Diplomacy

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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SlickWilhelm
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Diplomacy

Post by SlickWilhelm »

I've had the ToW since it came out, but so far I've only read the manual and played a few turns of the 1939 scenario.

While reading the manual about diplomatic options, my eyes started to glaze over a bit. Is the diplomatic part of the game a large part of the game play? Is it possible to enjoy the game without using much diplomacy?

I'd appreciate any thoughts from experienced players as to how important mastering the diplomatic part of the game is to getting the most enjoyment out of ToW.
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Hard Sarge
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RE: Diplomacy

Post by Hard Sarge »

for me, I would have to say that Diplomacy is one of the weaker areas of the game, it can help, but over all, I think you could play the game well with out ever opening the screen for it

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cpdeyoung
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RE: Diplomacy

Post by cpdeyoung »

I think, curiously, the Germans have the most to do here. They want to get their allies in on their side, and this requires buttering them up, or perhaps a threat. For the Allies, I think Portugal is a valuable diplomatic target, and then every unaligned neutral they can find before the game is over, seeking max VP.

Chuck
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