The Little Guy
by David Partridge
Most of the articles you've read on strategy in Diplomacy have probably been
involved with how to manipulate your fellow diplomats into falling over
themselves while you craftily manuever your way to 18 centers and the solo win.
Certainly that is the primary goal of most diplomacy players, and a good thing
to have in mind when starting out the game, but I'd like to discuss a situation
which seems to arise far more frequently than the dilemma of deciding just how
much crowing about your victory you can indulge in without being too gauche.
It's 1906 and you have only three or four centers while a steamroller is rapidly
approaching you, what do you do now?
First and foremost, don't write the game off! Comebacks by two center powers
may be rare, but they do happen, and always remember that many games end in a
draw, and you only need one center to be a part of a draw! But the end of the
game is a long time down the road, how do you survive the problems facing you
now? Your neighbors (the cowardly ones hiding behind you!) may tell you that you
have a obligation to put up your best defense and slow the steamroller, and
certainly there is nothing wrong with making a heroic last stand, it beats going
out with a whimper. But, as General Patton said, you don't win wars by dying for
your country, you win wars by making some other guy die for his country! Until
you've lost your last dot, or someone has made it to a solo win, you are always
still in the running. Any power that still has centers, even if its only one,
can veto a draw, so you can never be counted out. If you can't find an ally
willing to help you hang on and fight it out, try to find someone who'll keep
you alive rather than see your centers go to his enemy. Remember the old maxim,
my enemy's enemy is my friend.
A few years ago at a local Con, I had the folly of counting out a small
player made excrutiatingly clear to me. We were well into the mid game, and
after a few false starts, I, as Germany, had formed a strong alliance with
France. We had finished off the perfidious English and were sweeping forward on
our respective fronts, heading for a rendezvous in the southeast corner of the
board. By the time Italy and Russia had patched up their differences and finaly
finished off Austria, it was obvious that we had crossed the stalemate lines and
barring silly mistakes on our part, they could not hold a defensive line. For
several turns, they tried to slow out advance as best they could and campaigned
hard to break up the F/G and get one of us to stab the other, but all to no
avail.
Then, as French units were landing on the Italian boot, the Italian strategy
took a sudden dramatic turn. Forsaking his homeland, he left two units to slow
the French down, and sent the rest, including those forming part of the line
against Germany, in an onslaught against the Russian. The Russian collapse was
predictably sudden and total. It seemed that Italy had just decided that his
position was hopeless and he was going to at least work out a few old grudges
with Russia before he went. I was sitting fat and happy, and took full advantage
of the moment to seize as many Russian centers as I could get, and then Italy
lowered the boom with a new offensive. Not on the board, where I could have
easily handled anything he tried, but on the diplomatic front. He pointed out to
France that I had surged to within a few centers of the win and not only was it
within his power to give me the win, but the only way to prevent my taking it
was for France to immediately start cooperating with Italy on the defense.
Suddenly, the F/G alliance was under an intolerable strain. In order to preserve
the alliance, I would have had to ensure the growth of France while making no
further gains myself and do this in the face of an Italy who had made it known
he would throw his centers to me rather than lose to a two way draw. Any plan to
keep the F/G alive would have required extremely careful manuevering and a lot
of trust on France's part. France knew that if he continued the attack on Italy
he couldn't prevent Italy from throwing the win to me, and trusting me not to
take it if offerred was for some reason not a route he wished to take. That only
left a few turns to find out if I could get the solo win, and when the I/F
defense proved strong enough, the game ended in a three way draw.
The point here is not that you should always attack your ally when things
look bleak, but that Italy did not let a tactically poor situation discourage
him. Since he couldn't preserve his position by force of arms, he looked to see
what needed to happen on the diplomatic front to ensure his survival. By
attacking Russia, he realigned the board so that France could expect greater
benefits from keeping Italy alive than from continuing the alliance with
Germany. His position had not improved tactically, in fact, it had worsened, but
he had introduced sufficient tension to make a tactically feasible result
diplomatically impossible.
The thing to remember is that when faced with annihilation from a larger
power, there are more options than simply resisting to the last man. If there is
no other power willing or able to give you sufficient support to hold on,
consider joining forces with your attacker! There is a lot of incentive for a
large power to keep a smaller power alive if that power will work against the
other remaining powers. Rather than facing a delay of several years as it fights
through the small power's defenses, the larger power's front line has suddenly
jumped forward several provinces, and his units, through the proxy of his
protectorate are already engaged with the next opponent. As the proxy makes
gains, the master power will take its rearward centers, gaining centers perhaps
more quicly than it would have by simply wiping out the proxy. If all you
achieve as the small power in such an arrangement is to help the larger power to
a victory, then perhaps a valiant last stand would have brought more honor and
been more satisfactory, but many times you can use the changes in the power
balance that you have created to your own ends. Perhaps your new protector had a
partner who, now that he sees his ally suddenly surging ahead, will consider a
stab? Maybe your move will finally convince the rest of the players to stop
their silly squabbling and band together. Whatever happens, you are still alive
and still affecting what happens on the board and that means you aren't out of
the running yet.
Reprinted from Diplomacy World 75
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