Finished: 08 PM Wed 19 Apr 17 UTC
Private Steve is a jerk
1 day /phase
Pot: 87 D - Spring, 1941, Finished
1 excused NMR / no regaining / extend the first 2 turn(s)
Game drawn

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11 Apr 17 UTC Spring, 1939: (Zillah): Ryan looks like a shriveled testicle. Punto.
11 Apr 17 UTC Spring, 1939: (Aladeen): EEO!! EEO!!
11 Apr 17 UTC Spring, 1939: wait...is Ryan over 40 or what is his protected class?
11 Apr 17 UTC Spring, 1939: If you scroll down to the names below, you'll see people either have a "!!" to the left of their name (indicating they haven't moved), a silver check if they have moved but haven't hit "ready", and a green check if they are ready to move to the next round.

When all 8 of us are green check marks, it'll move on.
11 Apr 17 UTC Spring, 1939: Also, please note there are country names above this text. You should have at least one email in your box - I sent you each one. Click on the country names you want to talk to. If someone sent you a note, there will be an envelope next to their country's name.
11 Apr 17 UTC Spring, 1939: Just below this map is a series of symbols. Once you put in your moves, hit the symbol on the far right to make sure you moved how you want to move/didn't miss anything. You can move everything on the same turn and there is rarely a reason not to move everything you can.
12 Apr 17 UTC Spring, 1939: GameMaster: NMR from France. Send the country in CD.
12 Apr 17 UTC Spring, 1939: GameMaster: NMR from Turkey. Send the country in CD.
12 Apr 17 UTC Spring, 1939: GameMaster: Missing orders for Spring, 1939 (Diplomacy) from a country with 2 or more SCs. Extending phase.The game will continue after this phase even if you do not find a replacement.
12 Apr 17 UTC Spring, 1939: Turkey didn't move. So we need a replacement. We'll work on it.
12 Apr 17 UTC Spring, 1939: Turkey didn't move because it has a day-job and didn't have a chance to log-in. This game is not meant for busy people.
13 Apr 17 UTC Spring, 1939: You had 24 hours! You couldn't find 3 minutes in 24 hours?

Also, you have to hit "ready" after you hit save for the game to move to the next part. Britain, Germany, and USSR didn't hit "ready." You can tell because their check marks are silver instead of green. If you three hit "ready," the game will move to the next move.
13 Apr 17 UTC Spring, 1939: Yeah sounds to me like Turkey also has a night job?
13 Apr 17 UTC Spring, 1939: Eichinger? Are you saying that you work harder than the other consular officers and that you're better than them? I see Stein running to work every day, so excited to be here giving out visas.
13 Apr 17 UTC Spring, 1939: We are still waiting on Steve to move. Just Steve. He knows it's a practice game but is taking a long time to move to try to get his way. I think we should all attack USSR in retaliation. Stupid Steve.
13 Apr 17 UTC Spring, 1939: Stein is running because someone is usually chasing her, her refusal rate is so high all the Argentines are out to get her.
13 Apr 17 UTC Autumn, 1939: That is the OPPOSITE of all things true! I'm usually running because I am so excited to make 180 new Disney dreams come true. But as Adolf I'll be pretty strict with my borders so don't get the wrong idea, ALL YOU FUTURE GERMAN CITIZENS.
13 Apr 17 UTC Autumn, 1939: I hope people don't miss their moves over the weekend!

You can look at the map now and see where people moved. You can see that Turkey and Russia both tried to move into the Caucasus - so neither got it. And Spain made a mistake - he tried to move two ships into the same spot, meaning neither got it.

That was the "Spring" turn. Whatever you hold at the end of this next turn (Fall) is yours. So if you moved into a place with a supply center and move out, you don't get that supply center. You have to hold it at the end of this next turn.
13 Apr 17 UTC Autumn, 1939: That is the OPPOSITE of all things true! I'm usually running because I am so excited to make 180 new Disney dreams come true. But as Adolf I'll be pretty strict with my borders so don't get the wrong idea, ALL YOU FUTURE GERMAN CITIZENS.
13 Apr 17 UTC Autumn, 1939: The other thing to make sure to look at is cutting support. Look at Holland.

Let's pretend that the German army in Kiel is going to move into Holland to take it, but the Brits move from the North Sea into Holland as well. They're equal powers and neither would get Holland.

But then Germany knows that, so she supports her army moving into Kiel from her army in Belgium (it's an option in the menu below. It would look like "Army Belgium support move to Holland from Kiel"). So now it's 2 v 1 and Germany takes Holland.

But then let's say that France wants to screw with Germany. France moves from Picardy into Belgium. What that does is it takes the army in Belgium's attention. So then the Kiel/North Sea battle over Holland is 1 v 1 again and neither gets Holland.

You'll see this come in handy in the English channel, for instance, where Brest is fighting two fleets from England and their army can't support (because armies can't go on water). So if England plays well, they're going to take the English Channel this turn.

Finally, you can convoy armies across water wherever you choose if you have a ship in every space between. For instance, Italy could (but shouldn't) take her army in Greece and convoy it through Ionian and Sirte down into Tobruk. At some point if we were to continue playing this game, England would probably have a long line of ships so he could send armies born in Scotland up to northern Russia or into Africa in a single turn.

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