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Gunboat ESP

Introduction

To remind you again about Gunboat Diplomacy it doesn't allow players to communicate like standard Diplomacy but as you'll see below another form of communication can happen together with other forms of tactics. If you're unsure of the title, well it's not far from Extra-Sensory Perception.

Europe has the set-up as standard Diplomacy, e.g. same countries & same units. There are various ways the game can be played, some which allow press, others that only use it to add humour & others, like me, dis-allow press when I’m GMing it. If you're thinking that not adding humour is a bit boring, I agree. Sadly though I was caught out with a number that seemed to me to be humours but actually was a form of negotiation. I wasn't aware until other players told me, which was after the event.

For those who don't know press, as the word says, the way of writing that is included by the GM in the adjudication. An example can be:

The small abbreviations are the capitals of the powers therefore the first shown was from Constantinople to St Petersburg & the second Vienna pressing to all powers.

I've read that some players think that Gunboat is worthless due to no communication, I don't agree for one of two reasons. If you're a beginner to the game, this will improve your knowledge about most aspects of Diplomacy. Secondly, the so-called war was over one hundred years ago, was their communication as good as now?


Long & Short-Term Goals

The long-term goal is fairly easy to figure, you want to win therefore you need 18 Supply Centres (SC). To obtain that number know the names of the SC you need to total 18 SC. However like many plans, things need to be altered. It may be that your original 18 SC need to be changed as your enemy or perhaps ally is happily standing with support in those areas. As an example I've GMd Gunboat games & Italy has won three of them. Thomas Gourgolitsas didn't pick up any Russian home SC but had all France bar Brest & only one from Germany, which was Munich. Sean Timoney didn't go west nor north but picked up all the Russian home SC. One of the best games I was involved with was me GMing the game Colin Scott won. In A13, France had 17 SC however Italy struck again & in A15 got the 18 SCs. If you want to see the maps for the three players victory margin, their names are underlined therefore click on them. If having read & seen the winning map for those playing Italy, don't think I've chosen them as no other country wins. All seven countries have won!

To achieve the long-term goal the short-term goals need to be scored. In Diplomacy if you leave your door open any country is likely to march or sail in however often allies leave you alone, if there is a good point. Allies in Gunboat are not as strict as in normal Diplomacy. If you allow them in, they're likely to enter! By keeping the door shut, keep your forces within range of each other.

The other aspect is for you to invite a country to be your ally or even spot an ally. This will be outlined in the next category.


Communication

Like all games, planning has to happen however as you can't, in this variant, speak to others, I think the opening moves are more relevant than the standard game.

If we take an example of those shown in Gunboat Openings, Russia often does the same move time & time again, which is:

If you're playing Turkey how do you wish to deal with Russia? Do you want to bounce him or allow him to have it? Equally are you going to attack him?

Due to the fact that this isn't a normal game the following move can't be used as a camouflage to all countries bar Russia, in fact it'll upset Russia rather than the other:

My belief is that your move will indicate to Russia your feelings toward them & vice versa. Bear in mind they might not have the same view as you therefore consider your move carefully.

Using another example, consider Italy & Austria. If you're playing Austria-Hungary & you saw this move by Italy:

You have to consider whether Italy's intent was for you to be their ally or not. Needless to say, you've shown your move therefore you have to think how did they view your opening. If your opening wasn't dangerous, you might have spotted an ally & vice versa but as said before don't get fooled by a trick.

During the game various moves can indicate your view on them. Supporting, like shown above, or support them into another province can show friendship. In addition, if the units are in the right place, you can convoy them. If the convoy doesn't work don't worry as you've shown intent.

As with all moves that show friendship, you must consider one or perhaps two things. Do you need them & is their move a fake friendship? Either way, without trying you might not find out.


Retreats

If you're forced to retreat consider the impact of where you may go. In a normal game you can explain why you went there, but not in Gunboat.

Your retreat could suddenly turn an ally against you. It could also give you a new ally by lodging in a vital zone, such as Burgundy as Silesia.

Conversely watch the retreats & builds of all countries. The clues to an ally may not always be immediately obvious.


Builds

The last aspect is the build. Are their built units more dangerous to you or not? If not then fine, if it is, you've got an early warning.


Conclusion

I feel that your knowledge of tactics is improved & also if you haven't played often, you can improve your orders.

As there is no traditional communication, the speed of submitting the orders should be quick. If a GM ends up with the exact same number of orders from the countries playing, they can adjudicate.

If you haven't seen them a couple of other articles might help, Gunboat Openings & Gunboat Endings.

As Gunboat is secretive you best keep reading this a secret!


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