More ramblings on Sow IV -gameID 11284
I think there are some key learnings from this game that all students of the SoW should have a look at. It's worth stepping through the moves if you can.
1. The balance between trust & paranoia - Specifically, the Italian/Austrian opening. You have to be very sure of your ally when proposing any opening that risks your home centres (in the case the Key Lepanto), otherwise the results can be fatal.
2. Getting your moves right / getting your orders in on time - France's mid game is a case in point - not taking Portugal/standing still in 1904 made the job much harder, and had a profound influence on the game
3. Going CD - The original Turkey was having a solid game, but going CD made BZD's job so much harder. It unbalances things as well, as it made the R/I alliance even more natural.
4. Don't give up - Austria & Turkey never stopped trying, even when down to single units. That Austrian army cuased Russia so many problems, and is (possibly) a large reason why dj didn't have a better shot at a solo. Turkey was still supporting other units to the end, depsite being stuck in exile. Until you have no units/SCs you still have play
5. 'Back rank' marauders - the Italian fleet in Clyde, the lone Austrian army, the Turkish fleet in Greece - look at how much potential for trouble they cause. If anything is going to break the stalemate lines in a strong game, it's a single unit being chased around.
6. Commit, damnit! The French fleet (MAO-W Med-MAO-W Med-MAO-Spain), the abortive Russian stab of Italy. Both wasted time (tempo) and made the enemies life easier. Speed is important. Also Italy towards the end of the game - passivity is asking to be pushed back - forward defense is the order of the day
7. Co-ordinated forces - part of Russia's problem was that the units in the south never really got together properly. Compare with the north (either Russia or E/G when they sarted working together) - every unit was trying to do something