Super-Efficient Alliances

G

Guest

Guest
Archived from groups: rec.games.diplomacy (More info?)

Hi,

Let's assume that two countries, Italy and Austria, are allies. The
game is just about to begin. Assume further that Italy and Austria
will
begin by attacking Germany from the south. I'm not saying that this is
a good strategy, just an example.

Italy and Austria trust each other so much that Austria will invite the
Italian troops into its homeland so that both Italian and Austrian
troops can press against Germany.

As the game unfolds, it is decided that it would be a great idea for
an Italian army to travel south: such as moving from Venezia to
Trieste. But, this movement to Trieste would occur on a fall turn,
even though the Italian army really doesn't want to "capture"
Trieste and steal it from the Austrians. For the Italian army is
indeed only traveling southward to some other destination to carry
out some other purpose.

So, by the rules, can Italy land in Trieste in the Fall and then simply
say, "hey, Austrias my friend, I'm just passing through and I don't
want to capture Trieste."

I suspect that Italy cannot say this by the rules.

Are there game variants people know of where Italy is allowed to not
"capture" Trieste even though it has landed there in the Fall?

I guess this game variant rule would be written out like this:
If a military unit of some Great Power A occupies a province owned
by another Great Power B after making a Fall move, the Great Power A
can decide not to capture this said province.

The reason for this variant rule is that two trusted allies can really
work together in the same geographical area much easier if they aren't
literally stepping on each other's toes by capturing a province of
their
dear allie.

Does anyone have any ideas or comments on the playability of this
variant idea? Of course, Itally can always stab Austria if it wanted
to by not making any claim, in which case Italy would indeed capture
and own Trieste.

Thanks
 
Archived from groups: rec.games.diplomacy (More info?)

Hi,

Actually, if a Great Power A did not want to capture a province in a
Fall turn, it would have to be in the written orders something like
this:
Italian Army in Venezia to Trieste with no provincial capture.

Thanks
 
Archived from groups: rec.games.diplomacy (More info?)

In message <1108432236.361098.173320@z14g2000cwz.googlegroups.com>,
NewsGroupUser <Google2007@mailinator.com> writes

>Let's assume that two countries, Italy and Austria, are allies. The
>game is just about to begin. Assume further that Italy and Austria
>will
>begin by attacking Germany from the south. I'm not saying that this is
>a good strategy, just an example.
>
>Italy and Austria trust each other so much that Austria will invite the
>Italian troops into its homeland so that both Italian and Austrian
>troops can press against Germany.
>
>As the game unfolds, it is decided that it would be a great idea for
>an Italian army to travel south: such as moving from Venezia to
>Trieste. But, this movement to Trieste would occur on a fall turn,
>even though the Italian army really doesn't want to "capture"
>Trieste and steal it from the Austrians. For the Italian army is
>indeed only traveling southward to some other destination to carry
>out some other purpose.
>
>So, by the rules, can Italy land in Trieste in the Fall and then simply
>say, "hey, Austrias my friend, I'm just passing through and I don't
>want to capture Trieste."
>
>I suspect that Italy cannot say this by the rules.
>
>Are there game variants people know of where Italy is allowed to not
>"capture" Trieste even though it has landed there in the Fall?
>
>I guess this game variant rule would be written out like this:
>If a military unit of some Great Power A occupies a province owned
>by another Great Power B after making a Fall move, the Great Power A
>can decide not to capture this said province.

You could simplify the rule by omitting the phrase "owned
by another Great Power B", and allowing this option also to apply to
unowned provinces. Simpler rules are better rules.

>The reason for this variant rule is that two trusted allies can really
>work together in the same geographical area much easier if they aren't
>literally stepping on each other's toes by capturing a province of
>their
>dear allie.

The reason is clear enough. But in my view, it would make for a poorer
game.

Allies who can trust each other totally make the game less interesting.
Rules which make such alliances even more effective are a bad thing.

>Does anyone have any ideas or comments on the playability of this
>variant idea? Of course, Itally can always stab Austria if it wanted
>to by not making any claim, in which case Italy would indeed capture
>and own Trieste.

Nick
--
Nick Wedd nick@maproom.co.uk
 
Archived from groups: rec.games.diplomacy (More info?)

I was expecting to see a 'No Late Orders' flag in the judge, but do not.

To explain. There is a flag to set the game to manual proccess where the
GM must issue a process command, but there is no way to prevent players
to sticking in more orders after the deadline.
 
Archived from groups: rec.games.diplomacy (More info?)

"NewsGroupUser" <Google2007@mailinator.com> writes:

And this is a very, very, very, VERY bad idea.... ;-) IMHO.
What really happens here (and a good example of this is the
Italian Oktoberfest alliance between Germany and Italy against
France (see my article "Rome" in the Pouch from two years ago))
is that you must PLAN for the idea that Italy takes the center.
The real trust, if it occurs or creates a great stab opportunity,
comes in actually building in the differing control of the
centers that results from these pass throughs. It would be
a great mistake in my eyes to build in ANY such "binding
agreement" into the game.

Jim-Bob

>Hi,

>Let's assume that two countries, Italy and Austria, are allies. The
>game is just about to begin. Assume further that Italy and Austria
>will
>begin by attacking Germany from the south. I'm not saying that this is
>a good strategy, just an example.

>Italy and Austria trust each other so much that Austria will invite the
>Italian troops into its homeland so that both Italian and Austrian
>troops can press against Germany.

>As the game unfolds, it is decided that it would be a great idea for
>an Italian army to travel south: such as moving from Venezia to
>Trieste. But, this movement to Trieste would occur on a fall turn,
>even though the Italian army really doesn't want to "capture"
>Trieste and steal it from the Austrians. For the Italian army is
>indeed only traveling southward to some other destination to carry
>out some other purpose.

>So, by the rules, can Italy land in Trieste in the Fall and then simply
>say, "hey, Austrias my friend, I'm just passing through and I don't
>want to capture Trieste."

>I suspect that Italy cannot say this by the rules.

>Are there game variants people know of where Italy is allowed to not
>"capture" Trieste even though it has landed there in the Fall?

>I guess this game variant rule would be written out like this:
>If a military unit of some Great Power A occupies a province owned
>by another Great Power B after making a Fall move, the Great Power A
>can decide not to capture this said province.

>The reason for this variant rule is that two trusted allies can really
>work together in the same geographical area much easier if they aren't
>literally stepping on each other's toes by capturing a province of
>their
>dear allie.

>Does anyone have any ideas or comments on the playability of this
>variant idea? Of course, Itally can always stab Austria if it wanted
>to by not making any claim, in which case Italy would indeed capture
>and own Trieste.

>Thanks
 
Archived from groups: rec.games.diplomacy (More info?)

The following post which also changes the thread title
does not appear to be related to this thread at all.
Unclear who RS is or what RS represents.

RS wrote:
> I was expecting to see a 'No Late Orders' flag in the judge, but do
not.
>
> To explain. There is a flag to set the game to manual proccess where
the
> GM must issue a process command, but there is no way to prevent
players
> to sticking in more orders after the deadline.
 
Archived from groups: rec.games.diplomacy (More info?)

NewsGroupUser wrote:
> The following post which also changes the thread title
> does not appear to be related to this thread at all.
> Unclear who RS is or what RS represents.
>
> RS wrote:
>
>>I was expecting to see a 'No Late Orders' flag in the judge, but do
>
> not.
>
>>To explain. There is a flag to set the game to manual proccess where
>
> the
>
>>GM must issue a process command, but there is no way to prevent
>
> players
>
>>to sticking in more orders after the deadline.
>
>
Sorry, my newsreader crossed me up.
 
Archived from groups: rec.games.diplomacy (More info?)

Furthermore, you remove the very interesting end-game scenario that often
pops up where alliances on one side of the board are trying to hold a line
against the other side, but in order to do so, units need to be positioned
in such a way where one country needs to move into another's centers. This
creates a real tactical dilema and some of the most interesting examples of
tactical play.

-Adam

"Jim Burgess" <burgess@TheWorld.com> wrote in message
news:cut1t4$99q$4@pcls4.std.com...
> "NewsGroupUser" <Google2007@mailinator.com> writes:
>
> And this is a very, very, very, VERY bad idea.... ;-) IMHO.
> What really happens here (and a good example of this is the
> Italian Oktoberfest alliance between Germany and Italy against
> France (see my article "Rome" in the Pouch from two years ago))
> is that you must PLAN for the idea that Italy takes the center.
> The real trust, if it occurs or creates a great stab opportunity,
> comes in actually building in the differing control of the
> centers that results from these pass throughs. It would be
> a great mistake in my eyes to build in ANY such "binding
> agreement" into the game.
>
> Jim-Bob
>
>>Hi,
>
>>Let's assume that two countries, Italy and Austria, are allies. The
>>game is just about to begin. Assume further that Italy and Austria
>>will
>>begin by attacking Germany from the south. I'm not saying that this is
>>a good strategy, just an example.
>
>>Italy and Austria trust each other so much that Austria will invite the
>>Italian troops into its homeland so that both Italian and Austrian
>>troops can press against Germany.
>
>>As the game unfolds, it is decided that it would be a great idea for
>>an Italian army to travel south: such as moving from Venezia to
>>Trieste. But, this movement to Trieste would occur on a fall turn,
>>even though the Italian army really doesn't want to "capture"
>>Trieste and steal it from the Austrians. For the Italian army is
>>indeed only traveling southward to some other destination to carry
>>out some other purpose.
>
>>So, by the rules, can Italy land in Trieste in the Fall and then simply
>>say, "hey, Austrias my friend, I'm just passing through and I don't
>>want to capture Trieste."
>
>>I suspect that Italy cannot say this by the rules.
>
>>Are there game variants people know of where Italy is allowed to not
>>"capture" Trieste even though it has landed there in the Fall?
>
>>I guess this game variant rule would be written out like this:
>>If a military unit of some Great Power A occupies a province owned
>>by another Great Power B after making a Fall move, the Great Power A
>>can decide not to capture this said province.
>
>>The reason for this variant rule is that two trusted allies can really
>>work together in the same geographical area much easier if they aren't
>>literally stepping on each other's toes by capturing a province of
>>their
>>dear allie.
>
>>Does anyone have any ideas or comments on the playability of this
>>variant idea? Of course, Itally can always stab Austria if it wanted
>>to by not making any claim, in which case Italy would indeed capture
>>and own Trieste.
>
>>Thanks
>