Finished: 03 AM Sat 13 May 23 UTC
Private The Grand Scheme
7 days /phase
Unrated - Spring, 1905, Finished
Classic, Unranked
4 excused NMR / regain after 1 turn(s) / extend always
Game drawn

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27 Dec 22 UTC Spring, 1901: (Tenacious Terror): I'm Here now!
03 Jan 23 UTC Spring, 1901: We have a game!

I'm still not sure which screen name belongs to which person...
03 Jan 23 UTC Spring, 1901: Yes sir! Here’s the key:

Lethnum = Joel Schluessler
Admiral Boysenberry = Aaron Zanganeh
Grand Admiral J.D. Sully = Jacob Sullivan
MGleason = Michael Gleason
Jakarrl = Pastor Schluessler
Tenacious Terror = Jonah Sullivan
Jude the Dude = Jude Sullivan
14 Jan 23 UTC Autumn, 1901: This next turn will be interesting.
16 Jan 23 UTC Autumn, 1901: We should try next turn to all ready up when we finish our moves, so it does not take as long.
16 Jan 23 UTC Autumn, 1901: I have no idea what im doing.
17 Jan 23 UTC Autumn, 1901: Not a bad idea England
18 Jan 23 UTC Autumn, 1901: One tactical/strategic consideration for everyone to be aware of: there are a number of stalemate lines around the map that can be defended with an unbreakable defence if the right units are in the right place and have the right orders.

Most of these don't do much except let someone try to avoid elimination and hope for a share of a draw. Some of them are actually pretty impractical.

However, there is one that is very important to understand: the Main Stalemate Line. This runs from Gibraltar, along the south coast of France, through Switzerland, between Germany and Austria, north of Warsaw, along the Baltic coast, and between St. Petersburg and Moscow. This can be defended by an unbreakable defence from both sides if the right units are in position.

There are 17 SCs on each side of the main stalemate line. You need 18 to win. Many games end as draws with a dominant power holding 17 SCs on one side of the line and an alliance of 2-3 powers defending the other side.

This means that to win, you usually need to hold everything or almost everything on your side of the line, and somehow get across to take something on the other side.

France and Russia have an advantage here, due to their ability to build fleets in both the north and the south. They both get more solo wins than anyone else, with Russia having a slight advantage over France. (Russia pays for this by having a weak defensive position that often gets them eliminated when things go wrong.)

So, while in the short term you need to work with your neighbours, in your long-term planning, you'll need to consider how you might try to get across the main stalemate line if you think you have a chance of winning.

For example, in a typical England win, they'll eliminate both France and Germany and take St. Petersburg; then, more often than not, they break into the Mediterranean and take Tunis; Moscow and/or Warsaw are somewhat common too, while pushing into northern Austria is pretty rare. There are stats online for different countries.
23 Jan 23 UTC Autumn, 1901: Well, I hope we finish this game by the time my kids finish college. ;)
24 Jan 23 UTC Autumn, 1901: LOL, we will.
24 Jan 23 UTC Autumn, 1901: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
24 Jan 23 UTC Autumn, 1901: Italy and Turkey need to enter builds. They each took one SC, so they each get to build one unit.
25 Jan 23 UTC Autumn, 1901: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
25 Jan 23 UTC Autumn, 1901: Italy and Turkey need to enter builds sooner rather than later. Too many missed turns and it will auto-kick you from the game.
31 Jan 23 UTC Spring, 1902: Turkey still needs to enter orders
13 Feb 23 UTC Autumn, 1902: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
13 Feb 23 UTC Autumn, 1902: Turkey needs to enter orders. First he should read messages.
14 Feb 23 UTC Autumn, 1902: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
27 Feb 23 UTC Spring, 1903: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.
12 Mar 23 UTC Autumn, 1903: GameMaster: Game was extended due to at least 1 member failing to enter orders and having an excused missed turn available. This has un-readied all orders.

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