"BEST PLACE" FOR THE FLAG
By experience, it has been observed that the conservative "best place" for the Flag has always been the back row, flanked either by the two spies or the 5-star general and a spy. A large number of players do this. However, some players inclined toward counter-psychology, have sometimes placed the Flag on the front row maneuvering it later through the game to the second row protected by the spies and the 5-star general. The 1975 and 1976 National Philippine Champion, Santi Fernando III, used this maneuver when he dethroned 1974 National Champion Michael Ng.
Placing the Flag on the second row is generally regarded as a double-edged strategy. It is poised to make a breakthrough in case of a weakened enemy flank or to allow Ito retreat to the back row in case of a long, hard struggle.
Some radical players have been noted to place the Flag in a weak or almost unprotected flank, hoping to throw off a conservative opponent's thinking, "where the strong forces are, there lies the Flag".
In general, the "best place" for the Flag is where it is least likely to be detected or if detected, where it is in a most unassailable spot.
Placing the Flag on the second row is generally regarded as a double-edged strategy. It is poised to make a breakthrough in case of a weakened enemy flank or to allow Ito retreat to the back row in case of a long, hard struggle.
Some radical players have been noted to place the Flag in a weak or almost unprotected flank, hoping to throw off a conservative opponent's thinking, "where the strong forces are, there lies the Flag".
In general, the "best place" for the Flag is where it is least likely to be detected or if detected, where it is in a most unassailable spot.
DEPLOYMENT OF FORCES
First of all, it must be noted that you have a choice of over 7 septillion ways (a 25-digit number) of setting up a formation and the player is free to set up his own formula of deployment.
When deploying your forces, it is best to know that you have the following classes of soldiers:
Class A — 3 major pieces composed of two spies and the Five-Star General.
Class B — 6 pieces composed of lower-ranked generals, the Colonel and Lt. Colonel.
Class C — 5 pieces composed of those ranked from Major down to the Sergeant;
Class D — 6 pieces composed of privates.
In general, players prefer to dissect his side of the board into 3 equal flanks — the left flank, the center flank and the right flank — with each flank composed of 9 squares each.
The conservative player usually prefers to equally distribute the responsibility of one flank each to his 3 major pieces, supporting them with an equal amount of Class B and D pieces. The Class C pieces are usually assigned the role of "diversionary pieces". They are deployed according to the type of diversion the player wishes to create, i.e., making them react like generals, spies, privates of the flag.
Players who go into the psychological intricacies of the game, have been noted to employ the double spy formation, which means placing both spies on one flank, or the usually ineffective blitz formation where all the major pieces are concentrated on one flank.
The conservative position of the spies and the 5-star general are on the second row. Placing them on the front row has the advantage of a strong front but the disadvantage of early detection of these major pieces, which the opponent can capitalize on the disastrous ends.
On the other hand, placing these major pieces on the back row has the disadvantage of weakening your front lines but the advan-tage of a psychological surprise in case of enemy incursions into your rear lines.
In general, it is best to deploy your forces so that you can mount an aggressive offensive towards any flank or quickly mobilize them to repulse sudden enemy incursions.
In tournaments, it is also good to "innocently" talk to your opponent for hints of an aggressive or defensive player. This will help you assess the kind of formation suited for your opponent's character.
In contrast to chess, the Game of the Generals opening moves are characterized by probing missions to check out or test the strength of your opponent's flanks. Remember that in this game, the deployment of your opponent's forces is camouflaged and kept hidden from your view.
There are two ways of probing-one is by confrontation and the other is by direct challenge.
When deploying your forces, it is best to know that you have the following classes of soldiers:
Class A — 3 major pieces composed of two spies and the Five-Star General.
Class B — 6 pieces composed of lower-ranked generals, the Colonel and Lt. Colonel.
Class C — 5 pieces composed of those ranked from Major down to the Sergeant;
Class D — 6 pieces composed of privates.
In general, players prefer to dissect his side of the board into 3 equal flanks — the left flank, the center flank and the right flank — with each flank composed of 9 squares each.
The conservative player usually prefers to equally distribute the responsibility of one flank each to his 3 major pieces, supporting them with an equal amount of Class B and D pieces. The Class C pieces are usually assigned the role of "diversionary pieces". They are deployed according to the type of diversion the player wishes to create, i.e., making them react like generals, spies, privates of the flag.
Players who go into the psychological intricacies of the game, have been noted to employ the double spy formation, which means placing both spies on one flank, or the usually ineffective blitz formation where all the major pieces are concentrated on one flank.
The conservative position of the spies and the 5-star general are on the second row. Placing them on the front row has the advantage of a strong front but the disadvantage of early detection of these major pieces, which the opponent can capitalize on the disastrous ends.
On the other hand, placing these major pieces on the back row has the disadvantage of weakening your front lines but the advan-tage of a psychological surprise in case of enemy incursions into your rear lines.
In general, it is best to deploy your forces so that you can mount an aggressive offensive towards any flank or quickly mobilize them to repulse sudden enemy incursions.
In tournaments, it is also good to "innocently" talk to your opponent for hints of an aggressive or defensive player. This will help you assess the kind of formation suited for your opponent's character.
In contrast to chess, the Game of the Generals opening moves are characterized by probing missions to check out or test the strength of your opponent's flanks. Remember that in this game, the deployment of your opponent's forces is camouflaged and kept hidden from your view.
There are two ways of probing-one is by confrontation and the other is by direct challenge.
OPENING STAGE
In contrast to chess, the Game of the Generals opening moves are characterized by probing missions to check out or test the strength of your opponent's flanks. Remember that in this game, the deploy-ment of your opponent's forces is camouflaged and kept hidden from your view.
There are two ways of probing-one is by confrontation and the other is by direct challenge.
Probing by confrontation is a tactic designed to know how the enemy will react in a face-to-face situation. No challenge or "blood shed" is intended. This tactic is to find out the relative or general strength of a piece or group of pieces. If weak, the confronted piece will retreat, if strong, it will hold its ground and if confidently powerful, it will challenge and attack your probing piece. (However, when faced with a player familiar to the psychological nuances of the game, this norm of reaction does not necessarily follow.)
Probing by direct challenge is the tactic used to determine the strength of a piece that seems vital to the opponent or to identify the rank of a piece.
In general, the lower-ranked Class B and Class C pieces are utilized for probing efforts.
There are two ways of probing-one is by confrontation and the other is by direct challenge.
Probing by confrontation is a tactic designed to know how the enemy will react in a face-to-face situation. No challenge or "blood shed" is intended. This tactic is to find out the relative or general strength of a piece or group of pieces. If weak, the confronted piece will retreat, if strong, it will hold its ground and if confidently powerful, it will challenge and attack your probing piece. (However, when faced with a player familiar to the psychological nuances of the game, this norm of reaction does not necessarily follow.)
Probing by direct challenge is the tactic used to determine the strength of a piece that seems vital to the opponent or to identify the rank of a piece.
In general, the lower-ranked Class B and Class C pieces are utilized for probing efforts.
MIDDLE GAME STAGE
You are in the middle game stage when through your probing missions you have more or less located at least one for two major pieces of the enemy, or established the strength or weakness of one or two flanks.
This is the time for serious assessment when you must bank on your MEMORY and PSYCHOLOGICAL PROWESS to defeat the enemy.
The THINGS TO REMEMBER at the time of assessment are:
A) The original position of all 21 enemy pieces, those that have been eliminated and those still remaining in play.
B) The enemy pieces which you have challenged and are still on board and which of your pieces they have eliminated.
C) Which among your pieces on board have been challenged or identified by your opponent.
D) Which among your enemy's unchallenged pieces have shown signs of weakness and which show signs of strength,
BASED ON WHAT YOU CAN REMEMBER, YOU MAY START APPLYING PSYCHOLOGICAL OR PSY-WAR TACTICS, WHICH IS THE HEART OF WINNING:
A) For instance, you can immobilize an opponent's weak piece with a weaker piece, if you can move one of your untested weak pieces with the confidence of a strong or superior piece.
B) You can also neutralize an opponent's tested strong piece (e.g. a five-star general), if you can maneuver an untested piece the way a spy moves against a high-ranking officer.
C) You can halt the advance of a strong enemy offensive, if you can move any of your untested pieces into the area of battle the way you would with the real "McCoy"; you may also penetrate a weakened enemy flank with the same tactic.
This is the time for serious assessment when you must bank on your MEMORY and PSYCHOLOGICAL PROWESS to defeat the enemy.
The THINGS TO REMEMBER at the time of assessment are:
A) The original position of all 21 enemy pieces, those that have been eliminated and those still remaining in play.
B) The enemy pieces which you have challenged and are still on board and which of your pieces they have eliminated.
C) Which among your pieces on board have been challenged or identified by your opponent.
D) Which among your enemy's unchallenged pieces have shown signs of weakness and which show signs of strength,
BASED ON WHAT YOU CAN REMEMBER, YOU MAY START APPLYING PSYCHOLOGICAL OR PSY-WAR TACTICS, WHICH IS THE HEART OF WINNING:
A) For instance, you can immobilize an opponent's weak piece with a weaker piece, if you can move one of your untested weak pieces with the confidence of a strong or superior piece.
B) You can also neutralize an opponent's tested strong piece (e.g. a five-star general), if you can maneuver an untested piece the way a spy moves against a high-ranking officer.
C) You can halt the advance of a strong enemy offensive, if you can move any of your untested pieces into the area of battle the way you would with the real "McCoy"; you may also penetrate a weakened enemy flank with the same tactic.
END GAME STAGE
At this stage of the game, you must have been able to identify all if not most of your opponent's remaining pieces, or you are in deep trouble.
At this crucial stage of the game, it is imperative that you have preserved enough strength to mount a final offensive or repulse the enemy's last ditch effort.
Veteran players usually keep at least two other untested pieces aside from the flag to act as decoy flags. When the opponent's two spies are still alive, it is best that at least two privates are kept on hand to cut down the power of the spies.
It is also at this stage that the game gets most difficult because of the many combinations of movements and the many "past incidents and situations" that you must recall to memory in order to have full control of the game.
At this crucial stage of the game, it is imperative that you have preserved enough strength to mount a final offensive or repulse the enemy's last ditch effort.
Veteran players usually keep at least two other untested pieces aside from the flag to act as decoy flags. When the opponent's two spies are still alive, it is best that at least two privates are kept on hand to cut down the power of the spies.
It is also at this stage that the game gets most difficult because of the many combinations of movements and the many "past incidents and situations" that you must recall to memory in order to have full control of the game.
SPOTTING AND STOPPING THE BLITZ
The Blitz or blitzkrieg is a formation designed to ram through your ranks and bring your opponent's flag across in the quickest possible time.
This type of formation or offensive is characterized by the heavy concentration of generals and spies on one side of the board.
When your opponent uses this against you, you should be able to immediately spot it. Normally, your opponent would mount up a quick-paced attack on one side of the board. When a series of consecutive moves are concentrated on one side of the board, most often than not, he is poised for a blitzkrieg offensive.
Another way of confirming that your opponent has a blitz in mind, is when your higher-ranked pieces continually get wiped out by his onrushing forces, and when his spy goes for a "split" against your spy.
Stopping the blitz is carried out by a combination of the following tactics.
a) Hold your ground but do not attack. Wait for your opponent's pieces to challenge and if possible maneuver your pieces to avoid being challenged.
b) Never let go of the corner. Post a piece at the corner square and defend it at all costs, because the corner is usually where the opponent's flag comes across.
c) While involved with the above operation, simultaneously send a marauding force (preferably, a high-ranking general) down your opponent's center flank and work it up to the rear of his blitzkrieg force to hunt down your opponent's flag. The flag is usually immediately behind his blitzing forces.
d) Engage the opponent in talking tactics. The subject of which is to communicate to him that you have spotted his blitz at-tack and you are prepared for it. Another psychological weapon is to openly verbalize your analysis by pointing out your opponent's spies, generals and flag, whenever you are able to confirm their respective locations.
This type of formation or offensive is characterized by the heavy concentration of generals and spies on one side of the board.
When your opponent uses this against you, you should be able to immediately spot it. Normally, your opponent would mount up a quick-paced attack on one side of the board. When a series of consecutive moves are concentrated on one side of the board, most often than not, he is poised for a blitzkrieg offensive.
Another way of confirming that your opponent has a blitz in mind, is when your higher-ranked pieces continually get wiped out by his onrushing forces, and when his spy goes for a "split" against your spy.
Stopping the blitz is carried out by a combination of the following tactics.
a) Hold your ground but do not attack. Wait for your opponent's pieces to challenge and if possible maneuver your pieces to avoid being challenged.
b) Never let go of the corner. Post a piece at the corner square and defend it at all costs, because the corner is usually where the opponent's flag comes across.
c) While involved with the above operation, simultaneously send a marauding force (preferably, a high-ranking general) down your opponent's center flank and work it up to the rear of his blitzkrieg force to hunt down your opponent's flag. The flag is usually immediately behind his blitzing forces.
d) Engage the opponent in talking tactics. The subject of which is to communicate to him that you have spotted his blitz at-tack and you are prepared for it. Another psychological weapon is to openly verbalize your analysis by pointing out your opponent's spies, generals and flag, whenever you are able to confirm their respective locations.
THE TALKING TACTIC
Unlike other board games, the Game of the Generals is a highly psychological game. In tournaments, you are allowed to talk to your opponent or exchange repartees. Your choice of comments or your ability to draw out remarks from your opponent is part of a player's arsenal of weapons and psy-war tactics.
In the classic match between two-time champion, Santi Fernando III and then reigning national champion Michael Ng, it was this "talking tactic" that wrapped up the game for Santi.
It was also the same maneuver that senior strategist Noel Basilio (2nd ranked in the Philippines) used to turn the tables over national chess master Ricardo Bandal in the 1974 national open. The hard-pressed Boy Sales, 1976 all-students champion, also did the same trick in a flag-across situation over 1975 Freedom Games runner-up Renato Mauricio.
Adroitly timed, your own comments should work to your advantage, specially if they are meant to throw off your opponent's assumptions and analyses, or weaken his resolve.
On the other hand, openly verbalizing you're own analysis of what you believe your opponent's maneuvers reveal can be used against you.
In the classic match between two-time champion, Santi Fernando III and then reigning national champion Michael Ng, it was this "talking tactic" that wrapped up the game for Santi.
It was also the same maneuver that senior strategist Noel Basilio (2nd ranked in the Philippines) used to turn the tables over national chess master Ricardo Bandal in the 1974 national open. The hard-pressed Boy Sales, 1976 all-students champion, also did the same trick in a flag-across situation over 1975 Freedom Games runner-up Renato Mauricio.
Adroitly timed, your own comments should work to your advantage, specially if they are meant to throw off your opponent's assumptions and analyses, or weaken his resolve.
On the other hand, openly verbalizing you're own analysis of what you believe your opponent's maneuvers reveal can be used against you.
CONTROL OF YOUR OPPONENT'S MIND
In chess, the heart of the game is control of the center. In the Game of the Generals, it is control of your opponent's mind. This spells victory.
Controlling your opponent's mind is the psychological ability to maneuver pieces on the board with the objective of leading your opponent to believe assumptions, which you desire him to believe. For instance, when you want your opponent to believe that your flag is not your flag, you calculatedly mobilize this piece to the front line where the action is.
Another example is when you lead your opponent into thinking your 5-star general is a spy, when after having eliminated an officer, you obviously retreat your 5-star when confronted by a private or untested piece, accompanied by a comment that you are playing safe.
Controlling your opponent's mind is the psychological ability to maneuver pieces on the board with the objective of leading your opponent to believe assumptions, which you desire him to believe. For instance, when you want your opponent to believe that your flag is not your flag, you calculatedly mobilize this piece to the front line where the action is.
Another example is when you lead your opponent into thinking your 5-star general is a spy, when after having eliminated an officer, you obviously retreat your 5-star when confronted by a private or untested piece, accompanied by a comment that you are playing safe.