Archived from groups: rec.games.diplomacy (
More info?)
Yes, misorders are very useful in FTF when used sparingly and when used
well. Especially in games where you're under time pressure (drop dead
deadlines or someone being a stickler about ending with the clock). In
cases like these, it often works to simply not write down the move or
support order you were supposed to make. If you're scrambling to get stuff
down at the end, and its not there, it was just an unlucky twist of fate,
right?
Misorders arent as effective in PBEM because most people have the sense to
check their orders before they send them in.
My advice: just misorder every once in a while by accident, so that way when
you do it on purpose it will be believable
And no, I never intentionally misorder.
-Adam
"Mary K. Kuhner" <mkkuhner@kingman.gs.washington.edu> wrote in message
news:c7re16$178s$1@nntp3.u.washington.edu...
> In article <54daff87.0405111046.7d2d89b9@posting.google.com>,
> salmoneous <salmoneous@aol.com> wrote:
>
> >How important is the deliberate misorder as a tactic? Does it really
> >fool anyone? If your "ally" writes an order that messes up your plans,
> >and claims it a mistake, do you really continue to trust the guy and
> >treat him differently that if he had just not done what you had agreed
> >on?
>
> >Discuss...
>
> I played in a game where France kept misordering builds, and we
> thought he was just being a ditz. It turns out that the skipped builds
> were diplomatically essential for keeping together a cryptic Western
> Triple which eventually went public and rolled the board.
>
> (I'm married to the ditz in question, and I must say, he had me
> completely fooled. Nice piece of work.)
>
> I think that misorders are relatively unhelpful when used against your
> primary ally, because they weaken the alliance; even if the ally
> doesn't realize it was deliberate, they will lose faith in you because
> you seem to be playing poorly and not in their best interests. Misorders
> are much more helpful when used to mislead third parties. For example,
> when two powers have been fighting but have decided to ally against
> a third, a misorder on their mutual border can conceal the alliance for
> an extra turn, which can be very helpful.
>
> The one place this does not seem to work, at least in my local
> FTF community, is concealing a Juggernaut (R/T alliance). It has been
> tried so many times that the other players will just roll their eyes
> at you.
>
> I haven't found the Judges to make misorders too difficult; you can
> easily have two units support each other to move when there should have
> been one supporter and one mover, or two units try to move and bounce.
> These happen often enough by accident that a claim of accident may be
> believed.
>
> Mary Kuhner mkkuhner@eskimo.com