05 Nov 17 UTC | Spring, 1860: GameMaster: Please remember that negotiations before the game begins are not allowed. |
05 Nov 17 UTC | Spring, 1860: Info: This is a choose your country game. |
08 Nov 17 UTC | Autumn, 1862: That was a very nice round for you. I took the conservative route in two cases and ended up occupying two centers to avoid potential losses and thus am limited in builds I think Ohio - West Virginia and NYC - somewhere, probably NYS, would put this game in the long-shot category for you. Instead, it is closer to balanced in power and you have a western edge. I'm glad this is working out to be interesting. |
08 Nov 17 UTC | Autumn, 1862: * West Penn - West Virginia. :-) And probably Mass instead of NYS. But still... you let me occupy in both places instead of bouncing. Nice move. |
21 Nov 17 UTC | Autumn, 1865: I need to understand this map better before I have a real chance against you on it I think |
21 Nov 17 UTC | Autumn, 1865: It is surprisingly subtle. I think I mentioned in some context that I've played a lot of heads up on it and that it is my favorite. |
21 Nov 17 UTC | Autumn, 1865: Yeah you did and it shows you know it well |
21 Nov 17 UTC | Autumn, 1865: We were even on the other map bit experience puts this one in your favour |
21 Nov 17 UTC | Autumn, 1865: You have this one locked up I think but I'll play it out for a bit longer |
21 Nov 17 UTC | Autumn, 1865: I think what makes it so good is that the map is huge, but the starting centers are close. So fighting for the tiny territory between the powers is critical, but so is growing, and these have conflicting requirements. FxA arguably has this quality as well, but the map is much smaller and the pace is slower. This moves quickly because so much growth is possible, making the balancing act more demanding. In most and maybe all variants of diplomacy, the breakthrough unit behind your lines is a big issue. You have that now in Manitoba. A move on your part to Nunavut in the spring and Ungava in the fall is interesting. It puts me in a position, with no builds, where I both have to cope with that while not moving units north so I can maintain the pin I have on two of your home centers. As long as I keep units on Tenn and NC, you probably have to hold those territories to keep me out of them. It is going to be hard to arrange for self-standoff and build. That limits your build prospect, as with this turn. But a unit descending from the north will hurt a lot if not fairly well-controlled. I have a similar prospect with an East Coast fleet, and as always decisions abound... Miami is a lock, but I can disband Ches Bay or start harrying Georgia in the way that I'm currently locking Tenn and NC. Material or position? With the far-reaching fleet, and two home centers not under pressure I can make an army-building machine which overwhelms your unit behind the lines, I think. Anyway... yeah, there is a lot to this board. I hope that you're having fun with it. |
27 Nov 17 UTC | I unfortunately just can't keep up with this game, sorry. |
28 Nov 17 UTC | GameMaster: Confederacy voted for a Concede. If everyone (but one) votes Concede the game will end and the player _not_ voting Conceede will get all the points. Everybody else will get a defeat. |
29 Nov 17 UTC | Thanks for the game. Sorry it was too much to keep up with. |