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Seven Tips to Better UNDERSTAND THE STAB

PostPosted: 21 Nov 2020, 17:44
by Malarky
Here's the third in my series of "Seven Tips". The first post was about communicating, the second on planning.

This one, in case you hadn't worked it out already, is Seven Tips to Better Understand the Stab.

Here's the short guide:
1. It's part of the game.
    - At some point, if you’re going to win outright, you’re going to betray - to stab - someone who felt you were on their side or that thought you were working together until the end.
    - You’re going to find that, at some point, the alliance has gone past its best before date. It will have run its course. It will have done all it can for you. It’s beyond its usefulness. This is when you should stab an ally.
    - Sometimes the best outcome you can get is by maintaining an alliance. But I’m talking about winning the game, not surviving it.
2. What a stab should achieve.
    - When you stab someone you need to make it either crippling or lethal.
    - There are two forms of stab, then. One is where you can win the game following the stab; the other is when you prevent an opponent from stabbing you.
3. To stab or not to stab?
    - When you attack one of your neighbours in the Early Game, this is a stab, deny it or not...
    - There is a growing maxim that makes a lot of sense: Don’t stab in the Mid-game. If you’re on 12 or 13 SCs, a stab can be very tempting.
4. Plan it out.
    - You need to know what units you’re going to need, both to launch the stab and to hold the captured SCs, and where you’re going to need them.
    - Preparing for a stab means taking the following into consideration: What units will you need? What support will you need from other players? What position do you need your victim (harsh word but accurate) to be in? How will you get them there? Finally, what do you need to do to achieve all this?
    - When stabbing to survive - whether it’s personally or to survive by preventing a lost game - you are unlikely to have the time to put too much in place before stabbing.
    - Throughout the whole process the most important thing is to not give away what you’re doing. The essence of a good stab is surprise.
5. See it coming.
    - The biggest clue that a stab may be coming is always on the board. You need to watch out for it.
    - There are always two parts to a stab in Diplomacy, though: the board and the correspondence. A player that is likely to stab you may change the way they communicate.
6. Avoiding a stab.
    - One way to prevent an alliance breaking down is to prevent the alliance becoming unbalanced by having both powers growing equally.
    - As with so much else in Diplomacy, effective communications is important to maintain an alliance.
    - The best way to prevent a player from stabbing you is to not give them an opening to do so. There are two ways to do this: make sure your defences are strong, and keep your ally’s units busy.
7. After a stab.
    - Keeping a player alive after you’ve stabbed them may work in your favour, especially if you can keep communicating with them.
    - I’ve said before, it’s easy to stop communicating after you’ve stabbed someone. It’s also a mistake.