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By Mark Fassio
(NOTE: This is a slightly modified reprint of my article "The Six Ps," taken from DIPLOMACY WORLD magazine No. 67, Summer 1992, pgs 6-7. -maf-)
In the title above, I was going to explain what the "six Ps" stood for. However, like any good salesman, I’m hoping you’ve at least read this far in the hopes of determining just what it is I’m squawking about this time. So, here goes: the Six Ps is an "Old Army" phrase that stands for "Proper Planning Prevents Piss-Poor Performance." Both in military planning and in Diplomacy operations, the Six Ps take on critical importance.
In my opinion, the most crucial play occurs at two points in the game: in the Winter 1900 negotiations, and again in the early midgame (1904 or thereabouts), when bodies start dropping. Any Dip player worth his/her salt and "six Ps" can usually shlep along after these two phases and get by, barring some unforeseen occurrence.
In both your negotiations and your war plans, these Six Ps should be readily apparent. Of course, the following will not be agreed-on by all players; little of anything in this hobby is. As the late Rod Serling of Twilight Zone fame used to say, however, the following planning tenets are merely "submitted for your approval..."
I know, a lot of you probably figure, "But gee, Faz, it’s absurd to commit so early in the game when there are so many neutral centers; why antagonize someone early, etc etc." If you want to be flexible and work out a "muddling through" strategy, have at it, friend. But ask yourself: using the true historical analogies, did any of the Great Powers do ad hoc planning (other than Italy, which jumped ship in 1915 in search of a better deal from the Allies)? Heck no; these guys didn’t wake up in August 1914 and say, "gee, we’re at war; guess we better look for some allies and then go fight someone." They all had their plans (flawed or otherwise), had their targets picked out way in advance, and moved decisively (if not smartly) AND QUICKLY. Should you do less? After all, most everyone else on the board is going to be "Mr Flexibility" and look for the cheap thrill of neutral centers in 1901, not wanting to "rock the boat early." You can get away with some really neat stuff if you plan it right and go ugly early. Fortune favors the bold.
However, your first enemy may be a "crabgrass person" -- someone who is so good or tenacious that they are an opposition rallying point and a threat, even with one center. If so, remember that crabgrass in your lawn, left unattended, will grow, choke off your grass, and wreck your landscape...so too with a very good player left alive. You will need to "weed out" these types continuously and completely, lest they "wreck your Dip board landscape." Many of the remaining hobby grognards are crabgrass types -- too dang stubborn to be anything else!
There are many ancillaries and corollaries to these three points, and they’re certainly not a complete "How To Win at Dip" list. But if you remember these points, you can at least make some pseudo-intelligent planning moves that will get you out of the starting gate. You and an ally can use the Six Ps to get the jump on a hesitant 1901-02 board array. The biggest caveat to all this is a phrase from a Clint Eastwood Dirty Harry movie: "A man’s got to know his limitations." Plan on a good ally for S’01; plan for rapid, joint action if possible; plan ahead of your assault, so there are no misunderstandings with your ally; but plan WITHIN your limits. Don’t get too greedy or too cocky early on. (That’s another story I could tell you about -- how an R/T duo got cocky, ignored their foes, got reduced by A/I/G to 5 total units between them, then had to turn on the sweet-talking to rally back to a 15-13 shared draw....maybe in another article.)
Don’t attempt what you are incapable of achieving; know your limitations. Pick; Plan; Pounce; Player Profile; Print correspondence (i.e., write); and employ PsyOps. These are your keys to victory, not how tactically smart you are on the board.
Not every game will be won by some mad fool charging across the steppes and attacking his foe in Spring 1901. But you know what? Some games will indeed be won by the daring, the unexpected, and the well-planned out onslaught, even in the early years. Dip games are all crap shoots anyway, so who’s to say you won’t be one of the winners?
Mark Fassio (mafassio, FazFam) is an Air Force officer hoping to retire this year and play more Dip. He’s an average player, an ok writer, and someone you’d take home to meet Mom.