Just wanted to repost peterwiggin's excellent opening comments from a previous SoW:
Lecture 1 Spring 1901 Diplomacy
Title: Looking at the Game
We have no moves to analyze quite yet, so I will spend our first lesson describing how I think of the game. Some of this is completely original; a lot of it, however, is based on articles I've read in the Pouch*. This paradigm will be the framework for my future analyses and lectures, so pay attention!
There are three primary skills and three primary dimensions to Diplomacy. We will consider first the dimensions. The most obvious dimension is material: the goal of the game is to be the first to 18 centers, and it is easy to count the dots and armies and fleets and tell who is ‘winning,’ and for many players, that is all on which they judge an ongoing game. However, more advanced players will know that having the most centers doesn’t mean you’re winning (unless you have 18, in which case you’ve won!) – they will consider other factors, which I will divide into the dimensions of time and space. Although it is material that ultimately decides the game, advantages in time and space can be traded for advantages in material, and it is thus important to consider them. One example that illustrates this is the Orient Express opening for Austria and Italy, in which Italy leaves Tunis empty and Austria lets Italy borrow Trieste in Fall 1901 in order to gain time and space by moving the Italian fleet into the Aegean Sea. When done right, over the next few years, Italy and Austria will easily make up their temporary sacrifice in material by using their advantages in space and time to take Turkish and Russian centers.
On one level, evaluating material is as simple as counting the number of pieces a player owns. However, it must be noted that some pieces are stronger than others (but all supply centers count the same when the game ends!). For example, units that are far from their home centers represent a significant investment in time (more on that later!). The forward unit becomes even more useful when it is behind the enemy’s lines, as it can often tie up two or three opposing units all by itself. On the other hand, a unit tasked with defending multiple provinces is weak, as a savvy opponent will exploit it to break a line or pressure it, force you to reinforce it, and then shift his attack.
Likewise, there is more to space than looking at the map and seeing who owns what. Owning a space is not necessarily the same as controlling it, and it is often possible to control a space (although obviously not use it) without owning it. For example, a mistake beginning players often make is to leave no or very few forces around an agreed-upon DMZ, seeing only the fact that it is empty and missing the fact that their ‘friend’ has the units around to control it. This control can easily lead to ownership as part of a stab.
Time can be as simple as counting how far each piece has gone from its starting home center. Whenever possible, a player should strive to have his units be active – for them to actually be moving rather than bouncing, issuing supports, or worst of all, holding. Each turn is a chance to improve your position on the map, and the best way to do that is to move your pieces. That said, there definitely are times when bouncing and supports are essential: this makes time the most subtle of the dimensions to evaluate in a game, but the important thing is to keep in mind that freeing up your own units to move is generally good, as is tying down other powers’ units.
Therefore, when considering the board, good players seek to create and exploit advantages in time, space, and material in order to achieve victory or prevent somebody else’s victory: this is strategy. Strategy is the most long-range, and therefore the most difficult of the three skills to master, and, in my opinion, it is what separates the great players from the good players. When formulating strategy, in addition to the dimensions mentioned above, it is also essential to consider geography (stalemate lines, where can you or somebody else get the necessary centers to win) and your relationship with each player. Once a strategy is formulated, the skills of tactics and diplomacy are used to achieve it.
Tactics is the discipline of using units to achieve short-term goals. There are many quality articles on tactics out there+, and I will merely summarize a few of the tactical considerations and tricks available. The basics of tactics are described in the rules: moves, supports, cutting supports, and retreats. From there, we gain the more advanced concepts, such as purposefully disbanding and rebuilding, forward retreats, covering possible retreats, arranged bounces, unwanted supports, convoy switches, and, on some judges (not webdip), unwanted convoys.
Diplomacy is the art of convincing others to fall into your strategy. Persuasiveness is a large component of diplomacy, but it also includes discernment and building rapport. Diplomacy can be short term: convincing another power to support your move THIS TURN, or it can be long-term: building up relationships and knowledge of the other players so that you can better exploit and persuade them later. It is easy to assume that diplomacy is limited to press, but your moves also communicate to the other powers (in gunboat, that’s all the communication you get), and how well your moves and your press correlate can be the most influential factor of all!
This is getting rather long, so we will stop here for tonight. I hope you’re looking forward to the Spring 1901 moves as much as I am.
* http://www.diplom.org/DipPouch/Zine/S1998R/Windsor/caissa.html
+ http://www.diplom.org/Zine/W1995A/Tactics/