Fall 1905
There are a lot of events that took place that I had predicted, some of which I saw coming prior to the Spring moves. At this stage, the players remaining are putting together a pretty good series of moves and there's far less to complain about as the game heads into what could be the final few years. As it stands, the board looks like it could shape up to a three way draw or less, but there's still plenty of game left to play. The average game lasts until about 1910 and if this game were average, there would be at least 5 years remaining. For this game, it may end sooner depending on each player's vision, diplomacy, tactics, etc.
#1 France: You are the clear and sole contender for this spot. The fact that you had 3 builds this season is no small feat and is something that should be celebrated in Paris. In fact, you had almost the perfect season, and it could have only been better had you built that army and done more damage as I mentioned in my commentary in the Spring. At this stage, you should be putting together what you want to see for the rest of the game and work to obtaining that. Your press with others should be an extension of these goals. There are some events on the board that will slow your growth next year, but if you gained nothing it would be a shock.
#2 England: Also a very clear second spot to which no one could argue. Nice job on securing two builds for yourself. You do have some serious problems going into next year, though. If we look at the map, you have an army in Den and a fleet in StP. Neither of these are ideal. First, it should be noted that Denmark is a "kill zone". There are only a few such locations. These zones are as follows:
Bulgaria and Rumania for fleets, Denmark for armies, and Portugal for both fleets and armies. They are kill zones because they are centers with a very limited number of retreat options and units are often dislodged from these spots with no place to run, and are forcibly disbanded. Let's look at each of them in turn and discuss Denmark last:
Bulgaria and Rumania: these are almost always a kill zone for Russian and Turkish fleets early on. Sometimes Russian fleets are voluntarily popped to replace it with an army during the progression of a Juggernaut that has no need for a Russian fleet. To pop fleets here, a fleet is stationed in the BLA with units in the other two adjacent spots (Sev/Bul or Con/Rum) and since all of these locations are centers (except the BLA which is a very powerful sea zone in this area), it's probably the most common location for a wayward fleet to be dislodged leaving no retreat option. It's wise to really know ahead of time what you're doing to avoid losing a fleet to an opponent, especially during the Spring, thus reducing the number of units available to you in the fall.
Portugal: This tends to be the least frequent location to kill a unit because anyone that is taking Por does so by moving in and then back out to put that unit in an effective location. It's lethal to both armies and fleets because in order to take Por, the enemy has to have a unit in both Spa and the MAO which are the only locations to attack from and retreat to. Therefore, if the unit is going to be attacked, and the attack is successful, there's naturally going to be a disband of the unit. It also tends to be one of the hardest locations to take because it is the only kill zone that rests in a place critical to holding the stalemate line. It usually happens that units retreating from Spain end up here, although sometimes a fleet will make the choice to retreat here from the MAO, although its usually because France or some other nation is losing and clinging to hope and trying to keep as many centers as possible. The benefit of this zone is that it's hard to take, as well. If players are able to make an attack on both Spa and the MAO, the attacks cut the only support that can be issued to taking Por and the zone becomes deadlocked. Based on this, it's really important that units retreat to Por and Spain only in the event that it's absolutely necessary because you don't want to end up in Por to be popped if you can help it.
Denmark is the last kill zone and is infrequently seen. It kills only armies because fleets have a far greater number of retreat options available to them since 3 of the 5 adjacent zones are seas. Armies are much more easily killed here. The reason it's rare to see an army killed here is because armies that end up there are usually in and out trying to push their way into Swe or Kie (the only retreat options). Also, this zone is most often taken with fleets--Germany far more frequently opens to Denmark with the fleet in S01, and when Germany does open to Holland and takes Den with the army, there's always the option to retreat to Kie in the event of bad news. Even though it's rare, it's very easy to kill an army here, which is why I mention it. If the enemy controls the three sea zones, it's easy to take Den. Also, when Den is controlled by a nation, it's very common for the enemy to control either Swe or Kie (which is the case here). The end result is that an army needs to be in and out, and not using this as long-term parking.
Based on the setup, you have an army in Swe, which means you can't cut any support at the BAL. Also, there are a number of things available to Germany that could cause you quite a bit of trouble based on your current setup. Therefore, I don't like the spread of your units, it's not conducive to a victory setup. I also don't like the fleet you have in StP sc. Russia is gone. You have no need to put it there. It's not like it's going to be able to support a hold on Mos. You really need an army there, but your abundance of fleets means you won't have one there until F06 at the earliest. This puts a lot of unnecessary pressure on Mos. Plus, you have a fleet locked down in StP sc for a long time to come. To be honest, the only players that really need a fleet in that entire bay area (BAL, GoB and StP) are Russia and Germany, and they use this place to stage an attack on each other. When England or another country has a fleet in there, it's usually on lockdown or it's convoying armies. Yours in StP is doing neither, so it's wasted energy. Get it out and get it productive. Finally, I get the feeling I know what you're going to build, but I'm hoping for something different. Take time to really talk to your TA to discuss build options. Finally, what's with the move F MAO-Hol? If it was a stab, it was cheap and useless because of the number of builds coming to France this year If it was an agreement that you had with France that if he got into Kie, he'd give you Hol, then why wouldn't you use Den to support Ruh-Kie? If it wasn't either of these, then it's not a great move. Maybe you can throw this answer in with your EoG's.
#3 Turkey: You're in a MUCH better position right now. Your takeover of Ser is simply great, even though it was a bit of a guarantee if you attacked him in the first place. You, more than anyone, will have stretched Austria very thin with this movement and placed yourself in a position of power. I think your build is an obvious choice, but I'll wait the 18 hours to see for myself. The one area I might have an issue is the move to BUL nc. I can see why you selected that route, but you really don't need it there. Rumania is almost a shoe-in, even without it. However, now that it's there, make the most of it and then ship it out.
#4: Austria: Ouch, you're really in a bad spot. Turkish units have spread your defenses along Tri, Bud and Rum. To add to this, there's a Turkish build coming in this Spring that means ill as well. Fortunately, France has not posed a threat, and you'll need that French ally to prevent you joining Italy. My guess is that you haven't had a whole lot of discussion with Germany. Your support hold on Tyr failed and France gained a third center (although this loss was Germany's, but it's hard to blame the guy--you did give support to England over him and it's hard to trust a guy that pulls stuff like that). Also, France has a build coming in at Mar, so one has to wonder what it will be used for. Your defense indicates that you didn't put much thought into what Turkey would do and instead chose to "play it safe" and protect what you could, rather than think of a way to prevent your loss of Ser. From Turkey's perspective, there was no way for you to hold Serbia, so he was guaranteed to go for the sure build instead of going for the unlikely Rumanian center. At that rate, I'd have opted to chance something. I'd have even talked to Germany and told him that if he supported you into Moscow, you'd support a hold on Munich. He would have bought that a bit more than you simply offering a support because he sees that you're committing to something for yourself in addition to offering something to him. It's harder for Germany to buy into an offer of free support when you chose not to help him in Moscow. Also, ordering Ven to hold? kinda sketchy. At this stage, you can ill-afford holds. One thing you might have considered if you couldn't get Germany at the negotiating table with an offer of Moscow would have been to move to Arm, Sev and Rumania, thus simply allowing Turkey free access to Serbia. This would have forced him to extend protection to two of his home centers reducing the effectiveness of any attack he might have against you. At this point, you need to consider offering anything you can to anyone. France will be looking for a solo opportunity as will England, so you've got a few options there. Germany will be looking for the shot to survive, so you can possibly put together something there. The game's not over and you've got 6 units, which is far from death.
#5 Germany: I like that you tried something different, although you had a game-changing blunder. Austria offered support and you selected to move Mun-Kie. Oops. My hope is that this came as a result of having one set of orders in and then changing it, but forgetting to change Mun. Ah well, you've still got some options. Be inventive. I see something on the board that could allow you to stay in this game for quite a while.
Italy, you played better in your second half, and I really commend you for playing it through. I hope you choose to continue to follow the game and participate in the EoG's. In some sense of the situation, it's better to be eliminated earlier than later because it gives you time to cool down and reflect. If you're like me, you can get really angry with other players during a game, and having that time to return to reality and reflect on things can help give you perspective. As I said, I'd love to hear your EoG's when this thing is all said and done. There's nothing like sitting around a table and discussing the high's and low's of a game and being able to ask your opponents those 'why' questions.