T-95 wrote:launching at them while you're in alliance/or attacking their fleet will result you getting kicked out of the alliance and losing everything WITHIN MINUTES"
Only partially true, as I've never lost "everything WITHIN MINUTES" using this tactic in diplomacy, the other player/s will have as much damage done to them or more by the time it's over, that it's well worth it. Then your true manipulative skills come out. Heh, how do you bargain with nothing!
Of course, I never ever leave myself with nothing.
T-95 wrote:Launching at Defcon 1 straight away is considered to be a "Default" game tactic, which is USELESS in Diplomacy
Default tactic or not, it's still great fun, and certainly not useless. It takes a certain amount of skill and practice to pull it off an not be completely doomed the moment you begin.

Perhaps you missed the point of the launch, you're not hitting cities for points in a mad race to win the game, you're taking out ground units to give the other players a punching bag as well as forcing the "victim" to become a naval nuisance to his/her neighbors. I mean, what else are they gonna do, besides get mad and leave (which happens alot). But then, they're not taking advantage of the opportunity to really learn how to manage the assets they're left. Getting good at Defcon means playing when it looks hopeless. In fact, that's the best way in my opinion to get good at this game.
T-95 wrote:In Diplomacy, you need to make others to start an conflict between their most vital enemy, while you and your REAL ally (see my post where I wrote how to find one) prepare to take out the one who will win the conflict/the other ally of the green alliance.
Honestly, this is only one way to play diplo and win, if you've limited your strategy to this method, you've missed out alot.
