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A place to discuss topics/games with other webDiplomacy players.
Page 68 of 160
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butterhead (1272 D)
29 Jun 12 UTC
To all players in my games:
I do apologize for my NMR's, 1 CD, lack of Comm in some games, and making phases with just hours left. I have been very busy with RL situations and it has been a struggle to get online. I should be ok now, but my apologize again.
9 replies
Open
Danaman (1542 D)
17 Jun 12 UTC
Chaos Gunboat
gameID=8704

I know I should not post who I am in a gunboat but with 34 players needed this will be the only chance it has to get started.
26 replies
Open
Lord Ravager (988 D)
28 Jun 12 UTC
Two more Players needed for a new North Sea game!
http://vdiplomacy.net/board.php?gameID=8830
Variant: North Sea Wars, 1 days & 12 hours / phase
Public Press, 100 to join
1 reply
Open
Lord Ravager (988 D)
27 Jun 12 UTC
New game for 4 player: Ravagers of North Sea
Variant: North Sea Wars
1 days & 12 hours / phase
Public Press
100 D to join
4 replies
Open
Randomizer (1388 D)
21 Jun 12 UTC
Can see messages and order buttons for Maharajah game
I'm playing a gunboat Maharajah game
http://www.vdiplomacy.net/board.php?gameID=8689
and the global messages aren't appearing as well as no links at the bottom to orders, maps, and messages. Is anyone else having the same problem?
7 replies
Open
drwiggles (1582 D)
25 Jun 12 UTC
Game crashed for a while
http://www.vdiplomacy.com/board.php?gameID=8103#gamePanel
9 replies
Open
gopher27 (1606 D Mod)
22 Jun 12 UTC
Do all prequels suck?
Prometheus is SOOOO terrible. Phantom Menace....sucked. Hannibal Rising.....sucked. The Thing (2012).....sucked. And no Red Dragon does not count as a prequel.
37 replies
Open
Mods, please check the forum for an update...
No response is required, just knowing we are at 2 at the monet, I wanted to make you all aware.

Move along, there is nothing further to see here, people. That is all. Thank you.
3 replies
Open
Japan
Hello there! Please join! http://www.vdiplomacy.com/board.php?gameID=8755
0 replies
Open
fuzzyhartle1 (856 D)
25 Jun 12 UTC
I need a game sitter
I need a game sitter from June 30th to July 16th. please PM me if you can do this big favor for me.
0 replies
Open
drwiggles (1582 D)
25 Jun 12 UTC
glitches in the pirates map
We've noticed a few color glitches, and a few other potential adjudication errors.
1 reply
Open
taylor4 (936 D)
24 Jun 12 UTC
Renaissance Italy needs fill-in
Sub for cd gameID=7781
0 replies
Open
GOD (1791 D Mod (B))
24 Jun 12 UTC
labdip problem
i cant login in labdiplo since yesterday...
:((
2 replies
Open
Jonnikhan (1554 D)
24 Jun 12 UTC
Pirate Game Map Glitch
Hi Oli, gameID=7079 has a missing map again. Could you fix it one more time? The game should be ending this phase/year.
3 replies
Open
Rancher (1207 D)
24 Jun 12 UTC
webdip problem?
can't log on
9 replies
Open
Wolfman (1230 D)
03 Jun 12 UTC
7 Powers of the World (Team Game Concept)
This would be a team game concept. I would like to see how fun it might be. Along with getting, others input as how to make it even better.
108 replies
Open
airborne (970 D)
20 Jun 12 UTC
Europe 1815
Thoughts and comments
http://forum.webdiplomacy.net/viewtopic.php?f=25&t=672&p=4938#p4938
12 replies
Open
BosephJennett (1204 D)
22 Jun 12 UTC
Request for Mods
I submitted something to the Forum this morning and haven't heard back yet. Just want to be sure it didn't slip through the cracks. Thanks!
0 replies
Open
adalephat (733 D)
17 Jun 12 UTC
Manipulations Testgame
I'd liek to organize a testgame for the Manipulations Rules (see links inside)
3 replies
Open
adalephat (733 D)
16 Jun 12 UTC
Manipulations Game
A set of auxilliary rules which I want to test: see in the discussion.
11 replies
Open
butterhead (1272 D)
02 Jun 12 UTC
butterheads classic series concluding:
Well, as some of the games start to come to an end, I figured I'd post results here for those of us(like me and Leif) who were interested in the results of all games. so here we go with the finished games(ordered from person with most centers to least)
12 replies
Open
Jonnikhan (1554 D)
19 Jun 12 UTC
No Map! Admin?
Oli, please help! gameID=7079 has a bug - the map isn't loading at all for anyone. Please help!
24 replies
Open
King Atom (1186 D)
17 Jun 12 UTC
(+4)
GRAMMAR!
To, too, and two. GET IT STRAIGHT, PEOPLE!
12 replies
Open
Grand Admiral Thrawn (1207 D)
14 Jun 12 UTC
(+4)
Daily +1 Pyramid Thread for vDip!
The rule is simple and laid out by Diplomat33; you must +1 everyone who posts before you. Enjoy!
13 replies
Open
javidtl (976 D)
16 Jun 12 UTC
Join this game
We need 2 more players to start this game. It's going to be fun.

http://www.vdiplomacy.com/board.php?gameID=8677
0 replies
Open
gman314 (1016 D)
13 Jun 12 UTC
Maybe I'm playing Gunboats wrong...
But when I start a gunboat, I generally choose a target very quickly. This then becomes either a fantastic success getting me to a draw, or a horrible disaster getting me eliminated. What's a better tactic?
13 replies
Open
gman314 (1016 D)
05 Jun 12 UTC
Strategy idea: What could a unit be doing?
An article. See inside.
gman314 (1016 D)
05 Jun 12 UTC
Recently, I've realized that in the spring of the first year, a lot of players will send a unit into an adjacent SC. Then in the fall, that unit will often do NOTHING. Why??? You could be defining the gameplay in this crucial first year. Maybe that unit doesn't actually have something worth doing in the first Fall. Maybe there really isn't anything worth doing. In that case, why did you rush there in the spring? Did you just want to hurry up and wait? THAT IS POINTLESS!!!!!

The worst-case scenario is when, in the spring, while your unit rushes (unnecessarily) to an SC and your opponent moves to threaten that unit's original position. You then send your unit back to defend but your opponent doesn't attack so you lose the SC you had been sitting in. Or, on some maps (not classic) your opponent takes the neutral from you.

For example, consider South Australia in Mate Against Mate. (http://vdiplomacy.net/variants.php?variantID=37 There are actually tonnes of possible examples on this map.) South Oz's army at Alice Springs could slip into CP in the spring. BUT WHY????? There is so much else that it could be doing. Imagine that AS moves to CP while Broken Hill moves to Eyre. Then, in the fall, CP covers AS while Eyre sneaks into... CP!!!

As an alternative, AS could have attempted a bounce with a possible attacker. Matilda Track, Great Sandy Desert, Tennant Creek or Eyre are all great choices. By moving to one of those, you are stopping the worst-case scenario. And, if the expected bounce doesn't happen, then you have a unit next to someone else's home SC and they are the ones in the awkward position!

Now, someone is going to say "But if you fail the bounce, you can't take the SC!" WRONG. (Sometimes.) In the above example, AS can move to Eyre! Then, they are stopping a possible attack (if it comes) while staying in position to take CP! So, you have two birds covered with one stone!

And this isn't the only situation where a unit can do more than just beeline to a destination neutral SC. Even in the case where the trip will take a full year, more can be achieved. For example, in classic, Russia has two routes to get St.P(sc) to Sweden. They can go through Finland or Gulf of Bothnia. Here, Gulf of Bothnia is generally the better choice because GoB can then move somewhere like Baltic Sea if Germany seems aggressive. Finland on the other hand, would have to go through GoB to get to Baltic. Another example (I would say a better one even) is this game of WWIV (http://vdiplomacy.net/board.php?gameID=5649#gamePanel) where I am Congo. In the first year, my fleet at IN can go to LUB or STH. Through negotiations, South Africa lets me have LUB and I let Brazil have STH. But, I move to ANB. Why??? By moving to ANB I don't risk a bounce, and have both possibilities. If South Africa does an immediate stab by going to NAM or SAT, I can then try to negotiate for STH instead of ANB. Or, if Brazil seems content to give STH to Nigeria (which I really don't want) I can then oppose this move. The same logic is shown by Nigeria moving to ESA rather than to IVO in order to get to DAK. In both cases players increase their possible influence while accomplishing the same goal.

A similar principle applies throughout the game, especially in gunboats. EVERY TIME YOU ISSUE A HOLD, YOU'RE WASTING YOUR UNIT!!!! If you have a unit that's holding, think about ANYTHING it could possibly be doing. It's better to issue a support that will only work if your opponent CDs or is incompetent than to do nothing. Because you never know if your opponent might be a moron. And in gunboats, you can always try to signal by doing some sort of move. Hopefully, others will catch on. So, think very carefully before you issue a hold order.

This idea of trying to accomplish something extra doesn't always apply. In a press game, you don't need to try unnecessary bounces, because they're likely agreed upon. Then, when someone breaks a DMZ, you're more certain that they're attacking you rather than being a pain. And in a gunboat game, Russia might want to signal to Germany by moving through Finland.

But, in most cases, some general principles apply:
1) Don't plan to hold.
2) Alternative routes may freak people out to your advantage.
3) Think very carefully before you issue a hold order.
RUFFHAUS 8 (2490 D)
05 Jun 12 UTC
(+1)
Gman is on to something here. The larger point can be summed up in a few succint thoughts:

1) Never issue HOLD orders for your units when they have alternatives. Even if all you want the to do is stay in their present position, always have them doing something when possible.
2) Don't be such a dot grabber that you rush blindly into supply centers whenever they are available. Play both spring and fall phases with an equal amount of enthusiasm. Games are won by the moves you make in the spring that allow you to hold onto the centers you have in the fall.

If all this sounds simplistic to you, you're not paying attention. Read it again.
Randomizer (1388 D)
06 Jun 12 UTC
The only advantage to going in during the Spring is so someone else can't in the Fall.
RUFFHAUS 8 (2490 D)
06 Jun 12 UTC
(+3)
Read it again...
gman314 (1016 D)
06 Jun 12 UTC
I know that I often rush into SCs in the first Spring Season and sometimes it costs me. These thoughts are based on things I've observed, (Looking at a legit Mate Against Mate was the most recent inspiration) and on things I've done recently.

This whole principle is about opportunity cost (http://en.wikipedia.org/wiki/Opportunity_cost)
Basically, whenever you do something, you could be doing something else. So, you want to try to do the most productive of your options every time.

Randomizer: If you read what I said, you'll see that I explicitly mention things like bouncing in a space which is adjacent to both your home SC (it has to be) and to the neutral. That way, you're already doing something to stop people from hitting it in the fall. On the other hand, in North Sea Wars, Frisian and Roman both want to get to Magna Germania and Batavia before the other. But, if you successfully move to both in the spring, what are you going to do in the fall? And, if you do take both, you'll be a target for everyone because it's unlikely that they got two builds. That's why the prevailing strategy seems to include a move to Germania Inferior. It's all about doing something with your units, keeping them busy.

Also, I want to try to keep at one strategy discussion on the front page of the forum at all times. When one goes off, I'll make a new one. So if you have ideas you want to discuss, PM me or just start a thread.
Captainmeme (1400 D Mod (B))
06 Jun 12 UTC
What about with Austria in Classic? Let's presume he's got an alliance with Italy but is against a Juggernaught. So, he bounces War in Gal, sends Tri-Alb and, as you put it 'rushes' the unit in Bud to Ser in the Spring.
This is needed, because no doubt Turkey is going to attempt to get Greece, so Austria needs to support Alb in - so Serbia has a use.
So, I'm not disagreeing with your main point, but I'm saying that sometimes it's alright to rush to a supply centre, if the unit will have something to do there.

Also,
Captainmeme (1400 D Mod (B))
06 Jun 12 UTC
Oops, clicked post early.

Also, this strategy can be taken to a greater level than just 1901. Take, for example, the Bohemian Crusher move in Classic. Italy gets into position to take Trieste in the Fall by moving to Tyr and Ven. But if he goes for Trieste, what's that unit going to do? If Italy's given away that he's attacking Austria (which he has, by his aggressive moves) Austria will recall troops, so they will end up in a locked up position with Italy only having Trieste, until Russia walks in and takes the rest.
In the Bohemian Crusher, Italy doesn't rush straight for Trieste after moving to Tyr. He moves Tyr-Boh, Ven-Tyr. This, combined with a build from Tunis in Venice, means Italy is almost certain of getting both Trieste and Vienna, which gives them a decent shot at Bud and, later, the Balkans also.
By not 'rushing in', Italy ends up a lot more powerful. Although it gives up on the 1901 build, it makes up for it in 1902, and throughout the game thereonin.

So, in conclusion, it's not just in 1901 that you can make your units do something better than grabbing the closest SC. Your theory works in other situations also.
RUFFHAUS 8 (2490 D)
06 Jun 12 UTC
You're missing the point. A spring Austrian move to Serbia isn't not a dot grabbing venture. It's about what this unit is going to do on the fall turn that's important. And that's the thrust of the entire conversation here. Austria A Serbia has all manner of options depending on how you moved your other pieces, and the openings of the other nations. But yes, it's not just a concept to be used in Spring 1901, but throughout your game. It's not always about racing to the supply centers, but making sure that you can hold them, and move past them.
gman314 (1016 D)
06 Jun 12 UTC
Ruffhaus has it on this one. My main point isn't that you should wait to the fall. Rather, I'm saying that you shouldn't plan to hold. If your army rushed to Serbia and then did nothing in the fall, that would be wasting the unit. Even a support hold of Bulgaria (in a gunboat) would be more useful than holding.

And indeed, the concept can definitely be extended throughout the game. It's just that openings are the most crucial and game-defining moments of the game and are the most discussed generally.
iLLuM (1569 D)
06 Jun 12 UTC
Ahh, I understand. Next time you are dead meat, Ruffhaus ;-)
gman314 (1016 D)
08 Jun 12 UTC
So, because of the excessive politics/religion on webdiplomacy, I've decided to also post strategy articles there. I started with a revised version of this article, with contributions from Ruffhaus and Captainmeme added in.
gman314 (1016 D)
08 Jun 12 UTC
With any luck, it might generate a bit more discussion due to the larger community.
http://webdiplomacy.net/forum.php?threadID=883692#883692
Randomizer (1388 D)
09 Jun 12 UTC
The point I was making was the only time it is valid to waste the Fall move by taking an SC is that if you wait until the Fall you may bounce at best and lose the SC entirely. If it does allow you to gain more the next year than fine, but usually it means you are falling behind everyone else.
Devonian (1887 D)
10 Jun 12 UTC
I see a point in most of the comments here, but I think most of this really falls more in the realm of "tactics" not "strategy". I view tactics as the specific moves for the next 2 to 4 moves. And I see strategy as the overall direction of attack.

So, in Gman's first scenario regarding Alice Springs moving to CP. He makes an excellent tactical argument.

But the real question, strategically, is, who is South Oz intending to attack, or who is he worried about? A move to Eyre is anti-"baby blue" (sorry I don't know the countries this variant) A move to Matilda Track or Mt. Isa, is anti-"rust red". A move to great sandy desert, it anti-"mustard yellow". A move to "CP" is neutral. Any one of these moves are valid strategically. Neutral may even be best in some situations.
gman314 (1016 D)
11 Jun 12 UTC
Good point. I realized that later, but didn't bother changing it.
cypeg (2619 D)
14 Jun 12 UTC
aye, recently i tried t to hold my units because I wanted to try a differnet approach. Now im biting my nails and calling myself stupid for not doing what I do best... :((


16 replies
butterhead (1272 D)
30 May 12 UTC
Blind Diplomacy- see explanation inside...
And don't try to be like, well where is it, or anything like that, because it is coming in a couple minutes.
50 replies
Open
Captainmeme (1400 D Mod (B))
13 Jun 12 UTC
My 1st 1v1 Win!
gameID=8627
Ironic name :D
29 replies
Open
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