Spring 1907
In a lot of the sense of things, this season was a pretty clear-cut season. As there was nothing *really* unexpected or poor, I will have less to say than usual. I will try to fill in with some helpful general tidbits that applies to Diplomacy games as a whole instead of this particular season.
#1 France: As predicted, you stand a good chance of taking your 1 center this year. Most of your moves looked pretty good, but I'm curious about two of them:
F MAO-IRI
F ION-AEG
These two fleet movements are strange simply because of what they would have meant going into the fall. The move MAO-IRI is a decent counter-move to what could have been a potential attack on the ENG by England from the IRI since it would have guaranteed you a home center in Lvp, but it would have meant sacrificing Bre in return and exposing Spa and Por to future losses had the move succeeded. Not a valuable trade off. The other move that was suspect was the move to the AEG. Why? This gives me the impression of a cheap attack on Turkey, although I'm sure there's more than meets the eye where press is concerned. Ultimately, if you planned a possible solo well, you wouldn't need Turkish centers, so the move there is fruitless if it was meant as an attack.
To the positive, what I liked most were your movements around Italy. I love the convoy option of the army in Apu, the move to the ADR, and your success in creating a solid front "three" in Tyr/Ven/ADR. This is the most likely location for a build, although not your only option. I'm curious to see what happens in the fall.
#2 England: Not a bad season, but I don't see fruit in your movements. This season you're really going to have to think about your options because not gaining anything this season could mean losing ground next year. When I say "not gaining anything" this doesn't directly imply center growth. What you need are some of the 'intangibles'. What I mean by this is that you really need are a series of counter-measures. I've found that in order to be successful in this game, it's very helpful to always have something in your pocket that allows you to keep other players doing what you want. This may include units in the right zones (especially the powerful non-center zones including places like Tyr, Ruh, Ukr, Pie and Gal), it may include having players that will work with you if things go badly or having someone that has your back, and it may include a simple DMZ even if that DMZ isn't specified. Having non-center locations that can serve as warning signs of an impending stab are worth their weight in gold. Some of my favorite things to do are to leave zones empty and simply test the trustworthiness of a potential ally. One example of this is that France and Germany can agree to DMZ Bur in S01. If one of them moves there, it becomes evident that you don't have an ally there. Arranged bounces do not signify this. Other such zones include Pru/Sil between Germany and Russia, Gal between Austria and Russia, and Pie between Italy and France. Less common ones are the ENG, WES, and BAL. When I talk about having players in place as a counter balance, I like to talk to everyone and simply try to set up an alliance that isn't proactively working together but are of the sort that if someone moves in a way that isn't favorable to either of us, that we both step in and keep that guy in check. This can be more helpful in the midgame than the early game because the solo threat is higher and can often be a motivator for other players to stop what they're doing and band together.
The only move that I really think wasn't the best choice was your convoy from Swe-StP. It would have been much better placed sending it to Lvn. That convoy would have given you Warsaw this year. You don't need an army in StP because there's no one nearby that is threatening Moscow with enough force to warrant anything. I do like the push you have going on there, just try to cut down on unnecessary movement.
#3 Turkey: I almost put you at #2, but England having a 3 center advantage over you is enough to warrant keeping him there. You stand to gain a center more than anyone else on the map, and you could easily gain two centers depending on negotiations. You'll also need to think about that nagging fleet that pushed further inward instead of out towards the sea. Having a fleet in Rum is nice for taking the center but not as nice when it comes to inland gains. Think about things like this:
most players don't really think deeply about the ideal roles of armies and fleets. Players simply move as a matter of convenience instead of moving in a way that capitalizes on each unit's capabilities and general intended purposes. What I mean by that is fleets should generally be utilized by convoying and supporting while armies should generally be employed in being convoyed and attacking. If a player is more frequently taking centers with fleets than armies then they are not fully maximizing the potential of his or her units. If you look at the map, more areas are barred to fleets than are barred to armies. In addition, ask yourself what other centers you're NOT able to take while a fleet is in a given location. What you'll find is that when fleets are occupying centers, you're missing out on a lot of potential.
Case-in-point, look at Rum. With a fleet there, you have less access to taking Serbia and Budapest because a fleet in Rum cannot support movements there whereas an army in Rum could. Therefore, we can think of this as a loss of 2 centers that could otherwise be yours. Now, with French support, this isn't entirely the case, but it's enough to illustrate my point on how much more slowly things go when we don't use units to their intended capabilities.
Don't read this as me saying that fleets should NEVER take centers, merely that if you have the choice between taking a center with a fleet or an army, you should almost always choose to take it with an army.
#4 Austria: This is a rough year. You may get some flak for not being more aggressive, but I don't think that your movements this year were an issue. I think that your position is going to change because you can convince others to do something other than what they currently are. Since I can't see your press, it's hard to say what you're doing well and what you're not doing well where that's concerned, but I can say that knowing your TA, I feel comfortable that if you're listening to him, then you're on a pretty good track of doing the right thing, even if it doesn't pan out. People have a stubborn streak. They don't want to change what they're doing until something is directly affecting them. They tend to be more reactive than proactive because being proactive in many situations can mean fixing something that's not broken.
#5 Germany: Based on the moves this year, I really hope that you're able to get some people's attentions enough to make use of you. If I were in most people's situations, I'd be more than happy to extend a warm hand toward a 1 SC German if I were able to see something tangible from it and with your units in their present locations, you have varying levels of commitment that you can offer to several different people. Keep that press up. I know it's hard to talk to people. Sometimes it means that you don't talk about the game, but find some fluff to talk about. It can ease tensions and get people to clear their head of a situation, look at you more favorably, and allow them to come back after some light discussion to examine a situation in a less-biased way. Simply because others tell you to keep talking when you're down doesn't mean that press has to revolve around the game, because there are plenty of situations where you may have nothing to say to someone game-wise, but you can keep things friendly by diverting conversations toward something more mundane and personal to get someone's mind off of the game for a while that allows you to have a friendly conversation whereas forcing press about the game means that your press is less than friendly.