Reveilled Posted July 8, 2005 Author Posted July 8, 2005 Alas, poor Aishur! I knew him, Horatio. If everyone sent in Build lists really quickly, we could have this turn all wrapped up by tonight. Oh, by the way, you are discouraged from negotiation during the winter turn. Technically, there shouldn't be any diplomacy between fall moves and builds, but given the constraints of postal play, it can't really be helped. Hawk! Eggplant! AWAKEN!
EnderAndrew Posted July 8, 2005 Posted July 8, 2005 My move is to build death ninja monkeys, and the Spanish Inquisition.
metadigital Posted July 8, 2005 Posted July 8, 2005 H OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
metadigital Posted July 8, 2005 Posted July 8, 2005 My move is to build death ninja monkeys, and the Spanish Inquisition. <{POST_SNAPBACK}> Nobody expects the Spanish ninja monkeys ... OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Reveilled Posted July 8, 2005 Author Posted July 8, 2005 My move is to build death ninja monkeys, and the Spanish Inquisition. <{POST_SNAPBACK}> Nobody expects the Spanish ninja monkeys ... <{POST_SNAPBACK}> Their chief weapon is to kill stuff, to kill stuff and flip out, to flip out and kill stuff. Their two weapons are to flip out and to kill stuff, and... Hawk! Eggplant! AWAKEN!
metadigital Posted July 8, 2005 Posted July 8, 2005 Surprise! ... There three main weapons ... No ... ... Amongst their weaponry are killing stuff, flipping out and surprise ... and ... where did everybody go ...? OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
jaguars4ever Posted July 9, 2005 Posted July 9, 2005 ...and the Holy Hand Grenade of Chimptioch. :ph34r: Also: Spanish Chimp Inquistor Ninja in training
EnderAndrew Posted July 9, 2005 Posted July 9, 2005 Just to clarify, we can build units at our home stations. Does that mean only our initial supply centers, or any supply center we control? I may have to go pour over the rules again...
Reveilled Posted July 9, 2005 Author Posted July 9, 2005 Just to clarify, we can build units at our home stations. Does that mean only our initial supply centers, or any supply center we control? I may have to go pour over the rules again... <{POST_SNAPBACK}> You can build only in the centres that you start with. For you, StP, Mos, War, and Sev. Hawk! Eggplant! AWAKEN!
EnderAndrew Posted July 9, 2005 Posted July 9, 2005 I submitted my build moves. Monkey Death Ninja Inquisition, here I come!
metadigital Posted July 9, 2005 Posted July 9, 2005 ...and the Holy Hand Grenade of Chimptioch. :ph34r: Also: Spanish Chimp Inquistor Ninja in training <{POST_SNAPBACK}> Wow, that little guy is deadly! Did you see him kick and smash that wooden plank? I gots to get me an army of them ... If everyone sent in Build lists really quickly, we could have this turn all wrapped up by tonight. Oh, by the way, you are discouraged from negotiation during the winter turn. Technically, there shouldn't be any diplomacy between fall moves and builds, but given the constraints of postal play, it can't really be helped. <{POST_SNAPBACK}> We could submit tentative build instructions with the Fall move, just to be confirmed (like retreats), if you think that might be fairer / more interesting ( ). Also, are you going to publish a map with the new builds included? OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Reveilled Posted July 9, 2005 Author Posted July 9, 2005 We could submit tentative build instructions with the Fall move, just to be confirmed (like retreats), if you think that might be fairer / more interesting ( ). There is such a method in use in some places, whereby Build lists are submitted along with conditions (like, "If I take Hol then Build F Kie, if not then B F Ber"). The problem with this method is that players cannot actually see the situation on the board before they make their decisions on what to build, which I consider unfair, and that on certain turns when there is the possibility of large gains being made, the conditional orders could stretch for pages based on what provinces are taken. This method takes slightly longer (though not much longer if certain people didn't insist on waiting until a few minutes before the deadline to send orders *cough* Baley *cough*), and allows players to engage in diplomacy, which is technically against the rules, but by allowing players to look at the results of their moves before deciding what to build, I think it is a better method, Also, are you going to publish a map with the new builds included? <{POST_SNAPBACK}> You betcha. Hawk! Eggplant! AWAKEN!
EnderAndrew Posted July 9, 2005 Posted July 9, 2005 But people can also use diplomacy saying "if you take out the dirty Russians in Rumania, then build a fleet at X".
metadigital Posted July 9, 2005 Posted July 9, 2005 But people can also use diplomacy saying "if you take out the dirty Russians in Rumania, then build a fleet at X". <{POST_SNAPBACK}> Ah, the communiztz have been spying on us again ... OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Reveilled Posted July 9, 2005 Author Posted July 9, 2005 While we're waiting for the last person to submit his build orders, I wonder if y'all could do me a favour. Diplomacy is one of those games you can easily change just about any aspect of pretty easily, and as such there are tons of variants on the standard Diplomacy rules and map. I've been working on a little pet project of my own, similar to some other variants, that mixes up the countries, provinces and supply centres somewhat. Could you take a look at this starting map and give me any first impressions (like "Country X looks stronger than Y", or "It looks boring and crap") of it? http://img129.imageshack.us/img129/319/pro...omacymap1xy.gif If you're wondering, The Powers are: Green - Celtic Kingdom Burgundy - Burgundy Pink - Denmark Orange - Poland-Lithuania Gold - Golden Horde Purple - Byzantium/Eastern Roman Empire Red - Western Roman Empire And no, it has nothing to do with any actual history. Hawk! Eggplant! AWAKEN!
EnderAndrew Posted July 9, 2005 Posted July 9, 2005 I think the map needs work. You have a three empire cluster-fudge up north, where none can expand easily without direct conflict, where as Burgundy has the easiest route to easy expansion.
jaguars4ever Posted July 9, 2005 Posted July 9, 2005 Can we use this one next game? --- Or maybe this one? ^_^
jaguars4ever Posted July 9, 2005 Posted July 9, 2005 Both require a few more players. <{POST_SNAPBACK}> Hopefully our wonderful spectacle will draw in the crowds. :D
Reveilled Posted July 9, 2005 Author Posted July 9, 2005 I think the map needs work. You have a three empire cluster-fudge up north, where none can expand easily without direct conflict, where as Burgundy has the easiest route to easy expansion. <{POST_SNAPBACK}> I agree the map needs quite a bit of work, and I'm now thinking that Burgundy might be a rather bad idea. Having those areaa neurtral and filling out the centre of the map might be a better idea (Bavaria-Bohemia, maybe?). As to using some sort of variant map in our next game, my hope is that someone else will be able to GM at that point, so I can get a game, and I'd rather play the standard map. Hawk! Eggplant! AWAKEN!
metadigital Posted July 9, 2005 Posted July 9, 2005 ... take a look at this starting map and give me any first impressions (like "Country X looks stronger than Y", or "It looks boring and crap") of it?http://img129.imageshack.us/img129/319/pro...omacymap1xy.gif If you're wondering, The Powers are: Green - Celtic Kingdom Burgundy - Burgundy Pink - Denmark Orange - Poland-Lithuania Gold - Golden Horde Purple - Byzantium/Eastern Roman Empire Red - Western Roman Empire And no, it has nothing to do with any actual history. <{POST_SNAPBACK}> The Celts are toast. Unless they form an alliance with Denmark, and there is no incentive for the Danes to want to: DANISH 1901 Spring: F Lon - Yor F Osl - NWG F Cop - NTH (BURGUNDY A Ams S DANISH F Cop - NTH) DANISH 1901 Fall: F NWG - Edi F NTH S NWG - Edi F Yor S NWG - Edi I would perhaps give the Celts an Ireland that they can expand into, with a SC on it, or perhaps OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
metadigital Posted July 9, 2005 Posted July 9, 2005 I think the map needs work. You have a three empire cluster-fudge up north, where none can expand easily without direct conflict, where as Burgundy has the easiest route to easy expansion. <{POST_SNAPBACK}> I agree the map needs quite a bit of work, and I'm now thinking that Burgundy might be a rather bad idea. Having those areaa neurtral and filling out the centre of the map might be a better idea (Bavaria-Bohemia, maybe?). As to using some sort of variant map in our next game, my hope is that someone else will be able to GM at that point, so I can get a game, and I'd rather play the standard map. <{POST_SNAPBACK}> I don't mind being GM, now that the game is not a total unexplored myth anymore ... :D ... after all, it's not like there is any magic involved, it's all just rule-based (according to the hierarchy in the back of the manual). OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
Archmonarch Posted July 9, 2005 Posted July 9, 2005 I noticed the same flaw as Meta. There is absolutely no reason for anyone to desire to play the Celts. At the very least, I would switch the A in Edi with the F in Bre. Otherwise, the Celts have no room to expand at all (unless they do F Bre-Aqu, yet that would probably fail as Burgundy would also move to Aquitane and if it succeeded would leave Brest open for further assault) and no way to protect their inland continental territories. Also, giving Burgundy SIX forces as opposed to everyone else's THREE? Bad planning, in my opinion. Not only would Burgundy easily conquer the interior as you have placed them near so many open supply centers, but also dominate militarily. No one would be able to compete with such a disparate arrangement of power at the opening, especially if you maintained the rule whereby only 8 supply centers are required to win. That would occur in Spring of the First Year through some combination of A Dij-Aqu, A Tur-Swi, and F Ven-Ist. Finally, I would reconsider whether some Armies should become Fleets, Fleets become Armies, etc. And I find it kind of funny I find it kind of sad The dreams in which I'm dying Are the best I've ever had
Reveilled Posted July 9, 2005 Author Posted July 9, 2005 The Celts are toast. Unless they form an alliance with Denamrk, and there is no incentive for the Danes to want to:DANISH 1901 Spring: F Lon - Yor F Osl - NWG F Cop - NTH (BURGUNDY A Ams S DANISH F Cop - NTH) DANISH 1901 Fall: F NWG - Edi F NTH S NWG - Edi F Yor S NWG - Edi I would perhaps give the Celts an Ireland that they can expand into, with a SC on it, or perhaps Hawk! Eggplant! AWAKEN!
jaguars4ever Posted July 9, 2005 Posted July 9, 2005 (BURGUNDY A Ams S DANISH F Cop - NTH) - Armies can't support into bodies of water *shakes head* That's baby stuff Meta...even Baley knows that.
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