Tier List for Gunboat Diplomacy25 min read

When playing games with a lot of different starting options (such as games with character or faction selections), players always wonder: which character/race/deck/etc. is the strongest? Which is "Top Tier"?

If that question is easy to answer, then the game is probably not that fun to play. A well-designed game will give advantages and disadvantages to each of these choices that make none of them indisputably stronger than the rest. A great game, a game which can stand the test of time, is designed in such a way that every choice stands a reasonable chance of winning.

Diplomacy is one of those great, balanced games. Each of the seven powers has interesting strengths and weaknesses. None of them is unavoidably stronger than the rest, and none of them is so weak as to make victory unreasonably difficult to attain. Diplomacy is one of the most well-balanced games ever created (an astounding feat for an older board game, especially considering that all seven powers are unique).

If you play Diplomacy the way it was meant to be played (that is, with oral or written communications, a.k.a. "press"), you don't need a tier list. None of the powers is the strongest.

Gunboat Rules Alter the Balance of Power

Gunboat Diplomacy (the variant where the players may not communicate through written messages) is a little different. When playing Press Diplomacy (also called "Classic" or just "Diplomacy"), the players are able to use complicated messages to overcome some of the inherent limitations of the powers they've been assigned to play. But in Gunboat Diplomacy, raw force plays a much larger role.

Some powers have an advantage in that their positions allow them to influence how other players act by offering deals or alliances ("diplomacy"). This sort of advantage is diminished in Gunboat. Other powers have a disadvantaged starting position that needs to be overcome with clever diplomacy. That disadvantage is painfully exaggerated in Gunboat.

Thus, the balance of power in Gunboat Diplomacy skews in favor of the countries which have inherent tactical, military advantages and against the countries that depend on their diplomacy.

What is a Tier List?

For games where the balance is skewed between the starting choices, the community usually creates a "tier list" that helps players understand the relative power of those choices. Game communities rank the choices into "tier" lists (as opposed to a list that just ranks everything in order from best to worst) because grouping some of the choices into tiers is much easier than splitting hairs over precise rankings.

Although I have seen published tier lists that divide the choices into all manner of different tiers, I deem that unnecessary. Objectively speaking, there are only really 5 tiers:

  1. God-Tier a.k.a. S-Tier. Unbeatable by any choices from lower tiers. A well-made game will not include anything that is in this tier, because an unbeatable choice ruins the game for everyone who wants to choose otherwise.
  2. Top-Tier a.k.a. A-Tier. Stronger than average. Although it is possible to overcome these choices with ones from lower tiers, the battle will be an uphill fight.
  3. Middle-Tier a.k.a. B-Tier. Average. These choices do not suffer from a disproportionate ability to win or propensity to lose.
  4. Bottom-Tier a.k.a C-Tier. Below average. These choices can win, but will always face an uphill battle.
  5. Trash-Tier a.k.a. F-Tier. Unwinnable. No degree of finesse or fortuity will overcome this weakness. A well-made game will not include anything that is in this tier (except maybe as a joke).

A tier list like this will help new and experienced players alike because the information sets the players' expectations and helps them understand what is happening in their matches. Players can then improve their strategies by accurately accounting for the strengths and weaknesses of the choices. For example, I like knowing if a fighting game character is in the F-Tier so that I don't waste my time trying to learn how to play that character.

I learned some of my ideas on this topic from game designer David Sirlin. If you want to read more about tier lists in general and how they should affect game design, click here!

Where Does a Tier List Come From?

For some game communities, there is a quasi-official source for the tier list (e.g., Smogon University for competitive Pokemon battling). For other communities, the experienced players share a consensus of what the tiers are and this becomes common knowledge for all the players. And in some game communities, there is room for debate about the true nature of the tiers (leading experienced players to propose their own tier lists for public comment).

In my experience as a longtime gunboater, the Gunboat Diplomacy community is somewhere between those last two; the experienced players have similar opinions about the capabilities of each of the seven powers, but this apparent consensus is not publicly discussed enough for the opinions to become common knowledge.

So today I decided to publish my personal tier list for Gunboat Diplomacy. Because this tier list is not common knowledge, I cannot claim to speak on behalf of the community at large. However, I consider myself to be one of the best Gunboat Diplomacy players in the world, and I understand that this assessment of my capabilities is shared by other players. I also have friends who are among the best gunboaters. I have formed my opinion based on my personal experience as well as my many conversations with other players. So although this blog is by no means the definitive authority on the Gunboat Diplomacy tiers, I think any reader should seriously consider what I have to say.

Okay... Here's What You Came Here For

The starting map of Diplomacy, with text superimposed. The text shows the words "A-Tier" superimposed on France and Turkey. The words "B-Tier" are superimposed on Germany and Italy. The words "C-Tier" are superimposed on England, Austria, and Russia.

A shout out to addtext.com, which helped me create this image for free.

A-Tier: France and Turkey

The A-Tier powers are strong on both offense and defense. France and Turkey are so strong defensively that, in many matches, no power will even bother making a serious attack upon them. With strong defensive guesses and clever probing, France and Turkey can eventually break out beyond their defensive area. Once that happens, they can keep building momentum as their offensive and defensive capabilities continue to increase as they expand across the board.

These powers do not require any ally to succeed; mere discord among their neighbors can be enough. By "ally," I mean another power who helps you by support-holding your defenses or support-moving your attacks. The A-Tier powers can prevail without that tactical assistance.

France: No Weaknesses

France can simultaneously prosecute wars against both England and Germany, so long as those powers don't cooperate (and it is difficult for them to cooperate because they can't exchange messages in Gunboat). The Gunboat metagame (the way players usually play out the match) disfavors an early Italian attack on France.

France's most common solo win plan (conquer the entire North plus Tunis) is easy to learn and execute compared to the other powers' ways of winning. The plan goes something like this: build fleets, destroy England, build armies, sneak into Tunis, conquer the rest of the North. Because this plan is relatively easy to complete, France can become a realistic solo-win threat at a mere 9 supply centers (3 home centers, 2 Iberian centers, 3 English centers, Tunis). The inability of a defending alliance to communicate with written messages greatly hampers their ability to defend against France's attacks.

France is also strong on defense because France can create interlocking positions through narrow areas like Burgundy and Mid-Atlantic Ocean.  Attacking players will face difficulty supporting each other's attacks against France because they cannot exchange written messages. France's strong defensive position encourages a metagame where France's neighbors (England, Germany, and Italy) choose some other power as their first target of conquest.

France is born strong. When I start a new Gunboat match and find out I am playing France, I think to myself, "This match is mine to lose."

Turkey: If You Haven't Lost, You Can Win

Turkey can simultaneously fight Russia, Austria, and Italy so long as those powers don't coordinate their moves (which is, of course, hard for them to do in Gunboat). The Gunboat metagame strongly favors war between Russia and Austria (because these powers cannot negotiate a truce through words as they commonly do in Press Diplomacy).

In Press Diplomacy, it is strategically difficult for an alliance of powers to send enough units into position to dig out Turkey's strong defense; every unit they send vs. Turkey gives the neighbors a better opportunity to attack or backstab. In Gunboat Diplomacy, Turkey's defenses are on steroids because the powers cannot use written messages to coordinate their support and/or convoy orders. Sometimes Turkey successfully defends without even doing anything to actually outplay the aggressors; the aggressors might just enter the wrong support orders. Every turn that passes creates anxiety that the aggressors will backstab each other or get attacked from another side of the board. Each turn that passes gives Turkey another chance to recover and break out of the encirclement.

Turkey is also strong on offense. As a corner power, Turkey is almost impossible to outflank once Turkey has made a few conquests. This permits Turkey to concentrate almost every single unit on the front line where those units can make attacks. This way, Turkey can build momentum that is difficult to stop.

Okay... but which is stronger?

France is stronger on offense and Turkey is stronger on defense.

In high-level matches, France is the stronger of the two. I think that's why experienced players (such as I) think of France as the strongest Gunboat power. But in low-level matches, Turkey tends to dominate. Many websites' statistics show that Turkey is more likely to get a good result. So overall, I think it is fair to say that the two powers are equally strong and belong in the same tier.

B-Tier: Germany and Italy

The B-Tier powers must choose their allies and enemies wisely to succeed. Experienced players will avoid pitfalls and play these powers to their full potential.

Several years will likely pass before either of these powers are attacked in earnest. This gives the German or Italian player time to assess what is happening and engage in some political analysis before taking action. However, that time is limited. Germany and Italy have modest defensive positions, but if they linger at a mere 4 or 5 centers, they will likely break down against a sustained attack from two neighbors or one strong neighbor.

Germany: Find Yourself an Ally

Germany needs to recruit an ally out of England, Russia, or France. It is difficult for Germany to win if Germany fails to recruit at least one neighbor-ally. Veteran players understand how to communicate using their orders, and thus veteran players typically perceive Germany as powerful and even quite interesting to play.

The Gunboat metagame strongly discourages Russia and Austria from attacking Germany early on, and even somewhat discourages France and England from attacking immediately. This gives the German player some time to decide who to ally and to communicate an intention of alliance. However, newer players may find Germany difficult to play. If you don't have a developed idea on how to choose between potential allies, or don't know the nuances of Gunboat communication, you may struggle to survive as Germany.

If you want to learn more about playing as Germany in Gunboat, try reading my journal for The Biggest Game of All Time, which records a high-level Gunboat match I played as Germany.

Italy: Choose Your Target Wisely

Italy is perhaps the most strategic of all seven powers. Italy is essentially never attacked at the start of the match and any power intending to attack Italy usually gives away that intention one or more turns ahead of the actual attack. This gives the Italian player time to watch the board develop and choose a strategy based on the particulars of the match.

Italy's challenge is not so much "recruit an ally" but rather "choose your target wisely." Italy can attack France, Austria, or Turkey early on, and any one of the three is a reasonable first target. (FYI: attacking Germany first is unreasonable; do not do this in Gunboat.) Here are some problems that Italy must consider in choosing a target:

  1. Consolidation. Italy must be able to consolidate any gains or else a third power will push Italy back out of whatever centers Italy acquired. It is very common for foolish Italian players to make an immediate (i.e. 1901) attack on Austria, only to super-charge Turkey (who then proceeds to take all of Italy's gains, and eventually consume Italy altogether). Italy can run into similar problems when attacking France (when England or maybe Germany eventually rolls Italy out).
  2. Timing. Italy is a central power (as opposed to a corner power), which means that Italy can be attacked on several fronts. Italy is often stuck at just 4 or maybe 5 units early in the match, which is barely enough for Italy to defend all these fronts. When Italy goes on the offensive (a must, at some point!), Italy must send several units all in the same direction. Thus, a serious Italian attack towards one direction necessarily lowers Italy's defenses in another. One of the powers that Italy did not attack may decide to invade Italy while the back door is left open (this problem comes up most often when Italy commits everything vs. Turkey, only to be backdoor'd by Austria or France). Thus, Italy should time offensive action to take place at a moment when Italy's neighbors are busy somewhere else on the board.
  3. The consolidation and timing problems overlap. When Italy conquers another center and gets a build, the strategic goal of consolidation counsels in favor of sending that new unit in the same direction as the attack (sometimes players call this "building momentum"). However, if another player is in position to backdoor Italy's home centers, an Italian player is faced with a dilemma: do I send my additional units all in the same direction to build momentum (and risk my defenses), or do I keep my new units at home for defense (and risk getting rolled out of the centers I just conquered)?

A wise Italian player knows to carefully choose between attacking Austria, France, or Turkey based on how the board shapes up. A foolish choice will ultimately lead to Italy's destruction, even if there were some early gains.

At the highest level of skill, Italy can be played as one of the strongest if not the strongest power of all. However, it is easy to make mistakes as Italy that will lead to a poor result. Of all seven powers, Italy's power depends the most on the skill of the player actually in command. You can read more about this in my post "5 Reasons I Love to Play as Italy in Gunboat Diplomacy."

C-Tier: England, Austria, and Russia

Compared to the other four powers, these three countries are significantly weaker. Whereas a player who is assigned Germany or Italy can make up for those powers' weaknesses with clever play, even experienced players making wise choices will struggle to succeed as these C-Tier powers. It is of course possible for these powers to win (which is why I list them as C-Tier and not F-Tier), but in many matches these countries will be destroyed (or at least debilitated) despite the best efforts of the player.

Their starting tactical and strategic positions are precarious and Gunboat rules preclude them from using their press to overcome this problem with negotiation and influence. (It's interesting to me that these three powers are balanced in Press Diplomacy, because the logical implication of their relative weakness in Gunboat is that these three powers especially depend on the power of press.)

Play a few matches as these powers and you will discover that the gunboat metagame encourages neighbors to attack you early and often, and that it is difficult to put up a spirited defense. At the start of the match, pray for mercy.

England: Between a Rock and a Hard Place

England is a corner power, which makes England difficult to attack from multiple directions. If England can gain a foothold somewhere on the continent, England can start expanding and gain momentum. If England can reach 6 or 7 centers, England can create a nigh-unconquerable defensive position. But in the early years, England is extremely vulnerable. England's initial strategic/diplomatic situation is precarious because each of England's neighbors has an incentive to attack England. England is often one of the first powers eliminated.

First, the metagame strongly favors an early French attack on England. France and Germany can defend against each other with relative ease, and their early fights often go nowhere. France cannot easily attack Italy early on, and Italy is usually occupied with Austria and Turkey. England's is also tactically vulnerable to an all-out French attack because England cannot guard North Atlantic Ocean, Irish Sea, and English Channel all at once with England's starting fleets (and England also has to guard North Sea from Germany!).

In other words, in most Gunboat Diplomacy matches, war will quickly break out between England and France, and France has the tactical and strategic upper hand in this war. Furthermore, a French conquest of Great Britain typically puts France on the path to a solo win. Thus, England is the obvious (juicy!) target for France.

At the same time, Russia will almost always challenge England for control of Scandinavia (the area into which England can most easily expand). Although Germany will often block Russia from getting a foothold in Scandinavia, this is typically because Germany intends to take control of the area. Many English players will commit virtually all their units to fighting for Scandinavia, only to leave Great Britain wide open to a French invasion.

Abandoning Scandinavia in favor of all-out war with France does not ensure English growth, as it is extremely difficult for England to conquer and consolidate French centers without help; France's defensive position is just that strong. Lacking press, it is difficult for England to create a situation where Germany and/or Italy desire to help England vs. France. Even if one of those powers is recruited as an ally, it is difficult to wordlessly coordinate support orders.

Because of the difficulty in working out alliances and support orders, and the inability of France or Germany to (alone) overpower each other, a common strategic situation is that France and Germany effectively decide to fight their war against each other over in Great Britain. This is a disaster for England.

Adding to English misfortune, England also has a poor ability to limp into a draw because none of England's home centers or natural neutrals sits on the common Gunboat stalemate lines. Other powers can sometimes "sneak into the draw" solely by controlling Portugal, Munich, Moscow, etc., even if they get off to a bad start. England has no such luck. (Note: I appreciate that the ability to sneak into a draw is only relevant in Draw-Size scoring, but DSS is the most common scoring system on webDiplomacy.net, where I play.)

If England can survive the early game and gain some momentum, England is as strong as any power. But it's difficult for even veteran players to overcome the anti-English Gunboat metagame.

Austria: The Glass Cannon

Austria's central position and proximity to a huge number of supply centers gives Austria explosive growth potential. That tactical advantage, combined with Austria's straightforward path to a solo win, makes Austria one of the strongest powers in Gunboat... when it comes to offense.

When it comes to defense however, I find it easy to declare Austria to be the weakest. Turkey, Russia, and Italy all desire Austria's home centers, and it is much easier for any of them to attack Austria (tactically speaking) than to attack each other. This gives rise to a metagame where Turkey and Russia tend to attack Austria immediately and relentlessly — even if those two are at war with each other!

Furthermore, Italy is in a position to immediately attack Austria and tends to maintain that tactical position for most of the early game. Because there exists a metagame where Turkey and Russia tend to attack Austria right from the start, Austria is at Italy's mercy. Austria simply must block Turkey's and Russia's early advances while hoping and praying that Italy does not strike. And most of the time, the only thing keeping Italy from striking is the fear that Austria will retaliate with mutually-assured-destruction: leaving all of Austria's centers to Turkey while harassing Italy with Austria's dying breath.

By the way, I do advocate mutually-assured-destruction if Italy dares to immediately attack you. I'm not criticizing this move. I am saying, though, that when your best defense is suicide, you don't really have a defense. Because a near-dead Austria is rarely needed to form a stalemate line, it's quite difficult to sneak into a draw as Austria. Revenge is usually all you can hope to accomplish.

In low-level games, there is usually an early, messy war between Italy and Austria (to the detriment of both). In high-level games, however, most Italian players refrain from an immediate attack on Austria, which gives Austria some hope of doing well.

Russia: The Biggest Loser

Russia is the weakest of all seven powers in Gunboat Diplomacy. To the untrained mind, Russia appears to be quite strong. By this I mean that anyone can see that Russia starts off the match with four units, which is more than the other powers' three. Russia starts with centers on both sides of the map (North and South), which at first blush seems like a serious advantage. (You can read more about how to conceptualize Russia in my post about Russian Gunboat Theory.)

And, indeed, in Press Diplomacy these advantages are considerable because Russia can manipulate events all over the board. But in Gunboat Diplomacy... Russia's spread-out position really means that Russia starts the match overstretched and indefensible, making Russia an obvious target for aggression.

The Gunboat metagame favors many early attacks on Russia:

  • England will contest Scandinavia and can easily seize control of St. Petersburg if England succeeds. Unless France or Germany attack England, England will prevail against Russia in the North. If Russia is shut out of the North by England, Russia might be able to linger around for a draw... but probably will be unable to win.
  • Germany will often, or even typically, block Russia from entering Sweden in 1901. Without press, Russia lacks the capability of negotiating a way into Sweden in 1901. (In high level matches, German players are more likely to allow Russia into Sweden so that England cannot immediately attack Germany.)
  • Germany typically gets walled off by France at Burgundy and by England at North Sea. Meanwhile, Germany can easily and suddenly attack Warsaw over land, which is a tempting target because Moscow usually soon follows. Russia's starting fleets are useless in defending the landlocked Warsaw and Moscow.
  • Because Austria and Russia are mutually weak on the defense, this creates a prisoner's dilemma where each power has a huge incentive to go to war with the other. If one power fails to attack while the other initiates war, the power that did not fight will end up quickly destroyed (such is the nature of a prisoner's dilemma). This problem exists immediately (both Austria and Russia should open by moving their armies to Galicia to prevent the other from controlling it) and continues every turn thereafter (whichever power currently controls Galicia has the upper hand in the war, so both must constantly contest Galicia). Because Austria and Russia cannot negotiate a truce with written messages (which can lead to the powerful Austria/Russia alliance in Press Diplomacy), the metagame typically dooms Austria and Russia to war against each other until one of them is destroyed or another power threatens to solo win.

Russia's only neighbor without a metagame incentive to immediately attack is Turkey. Most Turkish players will prioritize attacking Austria and then Italy, and experienced players will not attack Russia while an Italy/Austria alliance seems possible.

However, should Turkey decide to attack Russia in Spring 1901 by opening to Bulgaria, Black Sea, and Armenia (there are some players who do this), Russia will almost certainly be crushed. Turkey can block Russia's ability to acquire Rumania, and if Germany blocks Russia from acquiring Sweden (which is common), then Russia will acquire zero neutral supply centers in 1901. This is a debilitating start for a power which badly needs to build additional armies to set up a defense. Although it is theoretically possible for other powers to be stopped from taking any neutral supply centers in 1901, in practice Russia is the only power that runs a serious risk of taking zero neutral centers in 1901 (if any other power fails to get a build, the cause is either incompetence or the simultaneous loss of a home center).

Finally, all six other powers are likely counting on their conquest of Russian home centers in order to reach the 18 supply centers needed to solo win. That's right: Not only do Russia's four neighbors (England, Germany, Austria, and Turkey) desire Russia's home centers, but Russia's natural allies France and Italy desire those centers as well:

A map displaying the Always-Usually-Sometimes-Rarely information below
A map displaying the Always-Usually-Sometimes-Rarely information below

Not only are all the other powers counting on eventually invading Russia, but in any given match at least one rival power will have a straightforward opportunity to attack. Even when Russia has doubled in size to 8 centers, even when Russia has reached 10 or 12 centers, there is always some obvious gap in Russia's lines that an aggressor can break through. Russia is just too spread out.

To succeed with Russia requires the good fortune of having inexperienced neighbors (e.g., a German player who opens with Kiel to Holland and thus can't contest Sweden, or an Austrian player who attacks Italy in 1901) or else experienced neighbors (e.g., an English player who prioritizes war with France over conquering St. Petersburg, or a Turkish player who knows how to play the Turkish/Russian "Juggernaut" alliance in Gunboat). And when Lady Fortuna smiles upon the Russian player, clever tactical moves and wise strategic choices are still required for the Russian player to prevail (oh how many matches I have seen where Russia balloons in size, only to be rolled backwards by a French solo win attempt or gutted by a Turkish backstab).

Russia is considerably weaker than England and Austria, but I cannot place Russia in the "Trash / F-Tier" because, I must admit, it is possible to win as a Gunboat Russia. I do encounter Russian wins from time to time, even in high-level matches. Also, Russia has a reasonable ability to sneak into a draw by holding onto Moscow, which is often an essential center to forming a stalemate line.

Actionable Information

Diplomacy is different from fighting video games, real-time strategy games, and other asymmetrical games because the players don't choose which power to play; the powers are randomly assigned. So what difference does it make to know that Austria is a C-Tier power in Gunboat Diplomacy? It's not like you can choose France instead!

Fair enough. But there's more to understanding the Tier List than just knowing which is the strongest:

Knowing which powers are stronger or weaker will help you make strategic choices about who to ally and who to attack. For example:

  • As Germany, you should consider alliance with the C-Tier powers England and Russia to be preferable to alliance with the A-Tier France; England, and especially Russia, are much easier to backstab for the solo win later in the match. (For a wonderful case-in-point, consult my journal for "The Biggest Game of All Time." In 1901 I allied Russia, helped Russia reach 7 supply centers and take North Sea by 1905, went to war with Russia in 1910 after France and England were destroyed, and conquered all the Russian home centers by 1916.)
  • As Italy, treat an invasion of France or Turkey as a higher priority than an attack on Austria. If France or Turkey gains momentum (around 7 or so SCs for France and around 5 SCs for Turkey), Italy's window of opportunity to attack those powers will close. But Italy can launch a successful attack on Austria at almost any point in the match, even if Austria grows to 5, 7, or more centers.

This information will also help you understand whether and how to take risks early on. For example:

  • As England, demonstrate your willingness to attack France immediately by moving London to English Channel on your opening move. This can motivate Germany and/or Italy to attack France together with you. If they don't attack France, if Germany decides to attack you first anyways, you are hardly worse off than you would have been if you didn't attack France.
  • As Austria, have blind faith that Italy won't attack you in 1901. Your opening moves should be: Vienna to Galicia, Trieste to Albania, Budapest to Serbia. Then, if Italy did not attack on the Spring move, follow up by moving the fleet at Albania to Greece supported by Serbia. This gives you the greatest possible chance of getting off to a good start with 2 builds.
    • If Italy attacks you in 1901, the chances of your survival—let alone victory—are next to nothing, even if you successfully block Italy's attacks (blocking Italy's attacks come at the opportunity cost of allowing Russia and Turkey to get the upper hand against you). Since you're sure to lose if Italy attacks, you're not really getting anything if you hedge against an immediate Italian attack.
  • When you're assigned to play Russia, make sure to call your distant family and say something nice. Don't forget to leave a nice tip at the diner, and let the other driver merge ahead of you in heavy traffic. Karma isn't real, but it couldn't hurt to try. At the very least, you'll feel good about yourself enough to offset your likely defeat.

Conclusion

Humor aside, I do believe it is possible to succeed in Gunboat Diplomacy as any of the seven powers, even Russia (it's been a long time since I've achieved a solo win as Russia, but I have done it before). There is no S-Tier or F-Tier in Gunboat Diplomacy.

I hope you find my Tier List to be accurate, my explanations accessible, and my advice practical. Good luck!

1 thought on “Tier List for Gunboat Diplomacy

  1. Kyle Hartwick

    I just want to say, I appreciate all the work you do. As a new player, this information is very valuable to me. Keep up the fantastic work.

    Reply

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