yeah, well, getting anybody to fight turkey is a no brainer. afterall, turkey sits i the least trustworthy position of the board, neither russia nor austria nor italy can ever have any interest in turkey surviding into midgame unless it's a juggernaut, and in that case, it's usualy russia that wins. People often complain that playing as austria or italy is hard, and hey, from a pure strategic point of view, yeah, sure. But diplomaticaly, and that's what matters, turkey is dealt the shittiest card. The problem is, the best way of convincing someone to ally with them is something that actually sounds like the truth. turkey doesn't have any access to that at all, turkeys only way to victory is to go right *through* it's allies.
as a result, turkey only has 3 possible approaches to the system:
- hope that it's neighbours aren#t worth their salt, because any player worths it's salt in italy, austria or russia will want to get rid of turkey, and do so soon, because once turkey actually gained a good foothold, dislodging it from it#s shell is a time-consuming task, and time is key
- go for a juggernaut and somehow, through incredible play and luck, manage to get into a better position than russia
- mediate the board into a english-french alliance that distracts russia and italy enough to grow
idealy, all of the above, though as turkey, I always prefer to take out russia first. a lasting alliance with russia needs unit investment around the borders to guard it just in case, and I hope everyone can tell that leaving units behind is a great bpile of shit. they stand around and do nothing.
the ideal game as turkey has germany and russia fighting, while you make your way into sevastopol, rumania and then you actually STOP fighting russia (russia should be in a very disadvantageous position to take any of those centers back, and start heading into the mediterranian "to help out austria"
austria is obviously in a war with italy that you have arranged (or that just happened, lucky you), and be very happy to have some fleets distracting italy, that is somewhat inefficently trying to wrangle stuff from austria, both going back and forth but going nowhere
meanwhile russia should be under pressure from england or germany in a dire enough fashion that russia will eventually be weak enough that you can send units into austrias back, simultanously to you grabbing home centers from italy
that's, not withstanding the good old "unforeseen circumstances require unforeseen measures", is the ideal line for turkey.
you, sort of, had most of that in your grasp, but then sort of lost confidence mid-sentence
when in ideal position to attack a nation, attack. If you feel the diplomatic groundwork for the attack to succeed is lacking *make it so*. That's why I send on average 300 messages per game, most of them several pages long. halfassed diplomacy wont get you anywhere, you need to actually convince the partner. that's why my first rule is *post the truth*. Nothing is as convincing as stone cold facts. Go through at least 3-4 different scenarios in detail, and explain exactly what is going to be accomplished by which. but I am trailing off. attack with confidence. speed is the name of the game, and if you are in ideal attacking position, there is always a chance that even just by sheer luck, your moves will succeed, or at the very least slow down someone who you *agreed* on retreating from. who knows, maybe the silent ally is just a silent kind of guy, but actually aggrees? At least you have done something. Spending 1-2 turns to reposition yourself and replan your entire direction are 1-2 turns that put you behind everyone else.
the only reason when u-turns are allowed when you are actually going full circle, the innitial retreat only a ruse