Diplomacy
Convoys: As Good As They Look?
By Jeff
Breidenstein
Originally
appearing in Diplomacy World #56
He then
goes on to describe each of these four factors in greater detail.
However, in his review of The Gamers Guide To Diplomacy in
his magazine Diplomacy Digest
(issue 15/16, 1980), Mark Berch has this to say about Rod's view of the convoy:
"Unfortunately, Rod's bias has
gotten the better of him again. As he considers it the most powerful move in
Diplomacy', he certainly isn't going to tell you any of the drawbacks, is he? He
won't, but I will:
1. The
convoy ties up extra units. Even an unsupported convoy uses two pieces at the
very least. A long convoy that fails is a grievous waste of resources. Even if
it succeeds, movement to the front of the fleets is delayed. Thus, in 1972CR,
Doug Beyerlein convoyed A Con-Spa, and as a result, at least two fleets never
got to the front.
2. For
multi-fleet convoys, the move previous to the convoyed move can be harmed.
During the move in which the last fleets are positioned, the others will often
be restricted in what they can do, for fear of stepping out of position.
3.
Security can actually be less. A fleet that is convoying might be supporting
another fleet instead."
I
happen to agree with Mark Berch: the convoy is not as powerful as it would seem.
However, let us look at some examples of the convoy first:
EXAMPLE
1 England
A Edi –
Nwy, F Nwg C A Edi -- Nwy
This,
of course, is the use of a convoy to move an army from one land area to another
via the seas. The convoy is vital to both England (who cannot truly invade the
continent without it) and Italy (who cannot obtain Tun without either a convoy
or the garrisoning of a fleet there).
EXAMPLE
2 France
A Mar –
Smy, F Lyo C A Mar – Smy, F Tyr C A Mar – Smy, F Ion C A Mar -- Smy
France
is at war with Russia, and has occupied Turkey. This is an example of using the
convoy to move newly-built armies to the front. If the army moved overland (via
Italy and Austria), this move would take 3-4 years (or more if actively
opposed), as opposed to a single season with the convoy.
EXAMPLE
3 France
A Spa –
Bre, F Mid CA Spa -- Bre
Germany
F Eng –
Mid, A Bur -- Pic
In this
example, Germany has tried to cover both bases. If Fre F Mid moves to Bre (the
obvious move), then Ger F Eng takes Mid (and supports A Pic into Bre the next
season). If Fre F Mid holds to keep Ger F Eng in place, then Ger A Bur --) Pic
means that Bre will more than likely fall the next season. But, by using the
convoy, an army is placed into Bre that otherwise would have to have been built
there, and the German moves fail to operate as planned.
As I
see it, these are the only 3 situations where the use of a convoy is vital:
1) The
"Continent-to-Continent" Convoy: Used to convoy armies to from England or North
Africa. This is the only way for armies to get there.
2) The
"Distant-Front" Convoy: Used where the active front is distant from the
homeland, and a convoy is necessary to bring these new armies up to the front
more quickly than an overland route.
3) The
"Protection" Convoy: Used to bring up an army quickly to defend a certain
province where one cannot be built and otherwise none would be available in
time.
However, there are other situations
where a convoy can be useful:
a) The
"Accidental" Convoy: Used when your fleets are in just the right position for a
convoy where one was not originally planned. If the enemy does not notice, great
surprise can be achieved.
b) The
"Keep-Em-Guessing" Convoy: Used simply as a lark to keep the enemy (and possibly
your allies, as well) from guessing your true intentions. If done often enough,
opponents may come to expect a convoy, and you may be able to get around their
defenses. However, overuse of this can cause you more trouble than you cause
others.
ROD VS.
MARK
Both
Rod Walker and Mark Berch make some interesting comments about the convoy. Let's
take Rod's views first:
(1) It
provides rapid reinforcement - No arguments here, as the army can
(theoretically) move from one end of the board to the other in one season. But
unless you can get your fleets into position this doesn't mean a thing.
(2) It
is flexible - Yes, but only to a degree. Since you must usually plan ahead in
order to have fleets in position for a convoy, it is not something you can just
go ahead and do. Under Flexibility, Rod says that ... "Convoys keep the enemy
guessing. The fleet which can convoy an army to a space can itself attack the
same space if it does not convoy. This ability to play three roles (attack or
convoy or support) gives the fleet its great flexibility." However, what Rod
fails to tell you is that you can do only one of those things (or move, instead)
at a time. This means that additional support is needed if you attempt a convoy in the face of the enemy. He
also says ... "Another element of the flexibility inherent in the convoyed
attack is the rapidity with which it can be developed." In certain cases this is
true, but it is very difficult to do so later in the game when there are more
fleets roaming around the board.
(3) It
may be unexpected - True, but after being burned by unexpected convoys in past
games I now usually keep an eye out for these. And if your opponents are keeping
a watch for a convoy they have a tendency to either not work as well as planned
or not work at all.
(4) It
is more secure - False. A fleet that is convoying cannot support, and this is
the heart of the matter: a fleet can convoy OR support but NOT both. Each
convoying fleet cannot move that turn, and (if they are already in position) even be forced
to remain where they are for fear of losing their position. Unless your fleets
are in a position where the enemy cannot dislodge them, you stand a good chance
of having your convoy disrupted.
Now,
let's look at Mark Berch's views:
1. The
convoy ties up extra units - True, and since each fleet involved can only convoy
or hold until the move is completed, their impact. on the board can be
negligible until the convoy is completed.
2. For
multi-fleet convoys, the move previous to the convoyed move can be harmed - The
awful specter of the convoy, in that after all your work setting up the
necessary fleets one is dislodged by the enemy. Since any fleets involved in
convoying cannot support each other, just 2 enemy fleets can disrupt the convoy
(unless you have additional fleets supporting the convoying fleets, in which
case the entire convoy becomes a logistical nightmare).
3.
Security can actually be less - True. This not only refers to the fact that a
fleet can only do one thing (move, convoy, or support) at a time, but that: a)
the enemy may take advantage of the convoy to either dislodge your convoying
fleet or move around it; or b) by moving or supporting the fleet instead of
convoying you might achieve the same goal just as quickly, (or with an
acceptable delay) and with less chance of something going wrong.
THE
RIGHTS AND WRONGS OF CONVOYS
Too
many people attempt to use a convoy at the wrong time for the wrong reason.
There are several "nevers" that should be kept in mind when you are attempting
to convoy:
1)
Never convoy if another equally good alternative is available (unless, of
course, you believe in the "Keep-Em-Guessing" Convoy).
2)
Never convoy if the enemy is in a position to disrupt the convoy by the
dislodgement of one or more of your fleets (unless you feel that you either have
surprise or that something else can be gained by doing it) .
3)
Never use more than one or (at most) two fleets in a convoy unless absolutely
necessary.
4)
Never keep trying season after season to get one or more fleets into position
for a long convoy. Fleets that keep making the same unsuccessful move over and
over tend to tip your hand, especially if
any other of your other fleets in the area simply remain in position.
Avoiding these things can help in
making a convoy succeed.
Alternatively (for the defense),
keep an eye out for any possible convoy by the enemy, especially if there are
one or more of the following:
1) Any
fleet adjacent to a coast, especially where a convoy to this area can be useful.
2) Two
or more fleets together anywhere on the board, and especially when near or next
to a coast.
3) A
fleet next to an army where that army can be convoyed without leaving the vacant
space open to an immediate attack.
4) A
fleet next to one of its' coastal home Build Centers (especially in Fall,
setting up for a Spring convoy).
A
multinational convoy is always possible in a game, especially where one of the
nations convoying is an "ally" setting you up for a stab. There is little one can do about this
except for keeping your eye open to treachery.
I
hope that this article helps you to accurately weigh the pros and cons of
convoying, and hopefully you’ll never again fall prey to the "surprise"
convoy!