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THE
DIPLOMACY PLAYER'S TECHNICAL GUIDE
By Kristie Black, Thaddeus
Black (ed.), Brandon Clarke, Bob Dengler,
Bogdan Florescu, Cait
Glasson, Manus Hand, David Lawler, Gary Pennington,
Ray Setzer,
Simon Szykman, Tarzan and Sandy Wible, October, 1998.
The
Diplomacy Player's Technical Guide lies in the public domain.
Diplomacy is the Avalon Hill Game Company's trademark for its
game of
international intrigue, which game is copyright 1976 by
Avalon Hill.
Avalon Hill belongs to Hasbro
[http://www.hasbro.com/].
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INTRODUCTION
Diplomacy
merits such a body of game laws as chess has: one that is
clean,
clear, consistent, comprehensible, conventional, concrete,
concise,
complete, discrete, finite, playable, unambiguous,
standard, traditional,
elegant, firm, precise and logically whole.
The Guide, read in
conjunction with your Diplomacy rulebook, sets
that body of game laws
forth.
The contents of the Guide
supersede rulebook language on a number of
technical points. Read
carefully. Especially Chapters I and II.
The Guide's fourteen
chapters track the fourteen chapters of Games
Research's 1971 and
Avalon Hill's 1976 and 1982 Diplomacy rulebooks. Yet
it matters
not which edition of the rulebook you own, nor in which
language;
any legitimate edition, dated 1971 or later, in any language,
will
do. When you have both read your rulebook and mastered this
Technical
Guide, you will then understand the laws of Diplomacy in
absolutely
standard form. This is true, regardless of which rulebook
edition
you own.
The Guide alone, however, does not define Diplomacy.
It is intended for
Diplomacy players who already have read and
understood the rulebooks that
came with their Diplomacy sets.
You'll need your rulebook. If you do not
yet own a Diplomacy set,
why, Diplomacy is the best board game ever drawn
on a game board;
go to the game shop, buy a set, set it up, study the
rulebook,
read the Guide, gather six hardy opponents, raise your standard
of
battle, and go to war. Good luck in battle, warrior.
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I.
PLAYERS AND COUNTRIES
Seven players play the standard game of
Diplomacy. An eighth person
serves as gamesmaster, or GM.
At
the start of the game, each player secretly submits to the GM
a
preference list, ranking the seven Great Powers in the order the
player
prefers them. A player may group together on his list
Powers he prefers
equally; an example: France; [Germany, Italy or
Austria]; [England or
Russia]; Turkey. A player may list fewer
than seven Powers if he wishes;
he may even list none. Or,
instead of listing Powers, he may secretly
request a Random Power.
To write nothing is as to write a list of zero
Powers, which is
not the same as specifically to request a Random Power.
The
GM secretly reviews the lists. To any player who has
specifically
requested a Random Power, the GM at once randomly
assigns a Power. Then,
taking the remaining lists one by one, in
random order of players, the GM
awards each player the player's
top choice from among the Powers still
available. Where grouped
Powers are equally top choice, the GM awards one
of the available
top choices randomly; in the example above, had France,
Italy and
Russia already been taken, the GM would award either Austria
or
Germany. Where the list lists fewer than seven Powers, and all
the Powers
listed have already been taken, the GM awards nothing;
he discards the
list and moves on to the next player. After
awarding Powers to all the
other players, the GM assigns randomly
the Powers left over to the players
left over.
Unlike with
orders, the GM does not reveal preference lists, not even
after he
has assigned the countries. Nor does he reveal details, such as
whose
list he has read first. He merely reports which player will
represent
each Great Power.
Where no GM is available, naturally, the
players must reveal their lists
openly to one another, just as
they would reveal their orders -- yet the
procedure otherwise runs
exactly the same way.
A Diplomacy tournament may prefer to
employ an alternate method of country
assignment, as appropriate
to the tournament's format and
circumstance.
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II.
OBJECT OF THE GAME
In Diplomacy, naturally, as in almost any
other game, the players may
agree to end the game when and how
they see fit to end it. Such
agreements lie beyond the scope of
this Technical Guide, though, so we
will speak no further of them
here. This chapter tells when and how the
game ends by rule.
A
player wins the game when his Great Power controls the requisite
number
of supply centers. How many pieces the Great Power actually
has on the
board does not matter; it's the centers that count.
The game ends in a draw when seven consecutive years' ends
have each seen
no one capture any supply center, or when
thirty-five game years have
ended with no victor. All players who
still own supply centers share
equally in the draw.
A
Diplomacy tournament may prefer to give an alternate game-ending
rule,
as appropriate to the tournament's format and circumstance.
When the game ends by rule, whether in victory or draw, the
ending year
skips the meaningless final adjustments. Supply
centers get captured, as
usual, and then the game ends right
there; no one writes adjustment orders
in that last year.
*
* *
If you want to compare from game to game, there are many
scoring formats
-- some zero-sum, others not. Here is one example
of a zero-sum format:
GAME RESULTS
Win +360
2-way draw
+150
3-way draw +80
4-way draw +45
5-way draw +24
6-way
draw +10
7-way draw zero
Loss
-60
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III.
SHORT GAME
The standard game of Diplomacy has no Short Game.
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IV.
DIPLOMACY
Diplomacy's diplomacy lies beyond the scope of this
Technical Guide.
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V.
UNDERLYING ECONOMIC STRUCTURE OF THE GAME (SUPPLY CENTERS)
The
supply centers within a Great Power's home borders, the ones the
Power
controls at game's start, are the Power's "home supply
centers"; the
supply centers within no Great Power's home
borders, the ones that no
Power controls at game's start, are not
home supply centers at all.
A supply center may fall under
the control of various foreign Powers as
the game progresses, but
whose home supply center it is, if anyone's --
that never changes.
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VI.
THE BOARD AND SET
The laws of Diplomacy do not care how many
or how few physical playing
pieces your Diplomacy set includes.
Nothing in the laws of Diplomacy
forbids Austria, for example,
from fielding seventeen armies at the same
time.
Seventy-six
separate spaces divide up the entire board. Unlike on a
chessboard,
where diagonal spaces can meet at a single point, on the
Diplomacy
board there are no point-meetings; all the spaces meet along
lines.
Iceland, Ireland, Sicily, Cyprus, the Caspian Sea, Lake Ladoga
and
all the other places not specifically named on the map are not
spaces and
are not part of the game.
Switzerland is
impassable and lies out of play. The other seventy-five
spaces
come in only two kinds: provinces and bodies of water.
The
provinces of Bulgaria, Spain and St. Petersburg each have two coasts.
A fleet that sails in along one coast may not then sail out from
the other
coast, having passed overland through the body of the
province! The fleet
may only sail out from the coast along which
it came in, to a space
adjacent along that coast.
If a
fleet could sail to either coast of a two-coast province, then,
of
course, the fleet's order to sail must name one coast or the
other.
A fleet next to a two-coast province can support an
action anywhere in the
province, even an action on the far coast!
(The converse, though, is not
true: a fleet in a two-coast
province can't support an action off the far
coast, because the
action occurs in a space to which the fleet couldn't
even move.)
A fleet in a two-coast province does occupy the whole
province, just as an
army there would. It's the spaces that
matter, not the coasts. Even the
following sort of thing would
just be an ordinary head-to-head standoff:
English Fleet Portugal
to Spain (north coast); French Fleet Spain (south
coast) to
Portugal.
Armies, naturally, don't care about coasts.
Sweden, Denmark, Kiel and Constantinople are ordinary
one-coast provinces.
A fleet that sails in one side may, on
another move, freely sail out the
other side. Fleets in these
provinces, though, like fleets in any other
land provinces, may
not convoy.
There are a few other spots on the map that
sometimes confuse Diplomacy
players; let's discuss them briefly.
The Mid-Atlantic does border, among
other spaces, North Africa,
the Western Mediterranean and both coasts of
Spain. Norway does
border St. Petersburg. Kiel does border the Baltic
Sea. Denmark,
perhaps the most confusing space of them all, does border
both
Kiel and Sweden; an army in Denmark could march to either.
Denmark
also borders the Helgoland Bight, the North Sea, the
Skagerrak and the
Baltic Sea. Denmark does not border Berlin.
Spain does not border North
Africa. Finland (which, incidentally,
is a Russian province in Diplomacy)
does not border Livonia. The
only body of water the Baltic Sea borders is
the Gulf of Bothnia.
The Black Sea borders no bodies of water at all,
only land
provinces. Constantinople borders three land provinces; an army
there
could march to any of the three.
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VII.
THE MOVE ORDER AND THE MECHANICS OF WRITING ORDERS
A unit may
be ordered to do only one thing on each move.
An army may be
ordered
o to hold,
o to move (directly),
o to move by
convoy,
o to support a hold, or
o to support a move.
A
fleet may be ordered
o to hold,
o to move (directly),
o
to convoy,
o to support a hold, or
o to support a move.
An
order to hold names only the unit holding. Any unit may hold.
Examples: Army Galicia holds; Fleet Bulgaria (south coast) holds.
The words "move" and "attack" mean the
same thing in Diplomacy.
An order to move (directly) names
the unit moving and the target space.
If it's a fleet moving to a
province with two coasts, then the order also
names the target
coast (if it fails to name the target coast, when the
fleet could
sail to either coast, then the order is illegal). Examples of
direct
moves: Army Galicia to Silesia; Fleet Mid-Atlantic to Spain
(south
coast).
A unit may attempt to move (directly) to an
adjacent space only. Even
certain adjacent spaces may be
forbidden; for example, Army Berlin may not
move to the Baltic
Sea. Your rulebook explains the matter clearly,
though, so we will
speak no further of it here.
An illegal move order, whether
direct or by convoy, is as a hold order,
except that, because it
is a move order, a unit so ordered may receive no
support to hold.
Examples: Army Tyrolia to Switzerland; Army Bohemia to
Burgundy;
Fleet Tuscany to Venice; Army Berlin to the Baltic Sea; Fleet
Black
Sea to Switzerland. Nothing prevents a player, incidentally,
from
purposely ordering a unit to a forbidden space (Switzerland
is always a
good choice) to guarantee that the unit receives no
support.
No unit may move to the space it already stands in,
whether the move be
direct or by convoy.
Chapter XII
addresses the order to move by convoy, and also the convoy
order
itself. Chapter IX addresses the two kinds of support order.
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VIII.
CONFLICTS
This chapter sets forth the orderly way to execute
conflicting orders on
the Diplomacy board. The procedure is
detailed, laborious, complete and
correct. While, in actual play,
we will not really need to follow the
full procedure most of the
time, nevertheless, the procedure is complete
and correct and will
never lead us astray. Employ it at need.
The reader will want
to review his rulebook and read the Guide's Chapters
VII, XII and
IX before attempting this difficult Chapter VIII for the
first
time. He will then find this chapter's detailed
step-by-step
adjudication procedure easiest at first to learn
indirectly, after the
manner of the following plan: the summary
(just below); the note before
Step 1; Step 4; the note before Step
14; the note before Step 15; Step 18;
Step 19 (the most important
step); Step 20; the example after Step 20;
Step 3; the note
before Step 15 (again); Step 15; Step 16; Step 17; the
examples
after Step 17; the note before Step 14 (again); the note before
Step
1 (again); Step 2; the note before Step 5; Step 6; Step 7; Step
8.
Having learned these more important parts in the recommended
order, the
reader will then find it practical to learn the entire
procedure, reading
this Chapter VIII straight through from
beginning to end.
This chapter is indeed lengthy and dense,
yet provides many useful
instructional examples. It will greatly
assist the reader in
comprehending some of the more difficult
parts of the chapter if he
actually sets up a few units on his
game board and just tries the
instructions and examples out. To do
so is suggested. To neglect to do
so probably would not be wise.
The properly-prepared reader need not feel overly intimidated
by this
important chapter's length. Much of the length is in the
many useful
examples given. Also, while some of the chapter's
steps, especially Steps
4, 18 and 19, come frequently into actual
play, many of the steps,
especially Steps 1, 5 and 9 through 14,
rarely if ever come into actual
play, and, while philosophically
interesting, need not necessarily be
learned at all until needed.
The philosophically-interested reader,
nevertheless, will
naturally wish to learn the entire procedure. So will
the expert
GM. And the curious reader will naturally wish to explore.
Let
the reader therefore learn part or all, as suits his need and desire.
* * *
The procedure, in summary:
1.
Cancel inconsistent convoys.
2. List the
convoys and their fleets.
3. Cancel inconsistent supports.
4.
Let direct attacks cut support.
5. Identify convoy
subversion.
6. Disrupt convoys.
7. Cancel
disrupted convoys' convoyed moves.
8. Let convoyed attacks cut
support.
9. If useful, return to Step 5.
10. Break circles of
subversion.
11. Repeat Steps 5 through 9.
12. Resolve
unconfused circles of subversion.
13. Resolve confused circles of
subversion.
14. Let rings of attack advance.
15. Identify
head-to-head battles.
16. Resolve unbalanced head-to-head
battles.
17. Resolve balanced head-to-head battles.
18. List
targets of attack.
19. Fight ordinary battles.
20. Return to
Step 18 if any attacks remain unresolved.
The procedure, in
detail:
* * *
Steps 1 through 13 address two matters:
convoys and the cutting of
support. See Chapter XII for background
on convoys, Chapter IX for
background on support, and your
rulebook for background on both.
The topic of Diplomacy
convoys, considered in all its facets, is
undeniably a complex
one. And a confusing. Prior to 1982, Diplomacy
rulebooks had
included a basically correct but sometimes ambiguous convoy
rule.
Since 1982, Diplomacy rulebooks have included a basically
unambiguous
but sometimes incorrect convoy rule. Here you will find the
correct,
unambiguous rule: Steps 1 through 13 correctly adjudicate even
the
toughest convoy knot.
* * *
1. Cancel
inconsistent convoys.
Neither an army nor a
fleet alone can complete a convoy. Naturally not.
A convoy needs
both an army and a fleet. Always one army. At least one
fleet. The
army and the fleets must cooperate; that is, the army and the
fleets
must have orders, respectively, to move by convoy and to convoy,
and
must agree as to which army is to be convoyed to which
target
province.
The cooperating fleet or fleets must lay
at least one unbroken route from
the army to its target, a route
that does not pass through the same body
of water twice. Where the
cooperating fleet or fleets lay no such route,
or where there are
no cooperating fleets, cancel the entire convoy: cancel
both the
army's move order and the fleets' convoy orders.
Cancel a
fleet's convoy order where the army to be convoyed refuses
to
cooperate.
Where more fleets than necessary cooperate in
a convoy, the convoyed army
may find two or more alternate convoy
routes available to it. This is
acceptable, but an army prefers,
if possible, to be convoyed by its own
countrymen only -- that is,
only by fleets belonging to the same Great
Power the army belongs
to. (This does not mean that an army prefers to be
convoyed by
fewer foreigners rather than more -- only that it prefers to
be
convoyed by zero foreigners, if possible; if impossible, then the
army
sees two foreigners as no worse than one.) For this reason,
if there are
sufficient cooperating countryman-fleets to complete
the convoy without
foreign fleets' help, then exclude all foreign
fleets from the convoy,
cancelling the foreigners' convoy
orders.
(Multiple convoy routes, incidentally, are no
insurance for a convoy but
rather are a danger to it. The reason
is that, if any of the routes is
disrupted, then the the entire
convoy is disrupted and the convoyed army
may not move. See Step
7.)
After refusing foreign cooperation if possible, an army
may find that it
has an extra cooperating fleet it could not use
even if it wanted to.
This is a fleet that is not part of any
remaining route the army could
follow to its target. The fleet's
convoy order is superfluous; cancel it.
This Step 1 cares only
that orders to convoy and to move by convoy are
properly
consistent, that convoys trace correct routes, and that
foreign
cooperation is declined where possible. It does not care
whether a
convoying fleet is under attack, nor whether some unit
contests the
convoy's target province. It also does not care about
support of any
kind.
An army with a cancelled move order
holds normally, except that it can
receive no support to hold. A
fleet with a cancelled convoy order holds
entirely normally; it
cannot convoy anything, of course, but may still
receive support
to hold from another unit.
An annotated
example:
RUSSIA
Army Rumania to Ankara.
Fleet Black Sea
convoys A. Rumania to Ank..
F. Both. convoys German A. Livonia to
Swe.. [cancelled]
TURKEY
Fleet Armenia to the Black
Sea.
Fleet Const. supports F. Armenia to Black.
Army Albania to
Smyrna.
Fleet Aegean convoys A. Albania to Smyrna.
AUSTRIA
F.
E.Med. convoys Turk. A. Alb. to Smyrna.
ITALY
F. Ionian
convoys Turk. A. Alb. to Smyrna.
Army Naples to Spain.
[cancelled]
Fleet Tyrrhenian convoys A. Nap. to Spain.
[cancelled]
FRANCE
Fleet Gulf of Lyon holds.
GERMANY
Army
Livonia to Sweden.
Fleet Baltic convoys A. Livonia to
Sweden.
ENGLAND
Army Sweden holds.
Army London to
Belgium.
Fleet North Sea convoys A. London to Belg..
Fleet
Engl. Ch. convoys A. London to Belg..
Fleet N.Atl. convoys A.
London to Clyde. [cancelled]
Fleet Nwg. Sea convoys A. London to
Belg.. [cancelled]
Fleet Irish Sea convoys A. London to Belg..
[cancelled]
The Russian Army Rumania and Fleet Black Sea form
a convoy to Ankara. The
Turkish attack eventually will disrupt the
convoy, of course, in Step 6
below, but this Step 1 doesn't mind
the Turkish attack.
Because the French Fleet Gulf of Lyon
declines to cooperate, there is no
Italian convoy. (This does not
mean, incidentally, that the Italian
orders are illegal. Viewed
individually, they are possible and therefore
legal. They would be
illegal if there were no French fleet, though. See
Chapter
XII.)
The German Army Livonia and Fleet Baltic Sea form a
convoy to Sweden. The
English defense in Sweden eventually will
stand the convoyed attack off,
of course, in Step 19 below, but
this Step 1 doesn't mind the English
defense. The convoy excludes
the Russian Fleet Gulf of Bothnia because
the German army has an
all-German convoy route available to it. If there
were no German
fleet, of course, then the convoy would include the Russian
fleet,
instead. If both fleets were Russian or both were German, then
the
convoy would include both fleets.
The Turkish Army
Albania, the Italian Fleet Ionian Sea, the Austrian Fleet
Eastern
Mediterranean and the Turkish Fleet Aegean Sea together form a
convoy
to Smyrna. This convoy features four distinct convoy routes, none
of
which is all-Turkish: Ionian-Aegean,
Ionian-Eastern-Med,
Ionian-Aegean-Eastern-Med and
Ionian-Eastern-Med-Aegean. Were the Fleet
Ionian Sea Turkish
rather than Italian, the Ionian-Aegean route would be
all-Turkish,
so the convoy would exclude the Austrian fleet.
The English
Army London, Fleet North Sea and Fleet English Channel
together
form a convoy to Belgium. This convoy features four distinct
convoy
routes: North Sea, English Channel, North-Sea-English-Channel
and
English-Channel-North-Sea. If the English Fleet North Atlantic
would
cooperate, the convoy also would include the three English
Fleets North
Atlantic, Norwegian Sea and Irish Sea, and would
feature two additional
convoy routes, one looping each direction
about the Isle of Britain,
giving the complete convoy a total of
six routes and five fleets. Since
the Fleet North Atlantic will
not cooperate, however, the convoy excludes
the three extra
fleets.
* * *
2. List the convoys and their
fleets.
Make a list of all convoys not cancelled by Step 1.
Name each convoy
after the space the convoyed army starts from.
List with each convoy
the convoying fleets.
The convoy list
for Step 1's example:
GM'S CONVOY LIST
Rumania: Black
Sea.
Albania: Ionian Sea; Aegean Sea; Eastern
Mediterranean.
Livonia: Baltic Sea.
London: North Sea; English
Channel.
The order in which the convoys are listed does not
matter. The order in
which each convoy's fleets are listed also
does not matter. Notice that
the Albania and London convoys each
include more fleets than really are
needed to complete the convoy,
but that the Livonia convoy includes no
extra fleet.
A
convoy list's purpose is to keep track of the various convoys on
the
board through the complex steps that follow. If a convoy is
cancelled
(see Step 7), the GM simply strikes the entire convoy
from the list.
* * *
3. Cancel inconsistent
supports.
Cancel supports to hold where the unit supported
attempts to move. Cancel
supports to move where the unit supported
fails to attempt to move, or
where it does indeed attempt to move,
but to a space different than the
space the support is given to.
A unit ordered to move cannot receive support to hold under
any
circumstance, not even if the move order has been cancelled or
is illegal.
Accordingly, if any such support to hold is offered,
cancel it now.
A cancelled supporter holds normally. It no
longer gives any support, of
course, but may still receive support
to hold from another unit. The
cancelled supporter counts strictly
as a holding unit, never again as a
supporting unit, from now all
the way till procedure's end. (This same
principle, incidentally,
applies whenever any step of the procedure cuts
or cancels an
order. From the time an order is cut or cancelled until
procedure's
end, the unit with the cut or cancelled order counts strictly
as a
holding unit.)
An annotated
example:
FRANCE
Army Burgundy to Munich.
Army Paris
supports A. Burgundy to hold. [cancelled]
GERMANY
Army
Holland to Switzerland. [illegal]
ENGLAND
F. North Sea
supp. German A. Hol. to hold. [cancelled]
AUSTRIA
Fleet
Trieste holds.
Army Serbia supports F. Trieste to Albania.
[cancelled]
RUSSIA
Army Sevastopol holds.
Army Moscow
supports A. Sevastopol to hold.
Army Prussia to Silesia.
Army
Warsaw supports A. Prussia to Silesia.
Army Ukraine supports A.
Warsaw to hold.
* * *
4. Let direct attacks cut
support.
With only two exceptions (we'll discuss these in a
moment), let any
direct, non-convoyed attack against any supporter
cut the supporter's
support. A cut support is a cancelled support;
it has no further effect
once it has been cut.
The two
exceptions --
A. No support-cutter can cut a countryman's
support. For example,
there's no support-cut here:
GERMANY
Army Munich holds.
AUSTRIA
Army
Silesia to Munich.
Army Tyrolia supports Army Silesia to
Munich.
Army Trieste to Tyrolia.
B. The target of an attack
cannot cut support for that attack. That
is, if
X to Z
Y
supports X to Z
Z to Y
then the support is not cut. (Some
other attacker, some Unit W, may cut
the support, but Unit Z can't
cut it, at least not here in Step 4.) For
example, there's no
support cut here:
AUSTRIA
Army Silesia to
Munich.
Army Tyrolia supports Army Silesia to
Munich.
GERMANY
Army Munich to Tyrolia.
If, however,
a Unit W were added to the example -- Italian Army Venice to
Tyrolia
-- then the support would indeed be cut.
(Actually, we'll see
later that, even if there is no Unit W, Unit Z may
still be able
to cut the support -- by dislodging the supporter -- but
that
happens in a later step, not yet.)
This Step 4 lets only
direct, non-convoyed attacks cut support. Convoyed
attacks cut
support in Step 8.
* * *
Step 5 below introduces the
difficult concept of convoy subversion. Steps
5 and 10 explain the
concept in complete technical detail, yet the reader
may find it
helpful, before he dives into the detail, to view an
overall
picture.
An example or two will serve to paint the
picture. These examples make no
attempt fully to explain convoy
subversion; they mean only to motivate the
topic (for the full
explanation, see Steps 5 and 10 below).
The
first example:
TURKEY
Army Greece to Apulia.
Fleet
Ionian Sea convoys Army Greece to Apulia.
Fleet Tunis supports
Fleet Ionian Sea to hold.
ITALY
Fleet Naples to the Ionian
Sea.
Fleet Tyrrhenian Sea supports Fleet Naples to the Ionian
Sea.
FRANCE
Army Spain to Tunis.
Fleet Western
Mediterranean convoys Army Spain to Tunis.
To adjudicate the
Turkish convoy correctly, we must first consider the
French
convoy's action. If we let the Turkish convoy go first, we would
get
a false result on the board. This is where the concept of
convoy
subversion comes in. The French convoy subverts the Turkish
convoy. The
Turkish convoy, being subverted, waits patiently and
does nothing until
after the subverting French convoy has acted.
(Caution: recent rulebooks,
at the time of this writing, handle
this example incorrectly; if your
rulebook is a recent one, dated
1982 or later, then let it not confuse
you.)
The second example:
ENGLAND
Army London to
Belgium.
Fleet North Sea convoys Army London to
Belgium.
FRANCE
Fleet English Channel to the North
Sea.
Fleet Belgium supports Fleet English Channel to the North
Sea.
GERMANY
Fleet Denmark to the North Sea.
Fleet
Holland supports Fleet Denmark to the North Sea.
The English
convoy subverts itself, making it impossible for us to decide
by
any normal means whether the convoy goes through.
Steps 5
through 13 below correctly resolve all possible convoy
scenarios,
including the two above. To do so in an orderly manner,
they employ the
concept of convoy subversion. Step 5 explains the
technical basics of
convoy subversion. Step 10 magnifies certain
technical specifics.
* * *
5. Identify convoy
subversion.
Note which convoys on the convoy list presently
subvert which.
Subversion is an indirect effect that one
convoy has on another. One
convoy subverts another, not by
attacking directly, but rather by
attacking a certain vulnerable
supporter, threatening to cut the support.
Two kinds of
supporter make a convoy vulnerable to subversion:
(i) A
supporter that supports one of the convoy's convoying fleets to
hold
makes the convoy vulnerable to subversion. That is, Convoy X
is
vulnerable at P when
X to Z
Y convoys X to Z
P
supports Y to hold
(ii) A supporter that supports an attack
against one of the convoy's
convoying fleets makes the convoy
vulnerable to subversion. That is,
Convoy X is vulnerable at Q
when
X to Z
Y convoys X to Z
W to Y
Q supports W to
Y
With only three exceptions (we'll discuss these in a
moment), a convoyed
attack against either kind of vulnerable
supporter -- against a P or a Q
-- subverts the target convoy.
(Notice that only a convoyed attack can
subvert a convoy; direct
attacks do not subvert.)
The three exceptions --
A. If
the vulnerable supporter is a countryman of the convoyed
attacker
that threatens it, then (because there is no real threat)
there is no
subversion. For example, because Fleet London and Army
Picardy are
countrymen, there is no subversion here:
GERMANY
Army Holland to Norway.
Fleet North Sea
convoys Army Holland to Norway.
ENGLAND
Fleet London
supports German Fleet North Sea to hold.
Army Picardy to
London.
FRANCE
Fleet English Channel convoys English Army
Picardy to London.
B. (This exception is relevant only if the
GM already has done Step 10.)
The attacking convoy cannot be
Futile. If it is, then there is no
subversion.
C. (This
exception also is relevant only if the GM already has done Step
10.)
The target convoy can neither be Futile nor Indomitable. If it
is,
then there is no subversion.
There can be no
subversion, of course, unless both the attacking convoy
and the
target convoy are still on the convoy list (see Steps 2 and 7).
Even
if both convoys are still on the list, if the vulnerable
support
through which the subversion is done has already been
cancelled or cut,
then, naturally, because no attack against the
supporter can further
influence the target convoy, there is no
subversion.
A convoy may indeed subvert itself.
An
annotated example:
TURKEY
Army Greece to
Tunis.
Fleet Ionian Sea convoys Army Greece to Tunis.
Army
North Africa supports Army Greece to Tunis.
Fleet Constantinople
to the Black Sea.
Fleet Ankara supports Fleet Constantinople to
the Black Sea.
Army Smyrna supports Fleet Ankara to
hold.
RUSSIA
Army Rumania to Ankara.
Fleet Black Sea
convoys Army Rumania to Ankara.
Fleet Brest supports French Fleet
Mid-Atlantic to hold.
GERMANY
Fleet Denmark to the North
Sea.
Fleet Norway supports Fleet Denmark to the North
Sea.
ENGLAND
Army Edinburgh to Norway.
Fleet Norwegian
Sea convoys Army Edinburgh to Norway.
Fleet Clyde supports Fleet
Norwegian Sea to hold.
Fleet Irish Sea to the North
Atlantic.
FRANCE
Army Gascony to Clyde.
Fleet
Mid-Atlantic convoys Army Gascony to Clyde.
Fleet North Atlantic
convoys Army Gascony to Clyde.
Army Holland to Brest.
Fleet
North Sea convoys Army Holland to Brest.
Fleet English Channel
convoys Army Holland to Brest.
Fleet Spain (south coast) supports
Fleet Mid-Atlantic to hold.
ITALY
Army Piedmont to
Spain.
Fleet Gulf of Lyon convoys Army Piedmont to Spain.
Fleet
Tuscany supports Fleet Gulf of Lyon to hold.
Fleet Naples to the
Ionian Sea.
AUSTRIA
Army Tunis to Tuscany.
Fleet
Tyrrhenian Sea convoys Army Tunis to Tuscany.
Army Bulgaria to
Smyrna.
Fleet Aegean Sea convoys Army Bulgaria to Smyrna.
Fleet
Eastern Mediterranean convoys Army Bulgaria to Smyrna.
Fleet
Albania to the Ionian Sea.
Fleet Adriatic supports Fleet Albania
to the Ionian Sea.
GM'S CONVOY LIST
Rumania: Black Sea.
[subverts itself] [subverted]
Bulgaria: Aegean; E.Med.
Greece:
Ionian Sea.
Tunis: Tyrrhenian Sea. [subverts
Pied.]
Piedmont: Gulf of Lyon. [subverts
Gascony] [subverted]
Gascony: N.Atl.; M.Atl.. [subverts Edin.]
[subvtd. twice]
Edinburgh: Norwegian Sea. [subverts Holland]
[subverted]
Holland: Nth.S.; Eng.Ch.. [subverts Gascony]
[subverted]
Notice that Edinburgh, Holland and Gascony form a
closed circle of
subversion. Notice also that, were Fleet Brest
French rather than
Russian, Holland could not subvert Gascony.
On
the other side of the board, notice that the Bulgaria convoy has
an
extra, unneeded cooperating fleet in the Eastern Med. Were this
extra
fleet dislodged, the entire Bulgaria convoy would be
disrupted (see Steps
1 and 7).
Steps 6, 7, 8 and 9 extend
this example.
* * *
6. Disrupt convoys.
Excepting
fleets in subverted convoys, resolve the set of attacks against
each
fleet presently on the convoy list, according to the
standard
instructions for resolving attacks, given in Step 19
below.
This Step 6 resolves attacks only against convoying
fleets that belong to
unsubverted convoys, not against any other
units, nor against empty
spaces. Any fleets not presently on the
convoy list are not convoying
fleets; this Step 6 does not resolve
attacks against them.
Working further on Step 5's example,
this Step 6 finds four convoying
fleets under attack: the Turkish
Fleet Ionian Sea, the Russian Fleet Black
Sea and the French
Fleets North Atlantic and North Sea. The latter three
fleets,
however, all belong to subverted convoys, so we resolve only
the
attack against the Turkish fleet. There, the Austrian attack
overcomes
the rival Italian attack two to one, then defeats the
Turkish defense two
to one to advance into the Ionian Sea,
dislodging the Turkish defender.
(It is instructive to note,
incidentally, that, had Italy had an extra
fleet in the Eastern
Mediterranean to support the Italian attack, then the
Italian
attack would have stood the Austrian attack off two to two, and
the
Turkish convoy would have survived unharmed, never actually having
had
to defend.)
* * *
7. Cancel disrupted convoys'
convoyed moves.
If Step 6 above has dislodged any convoying
fleet, then the fleet's entire
convoy is disrupted: cancel the
army-move the fleet was supposed to convoy
and strike the entire
convoy from the convoy list. The disrupted convoy
is indeed no
longer a convoy.
Alternate convoy routes cannot act as
insurance. Generally speaking,
where an army has two convoy routes
available to it, the disruption of
either route disrupts the
entire convoy -- so, unless a player actually
wants to increase
the danger to his own convoy, he will normally provide
only one
route. Can an opponent slyly join a convoy, providing an
unwanted
alternate route? Under most circumstances, no. See Step 1 for
a
detailed explanation.
Working further on Step 5's
example, this Step 7 finds that the convoying
Turkish Fleet Ionian
Sea has been dislodged. Accordingly, this Step 7
cancels the
Turkish Army Greece's move order and strikes the entire Greece
convoy
from the convoy list.
* * *
8. Let convoyed attacks
cut support.
With only three exceptions (we'll discuss these
in a moment), let any
convoyed attack against any supporter cut
the supporter's support. A cut
support is a cancelled support; it
has no further effect once it has been
cut.
The three
exceptions --
A. No support-cutter can cut a countryman's
support.
B. No subverted support-cutter can cut a support at
the present time.
That is, if the convoy carrying the
support-cutter is presently subverted,
then, for now, there is no
support-cut.
C. (This exception is relevant only if the GM
already has done Step 10.)
No Futile support-cutter can ever cut
a support. That is, if the convoy
carrying the support-cutter is
Futile, then there is no support-cut.
Notice that the first
exception is the same as in Step 4 but that the
other exceptions
are not. Specifically, notice that Step 4's second
exception does
not apply here.
A convoy no longer on the convoy list, of
course, is no longer a convoy
and therefore cannot cut any support
(see Steps 2 and 7).
Working further on Step 5's example,
this Step 8 lets the Austrian Army
Bulgaria cut the Turkish Army
Smyrna's support and lets the Austrian Army
Tunis cut the Italian
Fleet Tuscany's support. It does not let any other
convoyed attack
cut support, however, because all the other convoyed
attacks that
could cut support presently remain subverted.
* * *
9.
If useful, return to Step 5.
If Steps 6, 7 and 8 have
disrupted any convoy or cut any support, then
return to the top of
Step 5 now, to repeat Steps 5 through 8. Perform the
5-6-7-8-9
loop as many times as needed, until the loop can do
nothing
further.
Working further on Step 5's example --
We
observe that Steps 6, 7 and 8 have indeed acted, so we loop back to
the
top of Step 5.
Step 5 finds that, because Fleet Tuscany
no longer is a vulnerable
supporter, Tunis no longer subverts the
Piedmont. Steps 6 and 7 find
three convoying fleets still under
attack, but all three still belong to
subverted convoys, so Steps
6 and 7 can do nothing with them. Step 8 lets
the Italian Army
Piedmont cut the French Fleet Spain (south coast)'s
support.
Arriving back here at Step 9, we observe that Step 8 has again
indeed
acted, so we loop back again to the top of Step 5.
Step 5
finds that, because the French Fleet Spain (south coast) no longer
is
a vulnerable supporter, the Piedmont no longer subverts Gascony.
But
Holland still subverts Gascony, so Steps 6 and 7 still can do
nothing.
Step 8 also can do nothing. Arriving back here at Step 9,
we observe that
the 5-6-7-8-9 loop has now evidently done all it
can do, so we leave the
loop and proceed to the top of Step 10.
*
* *
If any convoy subversion remains on the board after the
5-6-7-8-9 loop
above has done all it can do, then it will have to
be either of a convoy
subverting itself (Convoy X subverts Convoy
X) or of some larger closed
circle of subversion (Convoy X
subverts Convoy Y subverts Convoy X, or
Convoy X subverts convoy Y
subverts Convoy Z subverts Convoy X, or some
even
larger circle). There may be more than one independent circle,
of
course, but Steps 5 through 9 will have eliminated any
non-circular
subversion.
An important feature of the
circular geometry is that every convoy that
remains subverted will
itself subvert exactly one other convoy. Or
perhaps subvert
itself, instead. A related feature is that any subverted
convoy
will be subverted once only; multiple subversion can no longer be.
Steps 10 through 13 depend on these features.
* * *
10.
Break circles of subversion.
For each convoy that remains
subverted, identify the one vulnerable
supporter through which the
subversion is done, then ask the following two
questions:
A.
If the one support survived intact, would the convoy then
be
disrupted?
B. Were the one support cut, would the
convoy then be disrupted?
(A convoy is disrupted when one or
more of its convoying fleets is
dislodged. Refer to Steps 6 and 7
above and Step 19 below.)
The convoy remains subverted only if
the answers are no and yes or yes and
no.
(i) If the
answers are yes and yes -- that is, if nothing can save the
convoy
-- then the convoy is Futile. Futility has two consequences:
the
Futile convoy can no longer cut any support or threaten to cut
any
support, so can no longer subvert any other convoy, nor even
subvert
itself; and the Futile convoy ceases to be subverted and,
indeed, becomes
immune to any further subversion.
(ii) If
the answers are no and no -- that is, if the convoy is in no
danger
-- then the convoy is Indomitable. Indomitability has
one
consequence: the Indomitable convoy ceases to be subverted
and, indeed,
becomes immune to further subversion. (If an
Indomitable convoy has been
subverting itself, then the subversion
ceases. Nothing especially
prevents an Indomitable convoy, though,
from continuing to subvert another
convoy.)
(iii) If the
answers are no and yes -- that is, if only the saving of the
support
can save the convoy -- then the convoy is Confused. Confusion has
no
direct consequence, but may play a role in Steps 12 and 13
below.
Unlike Futility and Indomitability, Confusion does not save
a convoy from
subversion.
(iv) If the answers are yes and
no -- that is, if only the cutting of the
support can save the
convoy -- then no special adjective applies to the
convoy. This
case also does not save the convoy from subversion.
A Futile
or Indomitable convoy, being unsubvertible, gives Step 11 below
a
chink, so to speak, to dig into a circle of subversion and to
pry one
convoy out at a time, eventually resolving the entire
circle. All Step 11
needs is one Futile or Indomitable convoy to
break the circle open and
clean it up. If this Step 10 cannot find
any such Futile or Indomitable
chink in the circle, though, then
Step 11 will not be able to touch the
circle, but will have to
leave it for Steps 12 and 13 to resolve by
indirect means.
An annotated example:
TURKEY
Fleet
Constantinople to the Black Sea.
Fleet Ankara supports Fleet
Constantinople to the Black Sea.
Fleet Armenia supports Fleet
Constantinople to the Black Sea.
RUSSIA
Army Rumania to
Ankara.
Fleet Black Sea convoys Army Rumania to
Ankara.
AUSTRIA
Fleet Albania to the Adriatic Sea.
Fleet
Trieste supports Fleet Albania to the Adriatic Sea.
ITALY
Army
Apulia to Trieste.
Fleet Adriatic convoys Army Apulia to
Trieste.
Fleet Venice supports Fleet Adriatic to
hold.
ENGLAND
Fleet Irish Sea to the English Channel.
Fleet
Yorkshire to the North Sea.
Fleet Edinburgh supports Fleet
Yorkshire to the North Sea.
Fleet London supports Fleet Yorkshire
to the North Sea.
FRANCE
Army Picardy to London.
Fleet
English Channel convoys Army Picardy to London.
Fleet Belgium
supports Fleet English Channel to hold.
GERMANY
Army Norway
to Belgium.
Fleet North Sea convoys Army Norway to Belgium.
GM'S
CONVOY LIST
Rumania: Black Sea. [had subvtd. self]
[Futile]
Apulia: Adriatic Sea. [had subvtd. self]
[Indomitable]
Picardy: English Channel. [had subvtd. Nwy.]
[Indomitable]
Norway: North Sea. [had subvtd. Pic.] [Futile]
All
four convoys escape subversion, two by being Futile and two by
being
Indomitable. The Rumania convoy is Futile because, even if
it could cut
the one Turkish support, the Turkish attack would
still disrupt the
convoy. The Apulia convoy is Indomitable because
it would survive even if
Fleet Trieste's support remained in
force. The Picardy convoy is
Indomitable because it would survive
even if the Norway convoy cut its
Belgian support. The Norway
convoy is Futile because the English attack
would still disrupt it
even if the Picardy convoy cut the one English
support.
A second annotated example:
TURKEY
Fleet
Constantinople to the Black Sea.
Fleet Ankara supports Fleet
Constantinople to the Black Sea.
Fleet Bulgaria (east coast) to
the Black Sea.
Fleet Armenia supports Fleet Bulgaria (e.c.) to the
Black Sea.
RUSSIA
Army Rumania to Ankara.
Fleet Black
Sea convoys Army Rumania to Ankara.
AUSTRIA
Fleet Albania
to the Adriatic Sea.
Fleet Trieste supports Fleet Albania to the
Adriatic Sea.
ITALY
Army Apulia to Trieste.
Fleet
Adriatic convoys Army Apulia to Trieste.
ENGLAND
Fleet
Irish Sea to the English Channel.
Fleet Wales supports Fleet Irish
Sea to the English Channel.
Fleet Yorkshire to the North
Sea.
Fleet London supports Fleet Yorkshire to the North
Sea.
FRANCE
Army Picardy to London.
Fleet English
Channel convoys Army Picardy to London.
Fleet Belgium supports
Fleet English Channel to hold.
GERMANY
Army Norway to
Belgium.
Fleet North Sea convoys Army Norway to Belgium.
GM'S
CONVOY LIST
Rumania: Black Sea. [subverts itself]
[Confused]
Apulia: Adriatic Sea. [subverts itself] [merely
subvtd.]
Picardy: English Channel. [subverts Norway]
[Confused]
Norway: North Sea. [subverts Picardy] [merely
subvtd.]
None of the four convoys escapes subversion. Two of
the four are
Confused. The Rumania convoy is Confused because it
survives only if it
fails to cut Fleet Ankara's support. The
Picardy convoy is Confused
because it survives only if the Norway
convoy fails to cut Fleet Belgium's
support. Such convoy knots
cannot be solved directly; Steps 12 and 13
solve them
indirectly.
Steps 12 and 13 extend this second example.
*
* *
11. Repeat Steps 5 through 9.
If Step 10 has found
at least one Futile or Indomitable convoy, then
return to Step 5
now, to perform the 5-6-7-8-9 loop as many times as
needed, until
that loop can have no further effect. When the loop can
have no
further effect, continue with Step 12 rather than Step 10.
This
Step 11 cleans up any circles of subversion that Step 10, by
finding
Futile and Indomitable convoys, has been able to break. If
any circles
remain after Step 11, they will be unbreakable
circles. Steps 12 and 13
below indirectly resolve such unbreakable
circles.
An annotated example:
TURKEY
Fleet Constantinople to the Black Sea.
Fleet
Ankara supports Fleet Constantinople to the Black Sea.
Fleet
Bulgaria (east coast) to the Black Sea.
Fleet Armenia supports
Fleet Bulgaria (e.c.) to the Black Sea.
Fleet Naples to the
Tyrrhenian Sea.
Fleet Ionian Sea supports Fleet Naples to the
Tyrrhenian Sea.
RUSSIA
Army Rumania to Ankara.
Fleet
Black Sea convoys Army Rumania to Ankara.
Fleet Livonia supports
German Fleet Baltic Sea to hold.
AUSTRIA
Fleet Albania to
the Adriatic Sea.
Fleet Trieste supports Fleet Albania to the
Adriatic Sea.
ITALY
Army Apulia to Trieste.
Fleet
Adriatic Sea convoys Army Apulia to Trieste.
Army Rome to
Tunis.
Fleet Tyrrhenian Sea convoys Army Rome to Tunis.
Fleet
Tuscany supports Fleet Tyrrhenian Sea to hold.
ENGLAND
Fleet
Yorkshire to the North Sea.
Fleet London supports Fleet Yorkshire
to the North Sea.
Fleet Irish Sea to the English Channel.
Army
North Africa to Tuscany.
Fleet Western Mediterranean convoys Army
North Africa to Tuscany.
Fleet Gulf of Lyon convoys Army North
Africa to Tuscany.
Fleet Tunis supports Fleet Western
Mediterranean to hold.
FRANCE
Army Picardy to London.
Fleet
English Channel convoys Army Picardy to London.
Fleet Belgium
supports Fleet English Channel to hold.
Fleet Marseilles to the
Gulf of Lyon.
Fleet Spain (south coast) supports Fleet Marseilles
to Lyon.
GERMANY
Army Norway to Belgium.
Fleet North Sea
convoys Army Norway to Belgium.
Army Sweden to Livonia.
Fleet
Baltic Sea convoys Army Sweden to Livonia.
GM'S CONVOY
LIST
Rumania: Black Sea. [subverts itself] [Confused]
Apulia:
Adriatic Sea. [subverts itself] [merely subvtd.]
Rome: Tyrrhenian
Sea. [had subvtd. NAf.]
N.Afr.: W.Med.; Lyon. [had subvtd. Rome]
[Futile]
Picardy: English Channel. [subverts Norway]
[Indomitable]
Norway: North Sea. [had subvtd. Pic.] [merely
subvtd.]
Sweden: Baltic Sea. [had subvtd. self]
[Indomitable]
Step 10 finds five circles of subversion:
Rumania; Apulia;
Rome-North-Africa; Picardy-Norway; Sweden. It
cannot find any chinks in
the Rumania and Apulia circles, but it
can and does find Futile or
Indomitable convoys in each of the
Rome-North-Africa, Picardy-Norway and
Sweden circles. We will not
expect this Step 11 to do anything with the
former two circles,
but we will expect it fully to resolve the latter
three. Step 11
notes that Step 10 has indeed broken some circles, so it
sends us
up to the top of Step 5 to begin cleaning the broken circles
up.
Step 5 finds Rumania, Apulia and Norway to remain
subverted. North
Africa, Picardy and Sweden escape subversion
because Futile and
Indomitable convoys cannot be subverted. Rome
escapes subversion only
because North Africa, being Futile, cannot
subvert it. (Were there no
French Fleet Spain, then North Africa,
being Indomitable, could indeed
subvert Rome. Rome would then be
Confused.) Steps 6 and 7 disrupt North
Africa, striking North
Africa from the convoy list. Steps 6 and 7 try to
disrupt Picardy
and Rome, too, but fail. Since Picardy, Rome and Sweden
are
neither subverted nor Futile, Step 8 lets Army Picardy cut
Fleet
London's support, lets Army Rome cut Fleet Tunis' support
and lets Army
Sweden cut Fleet Livonia's support. Step 9 loops
back to the top of Step
5.
Step 5 finds only Rumania and
Apulia to remain subverted. Norway escapes
subversion because its
formerly vulnerable support in London has now been
cut. Steps 6
and 7 try and fail to disrupt Norway. Since Norway is
neither
subverted nor Futile, Step 8 lets Army Norway cut Fleet
Belgium's
support. Step 9 loops back to the top of Step 5.
Step
5 finds only Rumania and Apulia to remain subverted. Steps 6, 7 and
8
can do nothing. Step 9 observes that the 5-6-7-8-9 loop has
now
evidently done all it can do, so it breaks out of the loop and
proceeds
directly to the top of Step 12.
Notice how this
Step 11 has exploited the chinks in the Picardy-Norway
and
Rome-North-Africa circles to break them open and resolve them.
A second annotated example:
FRANCE
Army
Wales to Brest.
Fleet English Channel convoys Army Wales to
Brest.
Fleet Belgium supports Fleet English Channel to hold.
Army
Gascony to Edinburgh.
Fleet Mid-Atlantic convoys Army Gascony to
Edinburgh.
Fleet North Atlantic convoys Army Gascony to
Edinburgh.
Fleet Norwegian Sea convoys Army Gascony to
Edinburgh.
GERMANY
Army Norway to Belgium.
Fleet North
Sea convoys Army Norway to Belgium.
ENGLAND
Fleet Yorkshire
to the North Sea.
Fleet Edinburgh supports Fleet Yorkshire to the
North Sea.
Fleet Picardy to the English Channel.
Fleet Irish
Sea to the Mid-Atlantic.
Fleet Brest supports Fleet Irish Sea to
the Mid-Atlantic.
ITALY
Fleet North Africa to the
Mid-Atlantic.
Fleet Western Med. supports Fleet N. Africa to the
Mid-Atlantic.
GM'S CONVOY LIST
Wales: English Channel.
[subverts Gascony] [Indomitable]
Gascony: MAt; NAt; Nwg. [subverts
Norway] [Confused]
Norway: North Sea. [had subvtd. Wal.] [merely
subvtd.]
Step 10 finds the one large Wales-Gascony-Norway
circle of subversion. It
finds a chink in the circle at Wales,
finding that convoy Indomitable. We
will therefore expect this
Step 11 fully to resolve the circle. Step 11
notes that Step 10
has indeed broken a circle, so it sends us up to top of
Step 5 to
begin cleaning the broken circle up.
Step 5 finds Gascony and
Norway to remain subverted. Wales escapes
subversion because
Indomitable convoys cannot be subverted. Steps 6 and 7
let the
English Fleet Picardy try and fail to disrupt the Wales convoy,
but,
because Gascony and Norway remain subverted, Steps 6 and 7 cannot
yet
resolve the attacks against the Mid-Atlantic and the North
Sea. Since
Wales is neither subverted nor Futile, Step 8 lets the
French Army Wales
cut the English support at Brest. Step 9 loops
back to the top of Step 5.
Step 5 finds only Norway to remain
subverted. Gascony escapes subversion
because its formerly
vulnerable support at Brest has now been cut. Steps
6 and 7 let
the Italian attack disrupt the now-unsubverted Gascony convoy.
Since
the Gascony convoy has now been disrupted, Step 8 cannot let
Army
Gascony cut any support. Step 9 loops back to the top of Step
5.
Step 5 finds no convoy to remain subverted. Norway escapes
subversion
because its formerly vulnerable support at Edinburgh is
now no longer
under convoyed attack. Steps 6 and 7 let the English
Fleet Yorkshire
disrupt the now-unsubverted Norway convoy. Step 8
therefore refuses to
let Army Norway cut Fleet Belgium's support.
Step 9 loops back to the top
of Step 5.
Step 5 finds no
convoy to remain subverted. Steps 6 and 7 can no longer
find any
unsubverted convoy to disrupt. Step 8 can do nothing. Step 9
observes
that the 5-6-7-8-9 loop has now evidently done all it can do, so
it
breaks out of the loop and proceeds directly to the top of Step 12.
Notice how this Step 11 has exploited the chink in
the
Wales-Gascony-Norway circle to break it open and to pry one
convoy at a
time off the broken end, thus to clean the entire
circle up. Notice also
how the procedure could not tell the fate
of the Belgian support until the
procedure had travelled all the
way around the circle, so to speak -- but
how this was okay
because, as it happened, the Belgian support didn't
matter,
anyway. Had the support mattered, there would have been no
chink;
Step 11 would not have been able to touch the circle, which
would have had
to wait for Step 13 indirectly to resolve it.
Step 13 extends this second example.
* * *
12.
Resolve unconfused circles of subversion.
If all a circle's
convoys remain subverted, but none of the circle's
convoys is
Confused (see Step 10), then this Step 12 resolves the impasse
by
letting all the circle's convoys be disrupted. Cancel the
convoyed
move of every convoy in the circle. Then, among the
fleets of the
circle's convoys, identify all the convoying fleets
that are under attack.
Resolve the set of attacks against each of
the convoying fleets, according
to the standard instructions for
resolving attacks, given in Step 19
below. Then strike all the
circle's convoys from the convoy list.
Working on Step 10's
(not Step 11's) second example, this Step 12 finds
three
unbreakable circles of subversion: Rumania; Apulia;
Picardy-Norway.
The Rumania and Picardy-Norway circles both
contain Confused convoys, so
this Step 12 addresses only the
Apulia circle. It cancels the Italian
Army Apulia's move, lets the
Austrian Fleet Albania dislodge the Italian
Fleet Adriatic, and
strikes the Apulia convoy from the convoy list.
* * *
13.
Resolve confused circles of subversion.
If all a circle's
convoys remain subverted, and one or more of the
circle's convoys
is Confused (see Steps 10 and 12), then this Step 13
resolves the
impasse as a grand standoff. Cancel the convoyed move of
every
convoy in the circle. Cancel also all attacks against the
circle's
convoying fleets. Then strike all the circle's convoys
from the convoy
list.
Working further on Step 10's second
example, this Step 13 finds two
remaining circles of subversion:
Rumania; Picardy-Norway. It cancels the
moves of the Russian Army
Rumania, the French Army Picardy and the German
Army Norway, then
cancels the attacks by the Turkish Fleets Constantinople
and
Bulgaria (east coast) and the English Fleets Irish Sea and
Yorkshire,
then strikes all three convoys from the convoy list.
The Ankara, London
and Belgium supports survive uncut. It's a
grand stand-off: the convoying
fleets survive undislodged but the
vulnerable supports are not cut and the
convoys do not go through.
Shifting our attention to Step 11's second example and adding
the
following fleet to that example yields the convoy list below:
ENGLAND
Fleet London supports Fleet
Picardy to the English Channel.
GM'S CONVOY LIST
Wales:
English Channel. [subverts Gascony] [Confused]
Gascony: MAt; NAt;
Nwg. [subverts Norway] [Confused]
Norway: North Sea. [subverts
Wales] [merely subvtd.]
This Step 13 finds the one large
Wales-Gascony-Norway circle of
subversion. As the reader may
verify, Step 11 above is unable to crack
this circle. Step 12
cannot resolve it because it includes Confused
convoys. This Step
13 therefore cancels the moves of all three convoyed
armies, but
also cancels the attacks by the Italian Fleet North Africa and
the
English Fleets Irish Sea, Yorkshire and Picardy. It then strikes
all
three convoys from the convoy list. The Brest, Edinburgh and
Belgium
supports survive uncut.
* * *
Steps 4 and 8
are the only chances to cut support simply by attacking
the
supporter. Thus, any supports that remain intact at this point
in the
procedure are safe from being cut, unless and until the
supporter actually
gets dislodged (which could happen in Step 19
below).
Steps 1 through 13, in addition to being concerned
with the cutting of
supports, have largely been concerned with the
proper handling of convoy
situations. In the steps below, the
convoying fleets themselves don't
really matter any longer; the
convoys have gone through, so to speak, and,
if any convoying
fleet were going to be dislodged or any convoy were going
to be
cancelled, it would have been, already, in Steps 6 and 7 (or
possibly
12 and 13) above. Note that this does not mean that the
convoyed
attacks necessarily will succeed; they can still be stood
off, just as any
attack can be. If stood off, a convoyed attacker
is stood off all the way
back to the land province it came from.
(It is interesting to notice the progression in Steps 1
through 13 above
-- how the steps generally have dealt with
progressively unlikelier convoy
scenarios, until finding the last
possible scenario in Step 13, a scenario
so unlikely that the
chance the reader ever will see it arise naturally in
a game seems
small. Steps 14 through 20 below, by contrast, will be seen
to
follow an opposite progression in movement and combat scenarios;
the
steps generally will deal with progressively likelier movement
and combat
scenarios, until finding in Steps 18 through 20 the
general scenario that
almost certainly occurs every season.)
*
* *
14. Let rings of attack advance.
What is a ring of
attack? A ring of attack is three or more units, each
attacking
the next, to form a closed circle of attack. An example:
GERMANY
Army Munich to Bohemia.
AUSTRIA
Army
Bohemia to Tyrolia.
Army Tyrolia to Munich.
Two units may
form a ring of attack, but only if at least one of the two
attacks
by convoy; otherwise, it's not a ring but just an
ordinary
head-to-head battle.
Ordinarily, all the units in
a ring of attack just advance, but an extra
attacker can
interfere, breaking the ring. Let's add an extra attacker to
our
example:
ITALY
Army Venice to
Tyrolia.
Handle each ring of attack in the following way --
First identify all the target spaces in the ring where an
extra attacker
interferes. (In our example, Tyrolia is the only
interference space.)
Cancel all but the single strongest attack
against each interference
space. Where two attacks tie for
strongest, cancel all the attacks -- and
make a note that the
target space was the site of a standoff on the move.
If the
ring of attack has survived intact, with all the ring's
attacks
surviving any interference, then let all the ring's
attackers advance in
their ring now. If interference has broken
any part of the ring, though,
then do nothing further with the
ring at this time; the broken ring is
indeed no longer a ring.
In our example, both attacks against Tyrolia (Austrian Army
Bohemia to
Tyrolia; Italian Army Venice to Tyrolia) get cancelled.
No one interferes
with the other two attacks (Austrian Army
Tyrolia to Munich; German Army
Munich to Bohemia); they both
survive this Step 14. But the interference
has broken the ring, so
we do nothing further with the ring at this time;
we expect Steps
18 and 19 below to resolve the two surviving attacks.
Let's
add a fifth unit to our example:
AUSTRIA
Army
Trieste supports Army Bohemia to Tyrolia.
What do we do now?
Since the Austrian Army Bohemia now has the single
strongest
attack on Tyrolia, we cancel only the interfering Venetian
attack.
The ring has survived intact, so we just let all three of the
ring's
attackers advance at this time.
* * *
The instructions
for the final six steps, below, are technical and dense,
but
particularly important to understand correctly. Five
thorough
examples are provided, one for Step 17 alone, two for
Steps 15 through 17
together, one for Step 18 alone, and one for
Steps 18 through 20 together.
It is strongly suggested that the
first-time reader of this Technical
Guide actually set the pieces
up on his game board and play through the
examples; failure to do
so is likely to lead only to confusion. It is
also suggested that
the first-time reader learn Steps 18 through 20 first,
and then
return to learn Steps 15 through 17. Of course, if the reader
has
not yet read and understood his rulebook, then he will want to do
that
first, for, without that background, he cannot reasonably
expect to
understand correctly this Technical Guide.
* * *
15. Identify head-to-head battles.
Two units, each
attacking the other directly, without convoy, make a
head-to-head
battle. If outside attackers attack either or both of the
two
head-to-head units, then they are part of the battle, too.
Make
a list of all the head-to-head battles on the board. Note on
the
list, for each of the battles, whether the battle is balanced
or
unbalanced.
What, precisely, makes a head-to-head
battle balanced or unbalanced?
A head-to-head battle is
balanced if the two head-to-head units each
attack the other with
equal strength, or if they are countrymen (that is,
if both belong
to the same Great Power). Otherwise, with one possible
exception,
the head-to-head battle is unbalanced. The one exception:
support
given by the weaker unit's countrymen to the stronger unit's
attack
cannot unbalance the battle.
(If this seems confusing, then
here's how it all looks from a player's
point of view. If you
provide support for an attack on your own
countryman, that support
will be counted only up to the point where it
balances the battle.
You can never unbalance a battle against your own
countryman. In
other words, you can never dislodge, or provide useful
support for
someone else to dislodge, one of your own units.)
An example:
AUSTRIA
Fleet Ionian Sea to the Aegean
Sea.
Fleet Eastern Mediterranean supports Fleet Ionian to the
Aegean.
Fleet Adriatic Sea supports Turkish Fleet Aegean to the
Ionian.
Fleet Albania supports Turkish Fleet Aegean to the
Ionian.
Fleet Greece supports Turkish Fleet Aegean to the
Ionian.
TURKEY
Fleet Aegean Sea to the Ionian Sea.
Fleet
Smyrna supports Austrian Fleet Ionian to the Aegean.
Fleet
Constantinople to the Aegean Sea.
ITALY
Fleet Naples to the
Ionian Sea.
Fleet Apulia supports Fleet Naples to the
Ionian.
Fleet Tyrrhenian Sea supports Fleet Naples to the
Ionian.
Fleet Tunis supports Fleet Naples to the
Ionian.
RUSSIA
Fleet Black Sea to Constantinople.
The
Turkish attack beats the Austrian attack four to three -- but
the
Turkish attack has Austrian support, without which it could
not beat the
Austrian attack. The battle therefore balances three
to three. Is the
Turkish attack
therefore
only three strong? No. Even though the Austrian
supporters refuse
to unbalance the battle against their own Austrian
countryman,
they still make the Turkish attack fully four strong -- strong
enough
to stand the Italian attack off in Steps 16 and 17 below.
(It
is instructive to note that, had Fleets Greece and Albania been
French
rather than Austrian, the battle would still have balanced
three to three.
But had Fleet Adriatic Sea been French, too, then
the battle would have
unbalanced four to three, in favor of the
Turkish attack. Had the two
head-to-head Fleets Aegean Sea and
Ionian Sea both been Turkish, though,
then the battle would have
balanced regardless of the number and country
of the
supports.)
The two outside attacks, by the Italian Fleet
Naples and the Turkish Fleet
Constantinople, have no influence on
whether we classify the battle as
balanced or unbalanced, but they
do indeed belong to the battle and may
very well, as we shall see,
have an important effect on the battle's
outcome. The head-to-head
battle excludes the Russian attack, though,
since its target
Constantinople is neither of the battle's two
head-to-head spaces
(the Russian attack, just as any other ordinary
attack, must wait
for Steps 18 and 19 to resolve it).
Step 16 below will resolve
the unbalanced battles; Step 17 below, the
balanced.
* *
*
16. Resolve unbalanced head-to-head battles.
Begin an
unbalanced head-to-head battle by resolving the attacks against
the
weaker head-to-head unit's space, per the standard instructions
given
in Step 19 below. Let all attacks against the weaker unit's
space join in
the fight, including any outside attacks. Let the
defender receive no
support to hold. If the head-to-head attack
beats the outside attacks,
and then also beats the defense, then
let the head-to-head attacker
advance, dislodging the defender and
cancelling the defender's move order;
the head-to-head battle is
over (if there are any outside attacks against
the now-empty space
the head-to-head attacker started from, then Steps 18
and 19 below
will handle them, but the dislodged head-to-head defender
will
take no part in that battle and will have no effect at all on
the
now-empty space).
However, if the defender survives
undislodged, or if it is dislodged by an
outside attack, then
proceed to resolve the attacks against the stronger
head-to-head
unit's space, per the standard instructions given in Step 19
below.
Let all attacks against the stronger's space join in the
fight,
including any outside attacks. Let the weaker head-to-head
unit join in
the fight, even if the weaker has been dislodged. Let
the stronger, now
the defender, receive no support to hold. If the
weaker, now an attacker,
has strength sufficient to stand all
other attacks against the stronger's
space off, then cancel all
attacks against the stronger's space; let the
stronger survive
undislodged. (In fact, even if the weaker has strength
sufficient
to dislodge the stronger, still cancel even the weaker's
attack,
and still let the stronger hold safely; the weaker head-to-head
unit
in an unbalanced battle cannot ever dislodge the stronger, no
matter
how strong the weaker's attack.) If an outside attack beats
all other
attacks against the stronger's space, though, and then
also beats the
defense, then let the outside attack advance
normally, dislodging the
defense.
(The weaker head-to-head
unit in an unbalanced head-to-head battle is
never permitted to
dislodge the stronger. Does this mean that the
weaker's attack is
meaningless? No. The weaker's attack may suffice to
stand off an
outside attack, saving the stronger from dislodgement. This
is
true even if the weaker has been dislodged by an outside attack.
If,
however, the weaker has been dislodged by the stronger's
attack, then the
weaker's attack is indeed rendered meaningless;
it has no effect
whatsoever on the space the stronger attacked
from.)
* * *
17. Resolve balanced head-to-head
battles.
Balanced head-to-head battles go a little differently
than unbalanced
ones. The key to understanding the balanced
head-to-head battle is to
understand that neither of the two
head-to-head units may move. (Does
this mean that the two
head-to-head attacks have no effect? On the
contrary. Either
head-to-head attack, or both, may save its target from
outside
dislodgement.)
Divide a balanced head-to-head battle into two
halves: one half including
the attacks against one head-to-head
space; the other half including the
attacks against the other
head-to-head space. Let each half's defender
hold without any
support to hold.
An example of a balanced head-to-head
battle:
AUSTRIA
Army Galicia to
Warsaw.
RUSSIA
Army Warsaw to Galicia.
TURKEY
Army
Rumania to Galicia.
ENGLAND
Army Livonia to
Warsaw.
GERMANY
Army Prussia to Warsaw.
Army Silesia
supports Army Prussia to Warsaw.
One half of the
battle:
RUSSIA
Army Warsaw holds.
AUSTRIA
Army
Galicia to Warsaw.
ENGLAND
Army Livonia to
Warsaw.
GERMANY
Army Prussia to Warsaw.
Army Silesia
supports Army Prussia to Warsaw.
The other half of the
battle:
AUSTRIA
Army Galicia holds.
RUSSIA
Army
Warsaw to Galicia.
TURKEY
Army Rumania to Galicia.
Resolve
each half of a balanced head-to-head battle separately,
according,
with one exception, to the standard instructions given
in Step 19 below.
The one exception: where the single strongest
attack in a half-battle is
the head-to-head attack, cancel even
the head-to-head attack; the defender
is safe. Neither
head-to-head attacker in a balanced battle may dislodge
the other.
In the example, the Austrian attack is not strong enough to
stop the
German attack from dislodging the Russian Army Warsaw.
The German
advances into Warsaw; no one else moves.
* *
*
In our example head-to-head battle given in Step 15 (not
Step 17) above,
in the half-battle over the Aegean Sea, the
Austrian head-to-head attack
beats the outside attack from
Constantinople three to one, then beats the
defense in the Aegean
Sea two to one (not three to one; while the Turkish
support does
count against the outside Turkish attack from Constantinople,
it
does not count against the Turkish defense in the Aegean Sea).
Because
the battle is balanced, though, the Austrian may not
advance in truth, and
the Turk is not dislodged. Only if the
battle were unbalanced in the
Austrian's favor would the Austrian
have a chance to advance.
In the half-battle over the Ionian
Sea, the Turkish head-to-head attack
and the outside Italian
attack stand one another off four to four, leaving
the Austrian
defender untouched. (It is instructive to note that, had the
Italian
Fleet Tunis, instead of supporting the main Italian attack, made
its
own attack against the Ionian Sea, then the Turkish
head-to-head
attack would have beaten the pair of outside Italian
attacks four to three
to one, yet still would have failed one to
one to beat the Austrian
defense in the Ionian Sea. Not that it
would have mattered: since the
battle is balanced, the Turk would
not have been allowed to advance,
anyway. Had the Austrian Fleets
Albania and Greece simply held, however
-- had only the Austrian
Fleet Adriatic Sea supported the Turkish attack
against the pair
of outside Italian attacks -- then the head-to-head
battle would
have balanced two to two, but the outside Italian attack from
Naples
would have beat the rival Turkish and Italian attacks three to two
to
one, and then would have overcome the Austrian defense in the
Ionian
Sea three to one. The Italian Fleet Naples would then have
advanced in
truth, dislodging the Austrian defense.)
A
second example may help further to illustrate the head-to-head
battle:
GERMANY
Fleet
Denmark to the North Sea.
Fleet Helgoland Bight supports Fleet
Denmark to the North Sea.
FRANCE
Fleet Belgium to the North
Sea.
Fleet Holland supports Fleet Belgium to the North Sea.
Fleet
English Channel supports Fleet Belgium to the North
Sea.
ENGLAND
Fleet North Sea to Denmark.
Fleet Skagerrak
supports Fleet North Sea to Denmark.
RUSSIA
Army Livonia to
Denmark.
Fleet Baltic Sea convoys Army Livonia to Denmark.
Army
Sweden supports Army Livonia to Denmark.
The head-to-head
battle is balanced two to two. The French attack beats
the German
attack three to two, then advances into the North Sea three to
one
against the English defense. The Russian attack, by itself, would
now
beat the German defense two to one, advancing into Denmark --
except that
the dislodged English fleet's attack still counts; it
stands the Russian
attack off, two to two, thus saving the German
Fleet Denmark from
dislodgement.
(It is instructive to
note that, had the French Fleet English Channel
supported the
German move from Denmark to the North Sea, the battle would
have
turned out rather differently. The head-to-head battle would
have
unbalanced three to two in the German's favor. The German
attack on the
North Sea would have beat the French attack on the
North Sea three to two,
then advanced, dislodging the English
fleet there three to one. What is
more, the German advance would
have cancelled the English attack on
Denmark, leaving Denmark
completely open for the Russian to convoy into,
unopposed, in Step
19 below.)
This concludes the matter of head-to-head battles.
* * *
18. List targets of attack.
(A thorough
example illustrating Steps 18 through 20 is provided at the
end of
Step 20's instructions. Feel free to refer to it.)
Make a
target list of all spaces under attack. Consider only attacks
that
remain as yet unresolved; that is, ignore moves that already
have advanced
or that we already have cancelled. List the target
spaces whether they
are empty or occupied, whether they are each
the targets of one move or
several. However, strike from the list,
at least for now, any space where
there's a unit trying to move
out of the space (Step 20 will eventually
deal with the occupied
space, but we've got to give the occupying unit a
fair chance to
move out of there before we prosecute the attack against
it).
An
example:
ITALY
Army
Rome to Venice.
Army Venice to Trieste.
Fleet Naples to the
Ionian Sea.
AUSTRIA
Army Vienna to Trieste.
Army
Budapest supports Army Vienna to Trieste.
Fleet Trieste to
Albania.
RUSSIA
Army Norway holds.
ENGLAND
Fleet
North Sea to Norway.
GERMANY
Fleet Helgoland Bight to the
North Sea.
Fleet Denmark supports Fleet Helgoland Bight to the
North Sea.
There are six target spaces: Venice, Trieste, the
Ionian Sea, Albania,
Norway and the North Sea. Three of the six,
however -- Venice, Trieste
and the North Sea -- contain units with
unresolved orders to move, so we
strike those three spaces from
the target list for now, leaving only the
Ionian Sea, Albania and
Norway. Does this mean that the attacks against
Venice, Trieste
and the North Sea will never be resolved? No; they'll
eventually
be resolved -- Step 20 will see to that -- but we cannot
resolve
them properly, can we, until we know whether Venice, Trieste and
the
North Sea are going to be empty or occupied!
Step 19 below
will resolve the attacks against the three listed spaces:
the
Ionian Sea, Albania and Norway. Then Step 20 will send us back
here
to Steps 18 and 19, to list Trieste and the North Sea, and
then to resolve
the attacks against those spaces. Then Step 20
will send us back here to
Steps 18 and 19, again, to list Venice,
and then to resolve the attack
against that space. So we must run
three times through the 18-19-20 loop,
in this example, to
complete the adjudication. This is the correct order
of things,
ensuring that every attack has its proper resolution in turn.
*
* *
19. Fight ordinary battles.
For each space on the
target list --
Identify the single strongest attack against
the target space -- that is,
the attack with the most support to
move. (Where there is only one
attack, that one, naturally, is the
single strongest.)
Cancel all attacks against the target but
the single strongest.
Where two or more attacks tie for
strongest, no attack is single
strongest, so cancel all the
attacks, strong and weak. If the target
space is occupied, then
simply let the occupying defender hold. If the
target space is
empty, then leave it empty, and make a note that the space
was
left vacant due to a standoff on the move (at retreat time, we'll
need
to remember that there was a standoff here).
If a
countryman of the single strongest attacker -- that is, a
unit
belonging to the same Great Power the attacker belongs to --
occupies the
target space, then cancel even the one attack; the
defender is safe. No
attacker may dislodge a countryman.
If
the target space is empty, then simply let the single
strongest
attacker, if there is one, advance.
If a unit
foreign to the single strongest attacker occupies the target
space,
then ask, is the one attack stronger than the defense? -- that
is,
does the one attack have more support to move than the defense
has support
to hold? If the one attack is stronger than the
defense, then, with one
possible exception (we'll discuss this in
a moment), let the attack
advance, dislodging the defense. If the
one attack is merely equal,
though, or if it is weaker, then let
the defense hold safely; cancel even
the one attack.
The
one exception: when the defender's own countryman supports the
single
strongest attack, this support does not count against the
defense; it
counts only against other attackers in the struggle
for single strongest
attack. No supporter may directly help to
dislodge its own countryman.
(The converse, though, does not
apply. Support to the defense counts
regardless of country.)
No
dislodged unit can ever give support; therefore, if a
dislodged
defender happens to be giving any support to anyone, cut
that support now.
* * *
20. Return to Step 18 if any
attacks remain unresolved.
If any move on the board remains
unresolved, then return to the top of
Step 18 now, to repeat Steps
18 and 19. Perform the 18-19-20 loop as many
times as needed to
resolve all the moves on the board. Notice that,
because Step 14
above has either resolved or broken any rings of attack,
and
because Steps 15, 16 and 17 above have resolved any
head-to-head
battles, the 18-19-20 loop is guaranteed to resolve
all the moves on the
board within a finite number of iterations.
* * *
A thorough example illustrating Steps 18 through
20 might be helpful. Get
your game board out and set this one up:
TURKEY
Fleet
Tunis holds.
AUSTRIA
Fleet Western Mediterranean to
Tunis.
Army North Africa supports Fleet Western Mediterranean to
Tunis.
Fleet Ionian Sea supports Turkish Fleet Tunis to
hold.
ITALY
Fleet Tyrrhenian Sea to the Western
Mediterranean.
Army Marseilles supports French Fleet Gascony to
Spain.
FRANCE
Fleet Spain (south coast) to the Western
Mediterranean.
Fleet Mid-Atlantic supports Fleet Spain (south
coast) to W. Med.
Fleet Gulf of Lyon supports Italian Fleet
Tyrrhenian to W. Med.
Fleet Gascony to Spain (north
coast).
GERMANY
Fleet Bothnia supports English Army Finland
to St. Petersburg.
Army Prussia to Warsaw.
Army Silesia
supports Army Prussia to Warsaw.
Army Berlin to
Prussia.
RUSSIA
Army Warsaw holds.
Fleet St. Petersburg
(south coast) to the Gulf of Bothnia.
Fleet Barents Sea supports
English Army Finland to St. Petersburg.
Army Livonia to St.
Petersburg.
Army Moscow supports Army Livonia to St.
Petersburg.
ENGLAND
Army Finland to St. Petersburg.
Fleet
Skagerrak to Sweden.
In the example, before we even reach Step
18, the Russian Fleet St.
Petersburg has tried up in Step 4 to
cut the support given by the German
Fleet Gulf of Bothnia, but the
German support remains intact because it
supports an attack
against St. Petersburg itself.
We begin Step 18 by listing
target spaces: Sweden, Warsaw, Prussia, Tunis,
the Western
Mediterranean, Spain, the Gulf of Bothnia and St. Petersburg.
Because
Prussia, the Western Mediterranean, Spain and St. Petersburg
each
contain a unit with an unresolved order to move, we remove
these four
spaces from the target list, leaving only Sweden,
Warsaw, Tunis and the
Gulf of Bothnia on the list. We proceed now,
with Step 19, to resolve the
attacks against each of the four
target spaces that remain on the list.
Sweden: The English
attack is the single strongest attack against Sweden
(in fact, it
is the only attack against Sweden). Since Sweden is empty,
we just
let the attacker advance.
Warsaw: The German attack is the
single strongest attack against Warsaw
(in fact, it is the only
attack against Warsaw). As single strongest
attack, it beats the
Russian defense two to one, advancing into Warsaw and
dislodging
the defense.
Tunis: The Austrian attack is the single
strongest attack against Tunis
(in fact, it is the only attack
against Tunis). As single strongest
attack, it fails two to two to
beat the Turkish defense. The Turkish
defender holds safely. The
Austrian attacker is left standing, without
any support to hold,
in the Western Med.
The Gulf of Bothnia: The Russian attack is
the single strongest attack
against the Gulf of Bothnia (in fact,
it is the only attack against the
Gulf of Bothnia). As single
strongest attack, it fails one to one to beat
the German defense.
The Russian attacker is left standing, without any
support to
hold, in St. Petersburg, on the south coast.
We have now
exhausted our target list, so we proceed to Step 20 where we
observe
that several attacks still remain unresolved. We loop
back,
accordingly, to the top of Step 18.
We begin Step 18
again as before, listing target spaces: Prussia, the
Western
Mediterranean, Spain and St. Petersburg. Because Spain still
contains
a unit with an unresolved order to move, we remove that space
from
the target list, leaving only Prussia, the Western Mediterranean
and
St. Petersburg on the list. We proceed now, with Step 19, to
resolve the
attacks against each of the three target spaces that
remain on the list.
Prussia: The German attack is the single
strongest attack against Prussia
(in fact, it is the only attack
against Prussia). Since Prussia is empty,
we just let the attacker
advance.
The Western Mediterranean: The Austrian fleet here
has failed in an
attempt to move, so must now attempt to hold
without support. There are,
however, not one but two attacks
against the space. The two attacks tie
for single strongest, two
to two. Either attack, by itself, would have
dislodged the
Austrian fleet two to one, but, since neither attack is
single
strongest, we cancel them both. The Austrian defender holds
safely,
never having actually had to defend. (It is instructive to
note,
however, that, had the Austrian defender been trying to give
support
rather than to move, then the support would not have
survived Step 4
above. Either or both attacks would have cut it.)
St. Petersburg: The English attack from Finland beats the
Russian attack
from Livonia three to two, so we cancel the Russian
attack, leaving only
the English attack as single strongest. The
support by the Russian Fleet
Barents Sea to the English attack did
indeed count against the rival
Russian attack from Livonia, but it
does not count against the Russian
defense in St. Petersburg.
Still, with the help of the German support,
the English attack
succeeds, advancing against the defense two to one.
(It is
instructive to note that, had there been one additional unit in
the
example -- Russian Fleet Baltic Sea supports Fleet St.
Petersburg (south
coast) to the Gulf of Bothnia -- then the
Russian Fleet St. Petersburg
would have advanced into the Gulf of
Bothnia, dislodging the German fleet
there and cutting the German
support. Then the English attack on St.
Petersburg would merely
have stood off the Russian attack on that space,
two to two,
leaving St. Petersburg an empty standoff zone.)
We have now
exhausted our target list, so we proceed to Step 20 where we
observe
that the attack on Spain still remains unresolved. We loop
back,
accordingly, to the top of Step 18.
We begin Step 18
again as before, listing the target spaces: this time,
Spain only.
We proceed, with Step 19, to resolve the attack against that
one
space.
Spain: The French fleet here has failed in an attempt
to move, so must
now attempt to hold without support. The attack
from Gascony is the
single strongest (and, in fact, the only).
Fleet Gascony would advance
two to one, except that the defender
in Spain is a countryman. We simply
cancel the attack, regardless
of how strong it is. (It is instructive to
note that, had Army
Marseilles been French rather than Italian and Fleet
Gascony
Italian rather than French, then the attack from Gascony would
still
have failed, but for a different reason. The reason: the
French
support would not have counted against the French defense
in Spain, so the
Italian attack would have failed one to one. Of
course, had both Fleet
Gascony and Army Marseilles been Italian,
then the attack would have
advanced two to one, dislodging the
French defense.)
At this point, no attack remains unresolved,
so that's the end of the
procedure.
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IX.
THE SUPPORT ORDER
As Chapter VII has noted, there exist two
distinct kinds of support order:
the support to hold and the
support to move. A support order cannot be
both; it must be one or
the other.
A unit giving support, whether support to hold or
to move, must have the
ability to move without convoy to the
target space for that support, if it
were unopposed by other
units; otherwise, the support is illegal. (Coasts
don't matter,
only spaces. Accordingly, though Fleet Spain (south coast)
could
not support Fleet Gascony to hold, Fleet Gascony could indeed
support
Fleet Spain (south coast) to hold, or even support Fleet Portugal
to
move to the south coast of Spain.) In a support to move, the
target
space is the space the mover moves to, not the space it
moves from; thus,
Army Moscow could support Army Warsaw to hold or
Army Galicia to Warsaw,
but could not support Army Warsaw to
Galicia.
An order to support a hold names only the unit
supporting and the unit
supported; it does not say specifically
what the unit supported is doing.
A hold-support can actually
give support whether the supported unit holds,
supports or
convoys, so long as that unit does not attempt to move. For
example,
the following suffices to support Fleet North Sea against
attack,
whether Fleet North Sea holds, supports or convoys: Fleet
Edinburgh
supports Fleet North Sea to hold.
An order to
support a move names the unit supporting, the unit moving and
the
target space of the move. It does not say whether the move is
direct
or by convoy, though, nor does it name a target coast. For
example, the
following suffices to support either a direct move or
a move by convoy:
Fleet Gascony supports Army Marseilles to
Spain. And the following
suffices to support a fleet moving to
either coast: Fleet Gascony supports
Fleet Portugal to Spain. If a
support tries to include information on
convoys or coasts, then
that is just extra information that the GM
disregards.
One
cannot legally order a unit to support an illegal move; thus,
one
cannot legally order Army Ukraine to support Army Paris to
Moscow.
Support may indeed be given to a foreign unit.
Examples: Russian Fleet
Edinburgh supports French Fleet North Sea
to hold; English Fleet Gascony
supports Italian Army Marseilles to
Spain.
No unit may support itself, neither to hold nor to
move. No unit may
support an attack against itself, either (that
is, Army Munich may not
support Army Silesia to Munich).
Support
may not be ordered at retreat time, only at movement time.
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X.
CUTTING SUPPORT
This Technical Guide has much to say about the
cutting of support, but all
of that is said in Chapter VIII above.
The only additional remark would
be that there is no
support-cutting at retreat time, because there is no
support at
retreat time.
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XI.
RETREATS
A dislodged unit may not retreat to any space which
is occupied, nor to a
space which was left vacant due to a
standoff during that turn. A unit
dislodged by a direct,
non-convoyed attack may not retreat to the space
its attacker came
from. If no place is available for retreat, the
dislodged unit is
destroyed; its marker is removed from the board at the
end of the
move, before the players even write their retreats.
A player
may choose to disband a unit, removing it from play, rather than
to
retreat it. If two or more units are ordered to retreat to the
same
space, they are all disbanded. Retreats may neither be
convoyed nor
supported.
Examples of retreat orders: Army
Galicia retreats to Silesia; Fleet
Mid-Atlantic retreats to Spain
(south coast); Army Rome disbands.
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XII.
THE CONVOY ORDER
Your rulebook explains the basic concept of
the convoy; this chapter
presumes that the basic concept is
familiar to you.
An order to move by convoy names the army
moving and the target land
province, but does not mention any
coasts; an example: Army Naples to
Spain. The order ordinarily
need not specifically say that the move is by
convoy; if, however,
the target is adjacent, then the order must indeed
specifically
say, or the direct move is assumed; that is, if Army
Rumania
wishes to move to Sevastopol by convoy, then it must say so:
Army
Rumania to Sevastopol by convoy.
An order to convoy
names the convoying fleet, the convoyed army and the
target
province of the army's move, but does not mention any coasts;
an
example: Fleet Gulf of Lyon convoys Army Naples to Spain.
One
can legally order neither an army to move by convoy nor a fleet
to
convoy if there exists no possible complete convoy chain to
carry the army
to its destination; thus, if the Skagerrak stands
vacant, then one can
legally order neither Army Sweden to move to
Yorkshire nor Fleet North Sea
to convoy Army Sweden to Yorkshire.
One cannot legally order a fleet to
convoy if the fleet could not
possibly take part in the convoy; thus, if
the Western
Mediterranean stands vacant, then one cannot legally order
Fleet
Mid-Atlantic to convoy Army Naples to Spain. No convoy chain can
pass
through the same body of water twice; as a consequence, one can
never
legally order Fleet Irish Sea to convoy Army Naples to
Spain. One cannot
legally order an army to move to the space it
already occupies, neither
directly nor by convoy.
Only
fleets in bodies of water may convoy. A fleet in a land province
may
not convoy, not even if the province is Denmark, Kiel or
Constantinople.
A fleet may indeed convoy a foreign army; an
example: German Fleet English
Channel convoys English Army London
to Picardy. And two or more fleets
need not be countrymen to form
a convoy chain together; an example:
Austrian Fleet Tyrrhenian Sea
convoys Italian Army Naples to Spain;
Italian Fleet Gulf of Lyon
convoys Army Naples to Spain.
There are neither convoys nor
moves by convoy at retreat time, only at
movement time.
--------------------------------------------------------------------------
XIII.
GAINING AND LOSING UNITS
At the end of the Fall season, after
all moves and retreats, any unit that
occupies a supply center
that its country does not already control
captures that center for
its country. The capturing country then
continues to control the
center until another country captures the center
at the end of a
future Fall season, even if the center is left empty in
the
meantime, even if another country's unit is in the space at the end
of
a Spring season.
To end the game year, after the capture
of supply centers, the players
adjust. A player who has fewer
centers than units on the board must
remove the excess units only.
A player who has more centers than units on
the board may build
enough new units to make up the difference. A player
who has equal
numbers of centers and units, though, doesn't adjust at all.
A
removing player may choose freely which of his units to remove, but
he
must remove the exact number required, neither more nor fewer.
When a removing player fails to order sufficient removals,
the GM removes
further units to meet the required number. He
removes first the units
that stand most distant from home. To
measure the distance from home, an
army counts the smallest number
of moves it would have to make to reach a
home center in its own
country, if it were the only unit on the board and
if it had the
fictional ability to enter both bodies of water and land
provinces
(but not Switzerland); a Russian army in Constantinople, for
example,
would stand two spaces distant from home. A fleet measures
the
distance from home a little differently: it counts the
smallest number of
legal fleet-moves it would have to make to
reach a home center in its own
country, if it were the only unit
on the board, but with no fictional
ability; a Russian fleet on
the south coast of Bulgaria, for example,
would stand three spaces
distant from home. It does not matter for this
purpose,
incidentally, whether a foreign Power controls the nearest
home
center; in the examples, the Russian army and the Russian
fleet could
still trace routes to Sevastopol, even if Turkey
presently controlled that
center.
When an army and a fleet
stand equally distant from home, the GM removes
the fleet before
the army. When two units of the same kind stand equally
distant
from home, the GM removes first the unit that stands in the
space
whose name comes earlier in English-language alphabetical
order. The
correct English-language alphabetical order, according
to Oxford and
Webster alike: Adriatic Sea, Aegean Sea, Albania,
Ankara, Apulia, Armenia,
Baltic Sea, Barents Sea, Belgium, Berlin,
Black Sea, Bohemia, Gulf of
Bothnia, Brest, Budapest, Bulgaria,
Burgundy, Clyde, Constantinople,
Denmark, Eastern Mediterranean,
Edinburgh, English Channel, Finland,
Galicia, Gascony, Greece,
Helgoland Bight, Holland, Ionian Sea, Irish Sea,
Kiel, Liverpool,
Livonia, London, Gulf of Lyon, Marseilles, Mid-Atlantic
Ocean,
Moscow, Munich, Naples, North Africa, North Atlantic Ocean,
North
Sea, Norway, Norwegian Sea, Paris, Picardy, Piedmont,
Portugal, Prussia,
Rome, Ruhr, Rumania, St. Petersburg, Serbia,
Sevastopol, Silesia,
Skagerrak, Smyrna, Spain, Sweden, Syria,
Trieste, Tunis, Tuscany, Tyrolia,
Tyrrhenian Sea, Ukraine, Venice,
Vienna, Wales, Warsaw, Western
Mediterranean, Yorkshire.
Turning
now from the topic of removals to the topic of builds --
A
building player, in contrast to a removing player, may, if he
wishes,
build fewer new units than he is entitled to; he may even
build none. He
may not just build anywhere, though. He may build a
new unit only in his
own home supply center in his own home
country -- and only if the center
is vacant and is presently under
his control. A building player, of
course, may not build two units
in the same center at the same time -- not
even fleets on opposite
coasts of St. Petersburg.
A build in an inland center may
naturally be a new army only, never a new
fleet. A build in a
coastal center, though, may be either a new army or a
new fleet,
whichever the builder has ordered. A Russian build in St.
Petersburg
-- the only coastal home center with two coasts -- may be a new
army,
a new fleet on the south coast, or a new fleet on the north
coast,
whichever the Russian builder has ordered.
Examples
of adjustment orders: Turkey removes Army Albania; Russia
builds
Fleet St. Petersburg (north coast).
--------------------------------------------------------------------------
XIV.
MISCELLANEOUS
The standard game of Diplomacy is played by
seven players, neither more
nor fewer.
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