by ColesD » 01 May 2014, 14:39
I told you this would be long!
My first DVFG, and what a game! 17 years long, 8 months of real time, and I managed to start and finish 3 other DVFGs (one as a replacement) in between. It honestly has to go down as one of the best games I’ve played on the site, even if it did drag a little bit at one stage (see below). As this is long, I’ve broken down my summary into 4 phases: start to hiatus, hiatus to stab, post-stab and endgame.
Start to Hiatus (1841-44)
On drawing Mexico, I immediately determined my key priority was to forge an agreement with Spain. Spain is the only power with the potential to be at Mexico’s back, so I knew if I had an alliance with him, I only had to look forward and could drive northward into the X-rich West faster. The key to early play in Manifest Destiny it seems to me is speed, plus a lot of forward planning, more so than in regular Dip. You have to shepherd your Pioneers into key locations as fast as possible, before anyone else, so you have to be looking maybe two years ahead so you make sure you know where your next builds are coming from and plan accordingly. Missing a build opportunity can be crucial. Looking back on it, my opening wasn’t perfect, but overall I like to think I used Pioneers better than anyone else in the game.
Fortunately Pedros, who gave the impression he felt he’d been given the roughest deal by drawing Spain, agreed to an alliance, so I was set. He also made a crucial early error – he built a starting army. I think Spain has to build 3 fleets to start with, and building an army meant he missed out on claiming CAM. I was able to get his agreement to take it, giving me an early boost, but I had to agree to cede it back to him later, which set up problems for me down the line (see below). USA (Shibabalo) leapt to an early lead, which we were able to use to generate a coalition against him – the start of our understanding with Britain (mambam14) – but he ran a Pioneer into an Indian in Iowa early on, and he never came back from that.
I managed to get as far as SON and CHI, but couldn’t get a Pioneer into SND. Meanwhile, Texas (raygoat)’s Pioneer was wandering north, unchecked by Britain or Indians, and I was getting outnumbered. At this point, I went away for a week, and attitudes stepped in as a sub.
Hiatus to stab (1844-48)
attitudes made one crucial move in his time as sub that I don’t think I would have spotted – he moved F(GoC)-MPO, giving up trying to get a Pioneer into SND in favour of chasing Texas’ undefended Pioneer in the north. With Texas having no army to protect his newly created centres, I could finally get in behind him, and the distraction allowed me to get into SND anyway. Finally I had Texas on the run, and could press home my advantage. Also with Britain ignoring Pioneers I had free rein to expand into the untamed north west. I was now the dominant power on the board and could contemplate the possibility of a solo. However, a few crucial things meant it was not to be.
First, Texas had snuck an isolated fleet into CAM, and to remove it, I had to honour my agreement to return the centre to Spain. He now had a foothold into Mexico. USA was finished off, meaning the British and Spanish armies now facing each other were confronted with a choice – fight or come to some kind of deal. Finally, a losing Texas proposed a 3-way Mexico-Britain-Spain draw, which I announced my intention to reject, possibly a little too enthusiastically. Whatever it was, the next turn, Spain stabbed me, got Britain on his side, and my hopes of a solo were gone.
As it turned out, Spain picked exactly the right turn for the stab. I was on 13/34 at the time, with Texas about to be crippled, the north west open for my Pioneer and the bulk of Britain and Spain’s forces on the wrong side of the board. If Spain had waited one more year for the death of Texas, I would probably have done it. Oh well.
Post-stab (1848-54)
At first, things didn’t look so bad. I was able to beat Britain to the north west, hold my border with Spain (and Texas until he was finished off) and get to 15/38 at my highest point. But I was never able to break into Britain’s heartland, and try as I might, I could not find a stalemate line to hold permanently against Britain or Spain, which is a testament to Morg’s map design. I had no offensive capability against Spain, which meant he was slowly able to manoeuvre into position to take my centres. The game had become a slow grind for me; I was suffering slow death by a thousand cuts and getting a little bored. As the best I could hope for was a 3-way draw, I couldn’t break the Britain-Spain alliance and if I just hung on I could end up being whittled down until someone made it over the line to win without my being able to do anything about it, I decided to take the high risk option. I decided to throw my northern centres to Britain.
Endgame (1855-57)
By giving up centres to Britain, I hoped I could force Spain to negotiate and change sides. I knew I could hold a line against Britain at SNF-ARZ-NMX if it came to it, so I worked out the most he could get to was 18/39 (two short of victory) without attacking Spain. My withdrawal worked well, almost too well in fact as Britain was racing into the space I vacated and I wondered if I had given too much. Fortunately, it had the desired effect of forcing Spain to the table and he agreed to a counterattack. We held Britain back to 15 at the close and he accepted the draw.
Had the game continued, I think Spain and I would have pushed Britain back and established ourselves once more as the leading powers on the board. However, we’d both proved we were not going to let the other one solo (and besides, with an odd number of SCs, a 2-way draw was impossible), so a 3-way draw was the only outcome. A highly competitive, well-balanced game.
The variant
I have to say, I loved this variant. As I said, it takes good forward planning to be successful, and it’s important to know the intricacies of the rules. Being only a 5-player variant there are less diplomatic options, but it's a great variant from a strategic point of view. The Indian units do add an element of randomness, yes, (they definitely hurt USA this game) but they’re necessary and I can’t think of a better way to restrain the Pioneers. The only thing I worry about is USA’s position seems quite weak, being surrounded and with Britain in particular on top of him from the start. Spain is one of those countries with good defence but limited growth potential but I’d regard that as less of a problem. The game ended in an evenly balanced 3-way position, and stalemate lines are minimal. With the speed of growth restricted, this game lends itself to the long haul, so be prepared for that when joining. I would like to see another game of this some time, definitely. Thanks to Morg for excellent GMing, my fellow players for a great game and attitudes for subbing.
Information, the first principle of warfare, must form the foundation of all your efforts. Know, of course, thine enemy. But in knowing him do not forget above all to know thyself. The commander who embraces this totality of battle shall win even with inferior force. - Sid Meier's Alpha Centauri