his army in Rumania to move to Stevastopol, while the Turkish player orders his army in Stevastopol to move to Rumania, and orders his fleet in the Black Sea to convoy his army in Stevastopol to Rumania. Since at least one of the units invoved is being convoyed, the exchange takes place smoothly. If the convoy order was not issued, or if it failed for some reason, a standoff would result and the exchange would not take place.

RETREAT
After every Spring and Fall phase, a short Retreat phase ensues, giving any units that were dislodged a chance to retreat to safety. Retreats are conducted along the following rules:

• A retreat is issued like any other move order, and is subject to the same limitations according to unit type.
• Units are not permitted to retreat into the province from which they were dislodged, nor can they retreat into any province that was the site of a standoff during the previous phase.
• Retreats cannot be supported or convoyed.
• Any retreat that fails due to being too vague, being an illegal retreat, or due to creating a standoff in the target province (i.e., two units attempt to retreat to the same province at the same time), the retreating unit is automatically disbanded.

BUILDING
After players take control of new supply centers in the fall, everyone who has more supply centers than units in play is permitted to issue build orders. Those who have more units than remaining supply centers must order units to disband.

New units can only be built within a nation's home centers (i.e. the centers that are within that nation's own borders). Therefore, no matter how many centers a player may control, he or she is limited to only 3 new units per turn (4 in the case of Russia).

Home centers that are occupied by your own units, and/or which are under the control of another nation, cannot build new units.

When issuing orders to build, a player must specify which center is performing the build and which type of unit is it building. Inland centers (such as Paris or Vienna) can only produce armies, while coastal centers may produce either armies or fleets. The Russian player, when producing a fleet in St. Petersburg, must also specify whether it is being built along the province's southern coast or northern coast.

A player who has lost supply centers to the point where he or she cannot maintain some of his or her units must choose which of those excess units must be disbanded. If ever a player is reduced to 0 supply centers, all of his or her units are disbanded and he or she is eliminated from play.

Players who fail to issue build orders miss out on their opportunity to build for that year, though they are never obligated to build a unit that they would otherwise be entitled to.

Players who fail to issue disband orders will automatically lose units according to how distant the units are from that nation's capital. Players are not permitted to disband their units unless they actually have units in excess of their supply centers.

*******************************

This thread can be used as a general question & answer thread, as well as sign-up for upcoming games. I will be serving as host for the first installment, for which sign-up will be opening now.

We won't be beginning until after Deadly Sins has started, however, so feel free to take some time to familiarize yourself with the rules and let me know if you have any concerns.

Sign up for game 1:
1. KM
2. Gio
3. DoC
4. chef
5. llama
6.
7.

Killer_Man_
06-28-2009, 21:31
Sounds fun, I want in.

chefTENGU
06-28-2009, 21:40
Excellent. I'll start a running tally.

I'd really like to see a seven-player game, but I'll be happy with at least 5.

Gio Takahashi
06-28-2009, 23:54
Put me in as tentative. I am expecting a very busy week or two within a month.

chefTENGU
06-29-2009, 16:09
Come on, there's gotta be other people wanting to play. I'll hit up Llama next time I see him online.

deathofcheese
06-29-2009, 17:10
Sure, I'll play. Here.

Bloodcinder
06-29-2009, 18:19
It doesn't appeal to me.

chefTENGU
07-06-2009, 16:50
It's going to be longer than I originally thought before we can start.

Since it's apparent that there's precious few people who want to play, we'll definitely be needing Llama. After talking to him, though, we might have to wait until next month before he gets everything settled with his move.

chefTENGU
07-25-2009, 07:56
I had an idea this morning:

I could play this game myself along with you guys. Either you trust me to remain honor-bound not to look at your orders, or we take another route: a neutral, disinterested party.

The way it works is that instead of PMing orders to me, everyone PMs them to the same person who isn't playing. He then posts them all publicly once everyone has made their submissions, I resolve everything and we proceed. Thoughts?

I figured that it would be a relatively easy way so that I could join in a way that would prevent my ability to cheat, although it will slow things down a bit.

---------- Post added at 06:56 ---------- Previous post was at 06:48 ----------

Alternatively, the non-playing person could just send me a PM with all the orders in it and I can resolve everything, update the map, and publicly reveal all the orders at the same time.

This requires a small leap of trust on all of your parts, but it's still possible to verify that I'm not cheating by simply having the same non-player examining the orders I reveal, or by everyone checking to make sure I haven't misrepresented their orders.

This way is slightly harder to prove that I'm not cheating, but it's only slightly slower.

Bloodcinder
07-25-2009, 09:44
I trust you. Both options essentially reduce to just finding a semi-host.

...Is what I'd say if i was playing.

deathofcheese
07-25-2009, 17:17
Then would you be our semi-host?

Bloodcinder
07-25-2009, 17:45
Indeed, that would be reasonable.

chefTENGU
07-25-2009, 23:07
This being the case, I'll add myself to the mix.

My personal recommendation is to go with the second option... everyone PM BC with your orders, once all orders have been collected (or the time limit has been reached) BC sends a PM to me, and then I resolve everything, update the map, and post the massive update before getting the ball rolling again.

It's just easier on me that way, logistically. But please let me know if you would prefer to do it in another way that's a tad more transparent at the cost of timeliness.

chefTENGU
07-30-2009, 16:26
Llama's in, so I'm going to add him to the list.

We're not going to be starting this for a while yet, though. He's moving on the 2nd, and should have internet again by the 4th. His hours are kind of screwy, too, but hopefully it won't prove too much of a problem.

Not to mention Gio's own moving around; I know he's been really busy too. Hopefully things will calm down enough so the game will be more feasible for everyone.

I'd still like to get 2 more participants, but at least with 5, everyone will still control only one country. But as they say, the more the merrier.

chefTENGU
08-23-2009, 13:20
ARG I WANT TO PLAY.

Llama should have been back by now. Everyone who's still in, let me know and we'll get this ball rolling. I'd really prefer to have at least 5 players, but our most recent Snowbound has got me wanting to begin!

Killer_Man_
08-23-2009, 13:23
I WANT TO UH UH, PLAY THIS GAME!

deathofcheese
08-23-2009, 16:58
I'm still in, but my classes just started and my schedule hasn't stabilized yet (balancing class, homework, groceries, cooking, work, games, etc.), so I can't give any indication of what schedule I'll have yet.

For now, here's my class and work schedule:
MW: Speech 12-1, CS III 2-3:25
TTh: Software Engineering 12:15-1:30, Data Mining 1:40 - 3, Comp Architecture 3-4:20
F: Speech 12-1, work 10 pm - 6 am
Sa: work 10 pm - 6 am
Su: recovery (lol)

chefTENGU
08-23-2009, 20:45
Also:

I'll be counting on BC as a co-host of sorts. Since's he's essentially our Switzerland, he'll be the one assigning nations to us, and the one all our orders will go to. Once everyone has submitted orders to him, he'll relay them to me so I can resolve everything, update the map, and start the next phase.

Bloodcinder
08-23-2009, 21:55
I'll be counting on BC as a co-host of sorts.
Good thing I read this just now or I'd have forgotten.

Just call me Swiss Miss.

chefTENGU
08-23-2009, 22:46
You won't have to do a whole lot:

• Devise a random and impartial method to assign nations to each player.
• Get orders from people by PM, then notify me once everyone has submitted.

Gio Takahashi
08-24-2009, 00:33
This week is pretty much goign to be crunch week for moving. this is the week that we're going to pack everything up and move. I'll be pretty busy until September.

Bloodcinder
08-24-2009, 10:02
You won't have to do a whole lot:

Devise a random and impartial method to assign nations to each player.
PYTHON

deathofcheese
08-24-2009, 10:50
I think computers are prejudiced against me. I want a fairer and more impartial method.

Bloodcinder
08-24-2009, 14:58
Would dice please you?

deathofcheese
08-24-2009, 21:26
How about scraps of paper out of a hat?

:P

Bloodcinder
08-24-2009, 21:48
That is less random than dice. Sure!

chefTENGU
08-25-2009, 17:14
Gio is still in, but he cautioned that he is still without reliable internet. Apparently, his new place is in a land that is pretty much without internet service or cell phone reception, so things are going to be a bit dicey until the new house is hooked up.

He said that it should be done by next week sometime, so we'll shoot for then to start. He's made no promises, though, so keep your fingers crossed that everything goes smoothly.

chefTENGU
09-02-2009, 18:12
Barring any unforeseen circumstances, we will begin this weekend. I want to shoot for Friday. Gio's set up in his new digs, and Llama seems to be back well enough to be an active participant, which kicks ass. We'll have 5 players!

As one of the hosts, I'm going to set a time limit of 48 hours for long phases (Spring & Fall), and 24 hours for short phases (retreat and building). Remember, though, a phase will always automatically end once all players have submitted orders.

GET PSYCHED.

Bloodcinder
09-05-2009, 16:41
I've received 2 out of 5 PM's.

chefTENGU
09-05-2009, 22:05
Which brings me to something I wanted to mention:

Ron, once the deadline is reached, or once you get orders from all the players (whichever comes first), please close the IC thread and send all the orders to me.

I'll reopen the thread with the updated map and a public announcement of what orders were issued and how they were resolved.

deathofcheese
09-06-2009, 00:01
I can't seem to find in the instructions how combat goes. How is attacking/defending handled/resolved? I see where supporting directly increases the effective number of the supported army/fleet by one, but how does that work in the grand scheme of fighting things?

EDIT:
Maybe I'm missing the point (there's not supposed to be direct combat, you talk, plot and scheme your way to victory). Still, how would one go about gaining control of the neutral countries? Can one gain control of the neutral countries? How would one work with the neutral countries or do we have to work around them?

Killer_Man_
09-06-2009, 04:08
Bascially from what Chef told me long time ago.

Say if I have one fleet near your coastline and you have one army there. It's basically a draw/I think we both lose units.

Say if I had two army to your one. I think we both lose one or you lose one and that's it.

chefTENGU
09-06-2009, 10:07
I can't seem to find in the instructions how combat goes. How is attacking/defending handled/resolved? I see where supporting directly increases the effective number of the supported army/fleet by one, but how does that work in the grand scheme of fighting things?

EDIT:
Maybe I'm missing the point (there's not supposed to be direct combat, you talk, plot and scheme your way to victory). Still, how would one go about gaining control of the neutral countries? Can one gain control of the neutral countries? How would one work with the neutral countries or do we have to work around them?


It comes into play when more than one person tries to place a unit into the same territory. There's three important things to remember about this:

• There can never be more than one unit present in a single territory
• All units are the exact same strength as all other units.
• Units with equal amounts of support also have equal strength.

Combat does not take place during phases, rather, it takes place between phases; units succeed or fail depending on the support they receive. Examples:

Uncontested:
A player orders a unit move into an empty territory, and no one else tries to move a unit into the same territory in the same phase, then there is no need to support that unit. It completes its move successfully.

Standoff:
A player orders a unit to move into an empty territory, but at least one other player also orders another unit into that same territory (like if the German player ordered his army in Berlin to move to Prussia during the same phase the Russian player orders his army in Warsaw into Prussia). The units meet each other, but since both are the same strength, neither can win over the other, and both return to whence they came.

If a standoff is possible, a player might order support to one of the moving units; whichever one has the most support prevails. Units with equal support still create a standoff.

Contention:
A player orders a unit to move into an occupied territory. In order to force his way in, he needs to dislodge the unit that is already present. To do so, he must get support for his unit, either from his own forces or from someone else's. For example, if the British player occupies Belgium, and the French player wants to take it over, he needs to order a unit to move into Belgium, and order another unit to support it. If he can't provide the support himself, he can ask another who is able to provide it to help him out. A unit with more support will overpower a unit that has less or none; if the British unit in Belgium is defeated in this way, it is dislodged, and must retreat or be disbanded.

N.B.: At no time can a player's units dislodge or support the dislodgment of one of his own units.

As for neutral supply centers:

These territories are unaligned at the beginning of the game. However, they can be occupied just like any other territories. After every Fall phase in the game (so, after every other phase), any player who occupies a supply center takes control of it, whether they originally belonged to him or not. He retains control of all his other supply centers, so long as no one else has come to occupy them.

A unit that moves into a supply center during the Spring, but leaves during the Fall, does not take control of it.

Players who then have more supply centers than units in play are entitled to build new units before the next phase; players who have less supply centers than units in play must disband their units until the numbers are equal again.

The only territories that are entirely neutral (i.e., impassable and closed to all players) are Switzerland, Siberia, Ireland, Cyprus, and any other islands aside from the one comprising England, Wales, and Scotland.

Bloodcinder
09-06-2009, 13:47
I have received all orders. They are as follows.

• Fleet in Trieste, move to Albania

• Army in Budapest, move to Serbia

• Army in Vienna, move to Budapest

My army in Constantinople needs to move into Bulgaria, my fleet needs to be in the black sea, and my last army that is in Smyrna needs to be in Armenia

I want to move my fleet in Saint Petersburg to the Gulf of Bothnia. (Fleet in StP to BOT)
I want to move my army in Moscow to Saint Petersburg. (Army in Moscow to StP)
I want to move my fleet in Stevastopol to Rumania. (Fleet in Stevastopol to Rumania)


GIVE ME FRENCH BREAD OR GIVE ME VICTORY!

I;

* Move my fleet into the English Channel
* Move my obviously stylish unit from Paris to Picard(y)
* Move my slightly less stylish unit from Marseilles to Spain. IT SHALL BE MINE!

Hooopefully that`s everything.

Army in Liverpool, move to York

Thanks.

Kevin will take these and update the IC thread when he has processed them.

Bloodcinder
09-07-2009, 12:29
I've got three orders so far.

Bloodcinder
09-07-2009, 19:30
Waiting on the last person.

Killer_Man_
09-08-2009, 00:28
I'm anxious to see what will happen

Bloodcinder
09-08-2009, 11:27
Army in StP (SC) move to Norway.
Fleet in BOT move to Sweden.
Army in Warsaw move to Ukraine.
Fleet in Rumania hold.


• Fleet in Albania move to Greece
• Army in Serbia support Fleet in Albania's move to Greece
• Army in Budapest support Russian Fleet in Rumania

I want my fleet in the black sea to rape Rumania, while my bulgaria army supports my fleet's movement/attack into Rumania. I want my army in Arm, to move into Stevastopol and start pilliaging there.

These are the orders I'll be going for:

Move York Army to Wales;
move Edinburgh Fleet to North Sea;
London Fleet Support Edinburgh fleet's move to North Sea

Unless I'm obviously fucking up horribly (I blame it on Hitler naughty bits) and am confusing the order of things; I choose to not retreat.

chefTENGU
09-08-2009, 19:56
I want to remind everyone about building orders:

• You can only build in unoccupied home supply centers (the ones you began the game with)

• If you're building in a coastal territory, you MUST specify whether you are building a fleet or an army

• When building a fleet in St. Petersburg, the Russian player must specify whether it is being built on the North Coast or the South Coast

Bloodcinder
09-08-2009, 21:05
I've got three out of four.

Bloodcinder
09-09-2009, 19:50
• Build Army in Vienna
• Build Fleet in Trieste

I wants an Army in Moscow, and another Army in Warsaw.

Paris! You shall give birth to a new unit

Army in Constaninople and the fleet build on the edge of Smyrna. The sea of Aegean sea.

Bloodcinder
09-11-2009, 09:47
Army in Norway hold.
Fleet in Sweden support Army in Norway.
Army in Moscow move into Stevostopol.
Army in Ukraine support Army in Moscow's move into Stevostopol.
Fleet in Rumania support Austrian Army in Serbia's move into Bulgaria.
Army in Warsaw move into Prussia.


• Fleet Trieste move to Adriatic Sea
• Army Vienna move to Trieste
• Army Budapest move to Galicia
• Army Serbia move to Bulgaria
• Fleet Greece support Army Serbia's move to Bulgaria

Army in Bulgaria supports Chef's army from Budapest as he moves to Rumania.

Black sea fleet supports my army in Steva.

Fleet in Smynra moves to the Aegean sea.

Steva holds.

Send North Sea fleet to Holland
Send London Fleet to North Sea
Send Wales Army to York



I move from Dirty Spain to slightly less dirty Portugal.
I move from Picardy to Belgium.
I move from Paris to Picardy
My ship holds because they're parting like it's 1903! God those french sure know how to hold a ship rave.

You want to know why? BECAUSE WE'RE GOING TO BE BATTLING EVIL IN GIANT LLAMA SHAPED ROBOTS!

Killer_Man_
09-11-2009, 12:25
By the way, to Chef/DoC/Anyone else, I might be frustrated or mad at my situation but to denote that I expect it to happen. It's much like Risk, you can't just sit there. Seize the chance and go for it.

chefTENGU
09-11-2009, 13:28
The first time I played this game I was mad about how it ended for me. Really, really, really mad. Probably the backstabbing combined with staying up all night to play.

After I got some sleep, though, and cooled down, I wanted to play again. The game's funny like that.

Bloodcinder
09-13-2009, 10:53
Army in Steva moves to Armenia, Constantinople army moves to Bulgaria. The fleet from the black sea and the fleet from the Aegean sea helps the army in Constanople's movement to Bulgaria.

So that should be retreat from Steva to Armenia. Constantinople army moves into Bulgaria with the fleet form the black sea and Aegean sea supporting the army's movement to Bulgaria.



Move units from Belgium to Holland
Move units from Piscardy to Belgium
Everyone else is ordered to have a picnic and hold. That is all



• Army Trieste move to Venezia
• Fleet Adriatic Sea support Army Trieste's move to Venezia
• Army Bulgaria move to Constantinople
• Fleet Greece move to Aegean Sea
• Army Galicia hold

Move fleet in Sweden to Denmark.
Move army in Ukraine to Stevastopol.
Army in Moscow supports Ukrainian army's move to Stevastopol.
Move fleet in Rumania into Black Sea.

Other units are to hold.


Army in York, move to London
Fleet in North Sea, move to Belgium
Fleet in Holland, support North Sea fleet's move to Belgium

Bloodcinder
09-14-2009, 15:44
I did receive this before the deadline.

FUUUUUUUUU-

Retreat from Belgium to Ruhr

I didn't realize I was only waiting on one order.

chefTENGU
09-14-2009, 15:57
No problem. Resolving now.

Bloodcinder
09-15-2009, 13:20
I am waiting on one PM (not from KM).

Bloodcinder
09-15-2009, 16:38
• Build army in Trieste
• Build army in Vienna

That is, build the fleets in both Edinburgh and Liverpool

I build one unit in Paris

I didn't get anything from Doc, and KM posted his order in the IC.

chefTENGU
09-15-2009, 17:41
Going forward, please do submit ALL orders via PM.

Orders given in IC cannot be counted on because they are never considered official or binding. None of us have any way of verifying your true intentions, that's why orders are kept secret until all are revealed publicly at the same time.

No matter what you say in IC, if nothing is submitted to our co-host, it's going to be treated as if no orders were issued.

Killer_Man_
09-15-2009, 22:03
Fine.

Bloodcinder
09-18-2009, 00:06
• Army Venezia move to Piemonte
• Army Trieste move to Tyrolia
• Army Vienna move to Bohemia
• Army Bulgaria move to Constantinople
• Fleet Adriatic Sea move to Ionian Sea
• Fleet Greece move to Aegean Sea
• Army Galicia hold

Fleet from Aegian sea to support constainople and my black sea fleet to attack rumania cause I have a sneaking suspicion.

Army holds.

Move Army in Stevastopol to Armenia.
Move Army in Moscow to Stevastopol.
Move Fleet in Denmark to Baltic Sea.
Fleet in Rumania supports Moscow army's move into Stevastopol.

Armies in Norway and Prussia hold.


...MUDKIP! USE MUDKIP ATTACK! GOOD NOW MOVE FROM PARIS TO BURGUNDY!

I've had a very busy day. Sorry about these orders coming in late:

Liverpool fleet move to Irish Sea
Edinburgh fleet move to North Sea
Belgium Fleet move to English Channel
London Army support Belgium Fleet
Holland Army Hold.

Killer_Man_
09-18-2009, 02:18
Ha, I knew it and I knew Chef was going to do what he said. Well I guess next game around I'm going to have to be more crafty cause it seems I am going to lose but not going to lose without a fight.

Bloodcinder
09-20-2009, 17:36
Army in Prussia move to Berlin.
Fleet in Baltic Sea support Prussia Army's move to Berlin.
Army in Armenia move to Smyrna.
Army in Stevastopol move to Armenia.
Fleet in Rumania move to Black Sea (attack Turkish Fleet in Black Sea).


army to Ankara, support it with your Black Sea fleet, and move your Aegean fleet to Smyrna.

• Army Piemonte move to Marseilles
• Army Tyrolia move to Munich
• Army Bohemia support Army Tyrolia's move to Munich
• Army Galicia hold
• Army Bulgaria move to Constantinople
• Fleet Greece move to Aegean Sea
• Fleet Ionian Sea move to Tunisia

Time to kick ass and chew bubblegum.

but I'm all out of gum.

Belgium Fleet, Hold.
North Sea Fleat, support Belgium Fleet
Holland Fleet, Support Belgium Fleet
Irish sea fleet, Move to English Channel
London Army, Hold.

Move from Burgundy to Marseilles. That is all.

Bloodcinder
09-20-2009, 23:46
• build Fleet in Trieste
• build Army in Vienna
• build Army in Budapest

Disband turkish fleet in Black sea.

1. Build a fleet in St. Petersburg (SC).
2. Build an army in Warsaw.
3. Build an army in Moscow.

(Build orders are in precedence.)

Bloodcinder
09-23-2009, 14:18
• Army Piemonte hold
• Army Munich move to Burgundy
• Army Bohemia move to Munich
• Fleet Tunisia move to Tyrhennian Sea
• Fleet Trieste move to Adriatic Sea
• Army Vienna move to Trieste
• Army Galicia hold
• Army Budapest move to Serbia
• Army Constantinople move to Ankara
• Fleet Greece move to Bulgaria (south coast)

Army to Smynra, fleet from aegeian to support the army in Smynra.

Move fleet in St. Petersburg (SC) to Livonia.
Move army in Berlin to Kiel.
Fleet in Baltic Sea support Army in Berlin's move to Kiel.
Move army in Armenia to Syria.
Move army in Stevastopol to Armenia.
Move army in Moscow to Ukraine.
Move army in Warsaw to Silesia.
Move fleet in Rumania to Black Sea.
Army in Norway hold.

Belgium Fleet move to English Channel
North Sea support Belgium Fleet's move
Irish Sea support Belgium's Fleet move
London Army Hold
Holland fleet Hold

Move unit from Burgundy to Marseilles .
Move unit from Ruhr to Burgundy.
Eat Cake.

Z
09-25-2009, 14:03
Who's winning so far?

Killer_Man_
09-25-2009, 14:31
By supplies? Chef.

Bloodcinder
09-27-2009, 19:40
• Army Munich hold
• Army Bohemia support Army Munich
• Army Galicia hold
• Army Piemonte hold
• Fleet Tyrhennian Sea hold
• Fleet Adriatic Sea move to Apulia
• Fleet Bulgaria (south coast) move to Constantinople
• Army Ankara support Fleet Bulgaria's move to Constantinople
• Army Serbia move to Bulgaria
• Army Trieste move to Serbia

Fleet in English Channel, move to Brest
Fleet in Irish Sea, move to Mid Atlantic
Fleet in North Sea, convoy Army in London to Belgium
Army in London Move to Belgium
Fleet in Holland, support Army in London move to Belgium

Fleet in aegiean sea move to greece and army to Constanople.

Move fleet in Baltic Sea to Denmark.
Move fleet in Livonia to Baltic Sea.
Move army in Silesia to Berlin.
Move army in Syria to Smyrna.
Army in Armenia supports Syrian army's move into Smyrna.
Fleet in Black Sea supports Bulgarian (SC) Austrian fleet's move into Constantinople.

Armies in Norway, Kiel, and Ukraine are to hold.


That is all.

Bloodcinder
09-28-2009, 21:07
ARISE.

ARISE.

NEW FLEET IN LONDON.

YOUR BIRTH IS COME!

Build Fleet in Saint Petersburg (NC).
Build Army in Warsaw.

deathofcheese
10-01-2009, 01:20
Whaaaat? No update?

Bloodcinder
10-01-2009, 02:54
Pardon me. My broom is broken, so I can't fly home to post these things immediately.

• Army Munich support Russian Army Kiel's move to Ruhr
• Army Bohemia support Munich
• Army Galicia hold
• Army Piemonte hold
• Fleet Apulia move to Napoli
• Fleet Tyrhennian Sea support Fleet Apulia's move to Napoli
• Army Bulgaria move to Greece
• Army Serbia support Army Bulgaria's move to Greece
• Army Ankara move to Smyrna
• Fleet Constantinople support Army Ankara's move to Smyrna

Move fleet to Ionian Sea for great justice.

Move army in Armenia to Ankara.
Move army in Smyrna to Armenia.
Move army in Norway to Sweden.
Move fleet in Saint Petersburg (NC) to Norway.
Move fleet in Denmark to Helgoland Bight.
Move fleet in Baltic Sea to Denmark.
Move army in Kiel to Ruhr.
Move army in Berlin to Kiel.
Move army in Warsaw to Silesia.

Army in Ukraine and Fleet in Black Sea are to hold.



Fleet in North Sea, move to Norwegian Sea
Fleet in London, move to North Sea
Fleet in Mid Atlantic, Move to Spain, North Coast
Fleet in Holland support Belgium
Army in Belgium support Holland
Fleet in Brest, hold.

deathofcheese
10-01-2009, 03:14
You haven't yet mastered Apparition (http://en.wikipedia.org/wiki/Apparation#Apparition_and_Disapparition)?

Bloodcinder
10-01-2009, 11:44
My license is held up in committee.

llama_egg
10-01-2009, 12:53
I'm finally feeling good enough to do more then look at pretty pictures and I see every color surrounding my country! I demand an ultimatum!

deathofcheese
10-01-2009, 23:14
Give up your supply centers or they'll be taken from you forcibly.

chefTENGU
10-02-2009, 11:16
I spoke to BC last night, and he's going to be over at his parents' house until Sunday, which means we might have to wait until then for the reveal.

Bloodcinder
10-02-2009, 12:37
Actually, it's just that I couldn't access the forum yesterday... but neither could anybody else (I guess?). There will be no problem now.

chefTENGU
10-02-2009, 14:22
I know I couldn't get on all day. I figured it was a global issue.

Bloodcinder
10-03-2009, 13:04
in the name of all things awesome retreat to Burgundy.

Bloodcinder
10-05-2009, 16:55
Army in Ukraine move to Moscow.
Army in Armenia move to Stevastopol.
Army in Kiel move to Holland.
Army in Ruhr support Kiel army's move.
Fleet in Helgoland Bight support Kiel army's move.
Army in Silesia move to Berlin.
Fleet in Denmark move to North Sea.
Fleet in Norway support Denmark fleet's move.
Army in Sweden move to Denmark.
Army in Ankara hold.
Fleet in Black Sea support Ankara army.

Slight change. I want my army in Ruhr to support the Austrian army in Munich's move to Burgundy.

Fleet to Tunisia in North Africa.

• Army Munich move to Kiel
• Army Bohemia move to Munich
• Army Galicia move to Warsaw
• Army Serbia move to Rumania
• Army Greece hold
• Army Piemonte move to Marseilles
• Fleet Tyrhennian Sea move to Tunisia
• Fleet Napoli hold
• Fleet Constantinople move to Ankara
• Army Smyrna support Fleet Constantinople's move to Ankara

Fleet in Spain, Hold
Fleet in Brest, Move to Picardy
Army in Belgium, Support Holland
Fleet in Holland, Support Belgium
Fleet in North Sea, move to Norway
Fleet in Norwegian Sea, support Fleet in North Sea's move to Norway

LIKE A KOOL KAT I UZE UNET IN BURG TU SUPORT PICARDY K? K!

Bloodcinder
10-07-2009, 20:07
• Build Fleet in Trieste
• Build Army in Vienna
• Build Army in Budapest

SPAWN MORE OVERLORDS!

1 new Fleet in London and 1 new fleet in Edinburgh

My units in Portugal shall off themselves in the most manly way possible. In a pool of Jello.

Disband the army in Denmark.
Disband the fleet in Helgoland Bight.
Disband the fleet in Sweden.


That is all.

deathofcheese
10-10-2009, 00:13
HAY. Don't release the orders yet. I just realized they're due Friday night instead of Saturday. Let me come up with some and I'll have mine sent within 30 minutes, provided no guests show up.

Bloodcinder
10-10-2009, 01:47
Am I still waiting on KM, or is he "out of the game"?

deathofcheese
10-10-2009, 01:56
Pretty sure there's not anything he could do 'cause he's got no units.

Bloodcinder
10-10-2009, 01:59
I see blue, cyan, green, red, and gray units on the map: that's five people.

I'll wait and see what Chef says.

deathofcheese
10-10-2009, 02:38
Cyan: llama
Blue: Gio
Red: traitorous dog chef
White: me
Green: last unit of neutral Italy

KM was yellow.

Killer_Man_
10-10-2009, 03:26
I'm out of the game.

chefTENGU
10-10-2009, 09:05
DoC was right.

I was going to inform you yesterday about how KM has no presence in the game anymore, but that thing came up and I wasn't able to.

Bloodcinder
10-10-2009, 11:48
Erring on the side of caution.

Things are getting interesting now.

Fleet in Edinburgh, move to York
Fleet in London, move to York
Fleet in Norwegian Sea, move to North Sea
Fleet in Norway, Support the Fleet in Norwegian Sea's move to North Sea
Fleet in Holland, move to Kiel
Army in Belgium, move to Ruhr
Fleet in Spain, Hold
Fleet in Brest, move to Picardy

• Army Munich move to Burgundy
• Army Bohemia move to Silesia
• Army Warsaw support Army Bohemia's move to Silesia
• Army Vienna move to Tyrolia
• Fleet Trieste move to Albania
• Army Budapest move to Galicia
• Army Greece move to Bulgaria
• Army Rumania support Army Greece's move to Bulgaria
• Fleet Constantinople move to Ankara
• Army Smyrna support Fleet Constantinople's move to Ankara
• Fleet Napoli move to Roma
• Fleet Tyrhennian Sea support Fleet Napoli's move to Roma
• Army Piemonte move to Marseilles

oh sh-

picardy to paris
burgundy helps his browski's in paris sup

Army Kiel move to to Munich.
Army Ruhr supports Kiel army's move to Munich.
Army Berlin supports Kiel army's move to Munich.
Army Ankara hold.
Fleet Black Sea supports Ankara army's hold.
Army Moscow move to Warsaw.
Army Stevastopol move to Rumania.
Fleet North Sea move to Denmark.

Bloodcinder
10-12-2009, 21:53
That was unexpected.

Fleet in London, move to English Channel
Fleet in North Sea, move to Holland
Fleet in Edinburgh, move to North Sea
Fleet in Norway, Move to Sweden
Fleet in Spain (NC) move to Portugal
Fleet in Picardy, move to Brest
Army in Belgium, move to Ruhr
Fleet in Kiel, hold.

• Army Silesia move to Berlin
• Army Tyrolia move to Munich
• Army Bohemia support Army Tyrolia's move to Munich
• Army Piemonte move to Marseilles
• Fleet Tyrhennian Sea move to Gulf of Lyon
• Fleet Roma hold
• Fleet Albania move to Greece
• Army Galicia move to Ukraine
• Army Warsaw support Army Galicia's move to Ukraine
• Army Rumania support Army Galicia's move to Ukraine
• Army Bulgaria support Rumania
• Fleet Constantinople move to Ankara
• Army Smyrna support Fleet Constantinople's move to Ankara

Paris to Brest
Burgundy to Paris.

up up down down left right left right A B Start. Do I win?

Fleet Black Sea move to Constantinople.
Army Ankara support Black Sea fleet's move.
Army Munich hold.
Army Ruhr support Munich army.
Fleet Denmark move to Kiel.
Army Berlin support Denmark fleet's move.
Army Moscow move to Warsaw.
Army Stevastopol hold.

Bloodcinder
10-14-2009, 09:39
I'll play by the rules this time. Just go ahead and disband the Ankara army.

chefTENGU
10-15-2009, 15:48
Sorry for the delay; I got notifications out to some of you yesterday that my mom arrived in town; combined with not being able to get the shifts I'm supposed to be working, my wife's birthday + errands tomorrow, work + birthday celebration on Saturday, things are a tad hectic for me at the moment.

I'm going to try and get the map updated to start the build phase right now. Again, sorry about the delay; it'll only be an issue for the next few days.

Bloodcinder
10-18-2009, 17:40
• Build fleet in Trieste
• Build army in Budapest

Build...

New Army in Edinburgh
New Army in London
New Army in Liverpool

That is all.

Bloodcinder
10-21-2009, 19:36
• Army Piemonte move to Marseilles
• Fleet Gulf of Lyon support Army Piemonte's move to Marseilles
• Fleet Roma move to Tyrhennian Sea
• Fleet Trieste move to Adriatic Sea
• Fleet Greece move to Aegean Sea
• Army Bulgaria move to Constantinople
• Army Smyrna support Army Bulgaria's move to Constantinople
• Fleet Ankara move to Black Sea
• Army Ukraine move to Moscow
• Army Warsaw support Army Ukraine's move to Moscow
• Army Rumania move to Ukraine
• Army Budapest move to Rumania
• Army Silesia move to Berlin
• Army Munich support Army Silesia's move to Berlin
• Army Bohemia move to Silesia

Fleet in Portugal, move to Spain (NC)
Army in Liverpool, move to York
Army in London, Move to Brest
Fleet in English Channel, Convoy Army in London to Brest
Fleet in Picardy, support Army in London's Move to Brest
Army in Edinburgh Move to Denmark
Fleet in North Sea, convoy Army in Edinburgh to Denmark
Fleet in Sweden, support Army in Edinburgh's Move to Denmark
Army in Belgium, Hold.
Fleet in Holland Kiel Hold.

Drink Hot Earl Grey Tea, Eat Lemon Curry.

Army Berlin support Ruhr army's move to Kiel.
Fleet Denmark support Ruhr army's move to Kiel.
Army Ruhr move to Kiel.
Fleet Constantinople move to Black Sea.
Army Stevastopol move to Ukraine.
Army Moscow support Stevastopol army's move to Ukraine.

Bloodcinder
10-25-2009, 17:47
• Fleet Gulf of Lyon move to Spain (south coast)
• Army Marseilles support Fleet Gulf of Lyon's move to Spain (south coast)
• Fleet Tyrhennian Sea move to West Mediterranean
• Fleet Adriatic Sea move to Ionian Sea
• Fleet Aegean Sea move to Greece
• Army Constantinople hold
• Army Smyrna move to Armenia
• Fleet Ankara move to Black Sea
• Army Budapest move to Galicia
• Army Rumania move to Stevastopol
• Army Moscow support Army Rumania's move to Stevastopol
• Army Warsaw move to Ukraine
• Army Berlin move to Kiel
• Army Munich support Army Berlin's move to Kiel
• Army Silesia move to Berlin

Army in york, Move to Norway
Fleet in North Sea, Convoy Army in York to Norway
Fleet in Sweden, move to Gulf of Bothnia
Army in Belgium, move to Picardy (via Convoy by English Channel)
Fleet in English channel, convoy Army in Belgium to Picardy
all others is to hold and eat crumpets.

Bloodcinder
10-26-2009, 20:49
Spain Fleet retreat to Mid-Atlantic
Kiel Fleet retreat to Helgoland Bight

Killer_Man_
10-26-2009, 22:10
GG, I want to play again.

chefTENGU
10-26-2009, 22:11
Austria has gained a clear supply center majority, and thus obtained victory.
And there you have it.

It was a good game, though I doubt I would have had the same success if it weren't for Llama's bout with swine flu and the learning bumps for everyone else along the way. All in all, though, I feel like it's helped put all the rules into practical use.

I do have some parting advice for some of you, but not very much. Next time, I'm betting things are going to be quite different!

Killer_Man_
10-27-2009, 15:24
I already know what mistake I made.

chefTENGU
10-27-2009, 16:15
Really, all I wanted to mention amounts to fine-tuning how orders are issued.

DoC, a couple of times, I noticed that you would occasionally leave off something important when telling your units to give support:
Army in Kiel move to Holland.
Army in Ruhr support Kiel army's move.
In all cases where you had a support like this (it only happened a couple times), the order would have failed, even if nothing had happened to disrupt the support the unit was trying to offer. While your support order is specific enough to prevent the unit from supporting someone you're not intending, the unit still doesn't know where to go to give its support, since it could support that army's move to either Holland or Munich.

Gio, your one big mistake came at the very end, and if we had been going over our orders at that point, you would have caught it. The only reason your army in Picardy failed its move to Picardy was because the fleet was still present there. The move order you issued to the army itself was flawless; it specified that the unit was being convoyed (though this is most important when using another nation's fleet to convoy your army). If you had remembered to order the fleet in Picardy to move to Belgium, everything would have worked out.

Killer_Man_
10-27-2009, 22:10
Oh, I thought you were talking about game playing tatics. :P My bad.