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Dvd Avins <dvdNOavinsSPAM@pobox.com> writes:
>Jim Burgess wrote:
>> Sigh, the BEST impenetrable strength is an 18 center victory.
>Of course. That needs saying?
Well, yes it does....
>> A stalemate line is to be sneered at IN COMPARISON! Not to be
>> sneered at when compared to being eliminated, of course.
>It's early in the game. I'm playing a Witch in a no-press game. *Other
>players* are likely to target for elimination anyone they can, hoping to
>either solo or reach a 3-way draw. If I reach a minimal stalemate line
>from which I can't be eliminated, I will be a less attractive target.
>That would make it more likely that I could continue to grow, rather
>than being preoccupied defending myself. Having grown, I would then be
>in a better position to go for a solo later in the game.
The key here is that you are trying to look "early in the game".
Let's dig into that further. Only Turkey has even a prayer of having
anything like such a minimal stalemate line that you're thinking
about, and even there it is not possible to completely lock things
up until Turkey has (if memory serves) a ten unit line. It is
"design feature" of this game to make this difficult. Turkey's
"early stalemate line" is made more difficult by the placement of
the fleet in Ankara. So, while a good idea in theory, in practice
this still does not make sense..... not as a "stalemate line".
What you really are looking for, I think, is something else entirely,
that I'm not sure is catalogged anywhere, and that is "good defensive
line unit placements" in the early mid-game. For example, France
is helped considerably by placing an army in Gascony for defense.
I now see what you want, but I'm not sure it exists.
>So _why_ is knowledge of stalemate lines unbecoming to an ambitious player?
It distracts from the learning that one needs to place in mind to
move toward tactics that win games. This is most important, I should
say, in FTF games where time is of the essence. If you have lots of
time playing E-Mail games with reasonably relaxed deadlines, you
have plenty of time to study stalemate lines AND more aggressive
postures and play between them with detailed and complex decision
rules. But for FTF, or quick E-Mail games, you need to develop
neural pathways and habits of mind in playing that give some more
priority to offense. In my opinion....
Should I also mention that I'm not a big fan of no-press games either?
Nah, that's OK, I understand that too. For basically the same reason.
Learning by throwing you in the entire pool rather than trying to
learn each part of the game in disjoint pieces....
Jim-Bob