Finished: 03 AM Wed 23 Nov 16 UTC
Private jrrtnerd v. icyp 1.
2 days /phase
1 excused NMR / no regaining / extend the first 2 turn(s)
Game won by jrrtolkiennerd (1594 D)

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21 Nov 16 UTC Spring, 1901: Looks good.
21 Nov 16 UTC Spring, 1901: alright, this is one of the more popular two player variants, mainly because England and Turkey are the farthest distance from each other of any country on the Classic variant.
21 Nov 16 UTC Spring, 1901: how much Diplomacy have you played?
21 Nov 16 UTC Spring, 1901: Not too much of this kind. I've played Classic before with all seven players. But no two-players before.
21 Nov 16 UTC Spring, 1901: alright, let's play through 1901 and we'll see where we are
21 Nov 16 UTC Autumn, 1901: Ok.
21 Nov 16 UTC Autumn, 1901: Wait. Did you start at English Channel or are my eyes playing tricks on me?
21 Nov 16 UTC Autumn, 1901: nope you're not wrong, on this variant England starts with their ships in the EC and NS, to counterbalance the fact that they always have to convoy any troops to mainland Europe
21 Nov 16 UTC Spring, 1902: Oh alright. Makes sense.
21 Nov 16 UTC Spring, 1902: Oh alright. Makes sense.
21 Nov 16 UTC Spring, 1902: Alright, so the main trick to winning a two-player classic variant is holding the SCs along the stalemate line that runs diagonally NE to SW across the map - these four centers are routinely St. Pete, Berlin, Munich, and Tunis. You need at least three of them to achieve the 18 SCs needed for victory
21 Nov 16 UTC Spring, 1902: Okay. By holding, do you mean getting there first and being able to maintain that?
21 Nov 16 UTC Spring, 1902: For England, this means speed to the wings that are farther away, such as St. Pete and Tunis. For Turkey, generally it's about building a strong center in the Med and the Balkans as soon as possible
21 Nov 16 UTC Spring, 1902: Correct.
21 Nov 16 UTC Spring, 1902: Alright. So based on my moves, are they generally correct so far?
21 Nov 16 UTC Spring, 1902: for the most part, the only change I would make would be the first fleet you get in Ankara. You can put it in Sevastopol, but then it has no forward motion and needs to backtrack to return to the Med.

The option I tend to prefer - (A) Con to Bulgaria, (F) Ankara to Con, (A) Smyrna to Armenia, then (A) Bulgaria to Rumania, (F) Con to Bulgaria, and (A) Armenia to Sevastopol. This leaves you with the same SCs, but Sevastopol is able to contest Moscow in case I get to St. Pete, and your starting fleet is already touching the Med
21 Nov 16 UTC Autumn, 1902: Oh. That's true. I will remember for next time.
21 Nov 16 UTC Spring, 1903: Was there a reason you moved the fleet out of Kiel?
21 Nov 16 UTC Spring, 1903: alright, good decision on the builds. usually for the two player Classic variants, about five fleets in the Med is the right amount for holding your lines wherever they end up. Any more than that and you start to run out of armies where you need them on the Continent
21 Nov 16 UTC Autumn, 1903: Was there a reason you moved the fleet out of Kiel?

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