Finished: 01 PM Fri 05 Feb 21 UTC
Private Groton 1
1 day /phase
Unrated - Autumn, 1934, Finished
Classic, Unranked
4 excused NMR / regain after 5 turn(s) / extend always
Game won by RCJG (1105 D)

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07 Sep 20 UTC Spring, 1901: (mgerath): Why do I feel like a lamb to the slaughter?
07 Sep 20 UTC Spring, 1901: (Trustworthy Dave): Don't worry Mark, I've got your back.
07 Sep 20 UTC Spring, 1901: (SheilaJ): What's the worst that could happen? It'll be great!
08 Sep 20 UTC Spring, 1901: Me here
08 Sep 20 UTC Spring, 1901: On each action phase, you have up to four actions you may take with any of your 'forces', which is to say your armies (tanks) and your fleets (ships):

Move: You may attempt to move a force to a neighboring 'territory', outlined as the segments of this map. Fleets can only occupy coastal territories and water territories. The move action of one force has by default a 'strength' of 1.

Hold: You may direct a force to remain in the territory where it currently resides. This inhibits the ability of foreign forces to occupy that territory. By default, a force directed to hold has a hold strength of 1.

Convoy: If you have an army in a coastal territory A, and any number of fleets in the marine territories that connect A to another another coastal territory B, the army may be moved from A to B if all those fleets take the 'convoy from A to B' action. These fleets can take no further action. The entire convoy fails if one fleet is targeted with the move action of another force.

Support: This is the crux of the game and comes into play when you wish to take an action for which the base strength of 1 is insufficient. If you have a force adjacent to a territory which you wish for another force to successfully invade, or adjacent to a territory which you wish to successfully REPEL an invasion, you may take the support action on that territory.
To support a hold, just select from the action drop down for the supporting army 'Support Hold' and then the territory you wish to lend its support. Note you cannot support a hold if the force in that territory is attempting a move or if that territory is empty.
To support a move, select 'Support Move' from that drop down, then select the target of the move you wish to support, and then select the territory which holds the force you intend to support into that target territory.
Each supporting force adds 1 strength to the supported action. When actions are contested by two or more different actions, the action with the highest strength succeeds. In the event of a tie between two or more move actions, the opposing forces 'bounce' and neither enters the targeted territory. In a tie between a move and a hold, the hold action wins and the move is resisted.

If your force's hold on a territory is overcome by an opponent, you are given the option to retreat that force to an adjacent empty territory if one is available, or otherwise to disband that force altogether.

The object of the game is to occupy 18 'supply centers'. These are the territories with the circles on the map below. A territory is claimed once you successfully move a force into it and remains occupied until a foreign force moves into the same territory. By claiming a supply center, you are allowed at the end of each 'year' (or 2 turns) to build new forces in any of your 'home' territories (which are the ones you occupy at this time). However, if you lose supply centers to an opponent, you may be forced to disband some of your forces - you may not field a number of forces greater than the number of supply centers you control.
08 Sep 20 UTC Spring, 1901: If you have any questions, let me know or check the intro page at (https://www.vdiplomacy.com/intro.php) for clarification.
08 Sep 20 UTC Spring, 1901: I should amend my earlier statement to clarify that a supply center needs to be occupied at the end of the year for it to change hands.

Also, support actions may be 'cut' if the territory from which the support is issuing is the target of a move action.
08 Sep 20 UTC Spring, 1901: Q: may a fleet docked in one land area move to an adjacent land area with an adjacent coastline? Or must it first put to sea? In other words, can Russia's fleet in Sevastopol move directly to Rumania, or does it require the interim move of the Black Sea?
08 Sep 20 UTC Spring, 1901: never mind: the game is great it only gives you the available moves, and yes Russia's fleet can go to Rumania. Not that I would. That would be aggressive and out of character.
08 Sep 20 UTC Spring, 1901: GameMaster: France voted for a Cancel. If everyone votes Cancel all points will be refunded and the game will be deleted from the database.
08 Sep 20 UTC Spring, 1901: My bad. I was trying to change my move. Don't cancel.
08 Sep 20 UTC Spring, 1901: France. Can't take him anywhere....
08 Sep 20 UTC Spring, 1901: I did something! We'll see how strong England is
09 Sep 20 UTC Spring, 1901: In bocca al lupo a tutti.
09 Sep 20 UTC Autumn, 1901: Why, Wilder, I am surprised at you. If I didn't know better I'd imagine you had hostile intentions.
09 Sep 20 UTC Autumn, 1901: I was confused about the fleets I think
09 Sep 20 UTC Autumn, 1901: Now I think I get it
09 Sep 20 UTC Autumn, 1901: Anyone else feel like drinking brandy and smoking cigars as they contemplate this map?
09 Sep 20 UTC Autumn, 1901: Are you offering?
09 Sep 20 UTC Autumn, 1901: My condolences about Rumania, Wilder.

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