| TITLE: DENVER: ARMADA Regatta I / Feb. 11-13,
SCORING SYSTEM: Armada I
ROUNDS: 4 rounds, fixed time, maximum season
ATTENDANCE: 41 players spread over rounds of 4-4-4-3 boards
ADMINISTRATION AND HOUSE-RULES NOTES:
A system of declining centers-needed-for-victory was used, beginning with
game-year 1904. Play in three of the four tournament rounds was required
to qualify for rankings.
Games were kept to a six-hour or 1912 end. In practice, no game went to
1912 and few games ended on time. Most games ended by either a concession/solo
or draw. Players were allowed to pace their own board though with reminders
from the Tournament Director.
The game scores, seeding, and placement were kept on a computer (PC base).
Player scores were made public at the end of rounds 2 and 3.
Unwanted convoy was not allowed. Units moving to adjacent coastal provinces
defaulted always to land movement unless specifically ordered by the owner
to move via a convoy. Only one route was allowed. Alternate convoy was
not allowed -- any dislodgment breaks the convoy. Convoy route can be
specified by the convoyer to avoid unwanted hostile dislodgment Convoyed
attacks do not cut support of coastal fleets that are giving support in
or into a space containing a convoying fleet, even if the army dislodges
the supporting fleet.
Perpetual Orders were allowed.
There was a mid-tournament lecture by hobby experts about techniques of
play. This had an impact on increasing the style, quality of play, and
tournament aptitude of the players, as reported by impartial observers.
The Diplomatic Corps Tournament Player Guide was also available on every
table throughout all the rounds.
The tournament ran very well and is a credit to the directors. It also
introduced a new concept in tournament play with the declining supply
centers needed to gain a solo win.
House rules were available at time of signing up along with the scoring
system. Two cases of ruling came up in my games that were not covered
by the House Rules and should be addressed in future editions:
1. What to do when a unit has two written orders: does the first go or
does the unit count as holding? It was ruled that the unit holds.
2. What to do when a removal order is miswritten, not just forgotten.
The House Rule has that in the case of no removal the GM will remove the
most 'injurious' to the player. However, in our game that became a delicate
point where the GM was unaware of the diplomacy around the units, therefore
most injurious to a tactical position vs. a diplomatic choice was in fact
what was done. The GM should never be placed in a position where his tactical
skill can be brought into question since simple mistakes can be made in
observation. Therefore it is suggested that something similar to the rule
book (furthest from home, fleet before army) be employed to keep the GM
off the hook.
The declining supply center count for a solo win had a profound impact
on the game and resulted in 9 solo victories out of 15 games played. Most
of the solos took place at the 13 center point, though two games were
concessions in 1905 and 1906, when the player had 13 centers and was felt
to be unstoppable given the alliance structures in the game. The effect
of the reduction in winning points makes stalemates and true tactical
draws less likely, especially when there is a large mix of new players
who find that the game advances very quickly beyond them and then suddenly
someone goes from 9 to 12 centers and is a contender to win. The tournament
also saw 5 of the 9 solo's being done by Turkey, possibly because of the
high concentration of supply centers in the Balkans and south-east and
a poor realization of the effect of the decline in centers. It should
also be noted that the classic south east stalemate from Italy-Austria-Sev
contains 14 centers while a corresponding western 14 is more spread out.
However, this is speculation and further study of this interesting approach
to the game is needed. The existence of the reduced solo center count
resulted in more solos and more excitement, especially in those several
games where there was a last minute flip-flop to create a winner. On a
negative side, there were cases where players gave up large numbers of
centers to try to stop one winner or create a winner, but this is part
of the general aspect of face-to-face tournaments that are beyond the
tournament director's control and rests on the aggravation and diplomacy
factors of the individuals involved.
Post-tournament discussion revolved around having the solo win required
to own at least 2 more centers than the next largest party rather than
just one, which would have had an impact on two of the solo wins, and
may result in more three and four way draws.
Draws including all survivors is a philosophical point that had some effect
in making a few of the larger draws, with the result that several 1 center
powers were caught in perpetual orders.
The location was in a first class hotel with excellent food and at a reasonable
price ($79 per night). The local people made an extra effort to pick up
people from the airports and were most cooperative.
|The ARMADA 2000 Regatta was my first tournament ever.
I had played the game before, but never in a tournament setting. In the
third heat I found myself in a game with Edi Birsan and Larry Peery. I had
heard that these players were good, but I wondered, "Just what is it that
makes them so good?" and I said to myself, "I'll watch them, and if I notice
them being good I'll stop them." I was then given a first hand view of their
skill which resulted in a solo victory for Edi.
I knew before that there were some parts of my game that weren't very effective,
but I didn't know what to do differently. From playing this game I have
distilled a few pieces of advice.
- Diplomacy is not just a game of "guessing who to believe." Good players
rely more on trying to influence other player's actions. Do your best to
make the other players do what you want. If you and an ally have a plan
that you like, don't just try to guess if and when they will stab you. Try
to give them every possible reason not to stab you, and don't put yourself
in a position where you will lose if they do.
- Have a plan, not just for yourself, but for every player on the board.
Often in my 1901 negotiations I found myself making plans with my neighbors
(sometimes contradictory plans) and then picking one. If I didn't border
another power I would often just say, "Have a good game." I would wind up
with a plan for myself, and maybe an ally, but very little influence on
the board. If you are England you should know whether you want Turkey to
attack Russia, and you should do everything in your power to make your desires
- They say "talk to everyone," but what should you say? Before talking
to someone, know what you want to achieve with that conversation. In addition
to specific tactical maneuvers you need longer term goals such as influencing
attitudes towards yourself and other players. Points 1-3 are summarized
by point 4.
- If you want to be good, for your next dozen games never use the phrase
"What do you want to do?" Don't ask people what they want, tell them what
they want. Your ability to convince them of this will come with practice.
- As a mediocre player playing against a good opponent the first question
you should answer is, "Who is going to stop this good player?" You can't
win if they do. Make sure you have a sensible plan from the beginning of
the game for stopping anyone better than you. Continually reevaluate this
plan to make sure it is still valid, or change it. If they have superior
tactical skill you will need superior numbers, and may need to gang up on
someone "just because they are good."
- Playing personalities goes beyond information you get within the game.
Part of your diplomacy should be discovering how the other players feel
about each other. You should also present to others a plausible picture
of your own attitudes. Don't just lie or tell the truth at random. Think
about how to cause the effect you want.