Preventing the Stab!
by Tom Hurst
We
were good allies. We were sweeping the board together on our way to
the draw, when suddenly he stabbed me and took the win all by himself.
That untrustworthy SOB. I'll never ally with him again!
I
have heard the above, or a similar statement more times than I care to
think about. The speaker is, of course, bemoaning the fact that his
chosen ally ended up being someone he couldn't trust. Can you blame the
guy for being upset that all the hard work he put into the game has gone
for naught? Well, in most cases, you can! I find that most stabs are
caused by some failure on the part of the stabee. Ah, let me count the
ways (all five of them):
1.
Failure to communicate with your ally.
This
can often happen from overconfidence late in the game when one ally
thinks everything is in hand and stops writing. That person, then, is
amazed that he gets stabbed, but he shouldn't be, because he was asking
for it. In postal Diplomacy, most people stop writing their ally when
they are planning to stab him. The reasons for this are varied. Some feel
that they will ensure "surprise" if they tell their ally
nothing. Some feel that it is a
waste of postage to write anyone who's an enemy--even a
future enemy. Others are uncomfortable lying, and feel that not writing
is technically not telling a lie. Well, you may not have intended to
convey the impression of a pending stab by your silence, but Diplomacy
players in general are a paranoid lot--and generally with good reason.
Being paranoid, they tend to read sinister intentions in everything that
happens (or fails to happen). Given your failure to write your good ally
might well reason, "if this guy is preparing to stab me, why don't I
get in first with a pre-emptive
strike?" Don't blame your ally for being
human. Write and continually reassure him, particularly if you are
planning a stab. What have you to lose?...only an ally and possibly the
game.
2.
Failure to understand an ally's legitimate needs.
We
are allied, you are Austria, I am Russia, and we have just co-operated
in the conquest of Turkey. You then propose a deal whereby you attack
Germany and northern Italy while I attack England and Italy. You are then
surprised when I stab you next turn. Again, you deserved what you got!
Just how far did you think I would get when I have to support two offenses from
a single home centre each? A Mediterranean and English
offensive both require fleets, and your proposal would have made a large
portion of my forces--armies--useless. Where is my future growth to come
from? You! Be careful to ensure that you remain roughly equal with an
ally in strength and potential. All of us like to feel safe, but don't
try to make yourself safe at your ally's expense; treat him like an
equal.
3.
Failure to C.Y.A.
C.Y.A.,
of course, stands for "cover your ass!" I also call it the Silver
Platter Doctrine. Don't expect your ally to have the restraint of Job.
Humans, and especially Diplomacy players, are not so constituted. Take,
for example, the case of a Franco-German alliance. You have just knocked
out England, and are starting to turn east. You, as Germany, send
everything you have east, leaving all your possessions in central Germany
totally uncovered. Well, regardless of your alliance, you are handing the
Frenchman the game - or at least all of your home centres - on a silver
platter. Keep a few units back. A judicious use of garrisons is essential, but don't expect your ally to hand you the game
either. He'll be keeping garrisons
too. And if he doesn't, you stab him. He deserves
it.
4.
Failure to study the board dispassionately and plan accordingly.
Here
we get out of the purely one-on-one relationship between you and
your ally and look at the game as a whole. Diplomacy is a board game, and
it stands to reason that what a player intends is reflected by his
position and moves on the board. Study it! Your ally can protest to high
heaven that he is with you, but if his armies are heading toward your
provinces, don't be surprised if they attempt to find a home there. Where
can he move? If he can hurt you, take steps to ensure that it is more
profitable for him to move elsewhere. Don't get blinded to reality,
either by your ally's pretty phrases or by your own grandiose plans. Studying the board will tell you a lot that your ally won't.
5.
Failure to communicate with the rest of the board.
This
is your D.E.W (Distant Early Warning) line. Who better to warn you
of the machinations of a potentially dangerous ally than those whose best
interest it is to do so? The other players will give you all sorts of
warnings about your ally, but expect that you will have to sort through a
lot of chaff to find a kernel of truth--particularly if you have a
potentially winning alliance. But if you have statements from your ally
against which to check other
information, if you have looked out for your
ally's legitimate needs, if your ass is covered, and if you have
studied the board position, such information does not exist in a vacuum.
Again, you have no one else to blame if you get stabbed by another player
who had it in his best interests to warn you, but who was put off by your
failure to ask him.
There
will always be stabs in Diplomacy--can you imagine the game without
them? The important thing is to be sure that the dagger always points
elsewhere. But if you are surprised by a successful stab despite every
precaution, don't condemn the perpetrator as being
"untrustworthy." Rather,
praise him and learn from the experience. Enjoy!
This
article was reprinted from the US Novice Package Masters of Deceit.
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