home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
BBS Toolkit
/
BBS Toolkit.iso
/
doors_1
/
intrig20.zip
/
INTTRM20.ZIP
/
INTHINTS.DOC
< prev
next >
Wrap
Text File
|
1991-03-11
|
13KB
|
273 lines
HINTS FOR INTRIGUE -- OPENING MOVES
~~~~~ ~~~ ~~~~~~~~ ~~~~~~~ ~~~~~
For those of you who have never played INTRIGUE, we have prepared a
short summary of what you might do for the first few turns of the WWI
scenario. By no means are you required to follow the strategies
listed below, nor do we claim they will guarantee victory. After
reading this document, you may have a better idea of how to play
INTRIGUE.
Remember, each turn lasts for 2 days -- at the end of the second day,
the program on the BBS end takes whatever orders you have submitted
and resolves all combat. Advances/retreats are made; and, if the
turn is an even one, new units are added/subtracted based on the
number of major cities you control. Control means you currently
have a unit on the region containing the city, or you were the last
to have a unit on a region containing a city on an even numbered turn.
At any rate, the idea is to make sure no one has a unit on your cities
during an even numbered turn and to try to place your units on cities
during even numbered turns. You are allowed as many units as you
have cities. Therefore, if you no longer control any cities at the
end of an even numbered turn, you are eliminated from the game. If you
are the first to control 15 cities, you win the game.
Below are hints for each of the seven nations. Also included are sample
orders for the first two turns. We suggest you use the EDIT MAP option
and make these moves. Be aware that more often than not, your moves are
often met with enemy (and backstabbing allied) resistance!!
ITALY
~~~~~
Italy has the immediate problem of Austria on her border. France
could be a problem, but usually France moves towards Spain/Portugal
(53,54) on the first few turns and she has enough to handle with Germany
and England. If the Turks and Austrians ally, it can be very rough
sailing for the Italians. One possibility is to try to form alliances
with one of Turkey or Austria and also Germany. Then move your units
towards Africa for the two major cities there.
FRANCE
~~~~~~
France has a couple of options for the first turn. She may move
towards Belgium and Holland or she may move towards Spain/Portugal.
In either case, France should make an alliance with England or Germany.
The Germans usually move towards Belgium/Holland (31,32), so they will
insist you move towards Spain. The English make a great ally since they
will keep the Germans occupied while you move on Spain/Portugal. Beware of
the Italian player. He usually occupies Africa and could launch an off-
ensive from there. Also do all you can to insure that England and Ger-
many do not ally. This makes for a very short game for the French.
ENGLAND
~~~~~~~
England is in great defensive position at the start due to the fact
that she can easily repel any attacks. Also, England can usually choose
her allies since both France and Germany are eager to make a treaty.
Choosing one means making an enemy of the other. Unfortunately, England
must rely on the transport order to get her armies onto the continent.
Once she moves a fleet into the North Sea, she can usually transport an
army to Norway (07) or one of the Low countries. Beware of French ships
in the English channel and also beware of Russia sneaking around in Scan-
dinavia. Your best bet is to ally with one of France or Germany and try
to eliminate the other. An alliance with Germany will almost certainly
bring an eager ally in Italy, who will also want to rid themselves of
France.
GERMANY
~~~~~~~
Germany is the obvious antagonist in the game. She has players on
all borders. If Germany can keep things calm on her Eastern borders,
she can easily take Denmark (17) and possibly 2 of Sweden (09), Belgium,
and Holland. Making an alliance with France or England spells trouble for
the one left out. Typically (and historically) it is the English and
French who ally. In this case, it is imperative for the German player
to make nice with the Austrians and the Russians. A Warsaw Pact type
thing is almost a must for the first few turns, even if you eventually
decide to break it. Usually, Austria and Russia are eager to ally with
Germany since they have enough problems with each other and Turkey.
An alliance with Italy/Turkey is also not a bad move for eventually
tackling Austria.
AUSTRIA
~~~~~~~
Austria is not in bad shape at the outset of the game. Italy usually
heads south so she does not pose a threat. Germany has her hands full
with England and France and does not want trouble. All Austria usually
has to worry about is Russia and Turkey. Typically, Austria takes 60
undisputed and depending on who she allies with, will take 66 or 50.
If she joins up with Russia, then most certainly Turkey will attack
in the near future. The same goes if she ally with Turkey. In the worst
case, Russia and Turkey ally, and that usually spells doom for the
Austrian empire. If this happens, you will have a hard time making
frineds since everyone will sieze the chance to knock you out. A possi-
bility however is Italy, who may have ideas about moving towards Turkey.
RUSSIA
~~~~~~
Russia has the advantage of one more unit at the beginning, but like
Germany, has a lot of fronts to contend with. One possibility is to
take Sweden during the first two turns. It is best not to try and take
on Germany or England at the start since you will have enough
trouble with Austria and Turkey. Your best bet is to form a non-
aggression pact with Germany and then ally with one of Turkey or Austria.
If Austria and Turkey ally, then try to get Italy and Germany to help
you out. Control of the Black Sea (51) is important although you may have
to let the Turks in there as a show of good faith. Their fleet in 69
can go there or into Russia and the former is obviously what you want.
If you ally with Turkey, go for 50 and bulk up along the Austrian
border. If you ally with Austria, then try to move to the Black Sea.
TURKEY
~~~~~~
Turkey is in a delicate position to start the game. She has only 2
direct enemies although the Italians could be in the neighborhood
in 2-3 turns. If Russia and Austria ally, then life is not good for
the Turks. Try your best to discourage this and attempt to ally
with Austria or Russia yourself. The odd man out usually takes it on
the chin. Alliance with Russia means your northern front is covered
and you can float your boats towards the Italians. It is also very
easy to split up the Balkan states (50,60,62,66) with whoever you decide
to ally with.Alliance with Austria means you don't have to worry about
Italy and can turn your attention soley on Russia.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SAMPLE GAME
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
We shall now describe the first two turns of a sample game.
We strongly suggest you print out this file and then run INTRIGUE and
use EDIT MAP to make all moves detailed below.
ORDERS FOR TURN 1:
Italy: Navy in 74 attacks the Tyrrhenian Sea 73.
Army in 63 defends in place.
Army in 57 attacks 56.
France: Army in 45 attacks 54.
Army in 41 attacks 44.
Navy in 33 attacks 30.
England: Navy in 05 attacks 06.
Navy in 22 attacks 30.
Army in 14 attacks 15.
Germany: Army in 37 attacks 36.
Army in 25 attacks 24.
Navy in 24 attacks 17.
Austria: Army in 48 attacks 49.
Army in 49 attacks 60.
Navy in 59 attacks 65.
Russia: Army in 27 attacks 39.
Army in 28 attacks 40.
Navy in 20 attacks 09.
Navy in 40 attacks 51.
Turkey: Army in 78 attacks 68.
Army in 68 attacks 62.
Navy in 69 attacks 51.
COMMENT ON ORDERS.
Notice that the French and English both attempted to move into the English
Channel. Under the combat rules, neither side is allowed into the region
and both units remain in their respective regions. The same
situation occurs in the Black Sea (51) between the Russians and the Turks.
This standoff also stops the Russian attack from 28 into 40. All other
attacks go through. At this point, you might want to go to the EDIT MAP
routine and update unit positions.
POSITION OF UNITS AFTER THE FIRST TURN.
Italy: Armies in 63,56. Navy in 73.
France: Armies in 44,54. Navy in 33.
England: Army in 15. Navies in 06,22.
Germany: Armies in 24,36. Navy in 17.
Austria: Armies in 49,60. Navy in 65.
Russia: Armies in 28,39. Navies in 09,40.
Turkey: Armies in 62,68. Navy in 69.
ORDERS FOR TURN 2:
Italy: Navy in 73 transports Italian army in 63 to 71.
Army in 63 loads onto Italian navy in 73.
Army in 56 defend in place.
France: Army in 54 attacks 53.
Army in 44 attacks 54.
Navy in 33 attacks 34.
England: Navy in 05 transports English army in 15 to 07.
Navy in 22 attacks 30.
Army in 15 loads onto English navy in 06.
Germany: Army in 36 attacks 31.
Army in 24 attacks 32.
Navy in 17 defends in place.
Austria: Army in 49 attacks 50.
Army in 60 reinforces Austrian army in 49 into 50.
Navy in 65 attacks 66.
Russia: Army in 39 attacks 50.
Army in 28 attacks 20.
Navy in 09 attacks 08.
Navy in 40 reinforces Russian army in 39 into 50.
Turkey: Army in 68 attacks 69.
Army in 62 reinforces Austrian army in 49 into 50.
Navy in 69 attacks 51.
COMMENT ON ORDERS.
Region 50 is a hotly contested place as both the Russians and Austrians
make moves to take it. Both Austria and Russia have an attacking and a
reinforcing army to use to push into 50, so one would expect a standoff.
However, the Turks have committed an army to support the Austrian side.
Austria, with a 3 to 2 advantage, successfully moves into 50 and the
Russian attack stalls. This example shows that players can and should
reinforce other attacks. It is next to impossible to win the game without
making at least one ally along the way. Note also some transportation
orders. Navies may transport other nations' armies and keep in mind that
the loading army is totally at the mercy of the transporting navy, who gets
to choose where to drop the army. Since this is turn 2, an even turn,
the BBS end of the game will now determine cities gained/lost. Let us
recap gains/losses below:
Italy: Gains one unit by taking 71.
France: Gains two units by taking 53 and 54.
England: Gains one unit by taking 07.
Germany: Gains three units by taking 17, 31, and 32.
Austria: Gains three units by taking 50, 60, and 66.
Russia: Gains one unit by taking 08.
Turkey: Gains one unit by taking 62.
For each gained unit, the computer will randomly select an unoccupied
major city and place either an army or navy on that region. Inland
regions obviously only hold armies and there is a 2/3 chance that a
coastal city (such as 62) will produce a navy as opposed to an army.
Cities will change to the correct color of the occupied nation. As for
the game status, the big winners of the first two turns were Austria and
Germany. France and England hurt themselves by both trying to move into
30 as did Turkey and Russia attempting to move into 51. There is only
one neutral (gray) city left at this point (region 75), so subsequent
turns will no doubt produce losses for some or all nations. We list
below the current positions of all units along with cities controlled
by nations. New units are marked with an *.
Units Cities
~~~~~ ~~~~~~
Italy: Armies in 56,71; Navies in 73,74*. 57,63,71,74.
France: Armies in 41*,53,54; Navies in 34,45*. 33,41,45,53,54.
England: Army in 07; Navies in 05*,06,30. 05,07,14,22.
Germany: Armies in 24*,31,32,37*; Navies in 17,25*. 17,24,25,31,32,37.
Austria: Armies in 48*,49*,50,60; Navies in 59*,66. 48,49,50,59,60,66.
Russia: Armies in 20,27*,39; Navies in 08,40. 08,20,27,28,40.
Turkey: Armies in 62,68*,69; Navy in 51. 62,68,69,78.