Strategy
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 by either the two spies or the 5 Star General and a spy. A large number of players do this. However, some players inclined toward counterpsychology, have sometimes placed the Flag on the front row maneuvering it later through the game to the second row maneuvering it later through the game to the second row protected by the spies and the 5 Star General. The 1975 and 1976 Philippine National Champion, Santi Fernando II, 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 it to 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 2 spies and the 5 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, whith each flank composed of 9 squares each.
​
The conservative player usually prefers to distribute the responsibility of one flank each to his 3 major pieces, supporting them with and 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 wish to create, i.e., making them react like general, spies, privates or 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 usually ineffective bliz formation where all the major pieces are concentrated on one flank.
​
The conservative postion 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 line but the advantage 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 toward any flank or quickly mobilize them to repulse sudden enemy incursions.
​
In a tournament, it is also good to ''innocently'' talk to your opponent for hint of an aggressive or defensive player. This will help you asses the kind of formation suited for your opponent's character.
​
​
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 deployment of your opponent's forces is camouflaged and kept hidden from your view.
​
There are two ways of probing. One is by confrontationand the other is direct challenge. Probing by confrontation was designed to know how the enemy will react in a face-to-face situation. No challenge or ''bloodshed'' 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 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.
​
​
Middle game stage
​
Your are in the middle game stage when through your probing missions you have more or less located at least one or two major pieces of your enemy, or established the strength of weakness of one or two flanks.
​
In general, the lower rank Class B and Class C pieces are utilized for probing efforts.
​
The Things To Remember At The Time Of Assessment Are:
​
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 (eg. a 5 Star General), if you can maneuver an untested piece the way a spy moves against a high-ranking officer.
​
C. You 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 all if not most of your opponents's remaining pieces, or you are in deep trouble.
​
At this crucial stage of the game, it is imperative that you have preserved enough strengh to mount a final offensive or repulse the enemy's last ditch effort.
​
Veteran players usually keep two other untested pieces aside fron 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 qick-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 Bliz 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, simutaneously send a marauding force (preferably a high rank 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 inmediately behind his Blitzkrieg forces.
​
D. Engage the opponent in talking tactics. The subject of which is to communicate to him that you have spotted his Blitz attack 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 location.
​
​
The talking tactic
Unlike other board games, the Game of the Generals is a highly psychological game. In a tournament, 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 Champion Michael Ng, it was this ''talking tactic'' that wrapped up the game for Santi.
​
It was also the maneuver that Senior Stretegist 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-Student Champion, also did the same trick in flag-across situation over 1975 Freedom Games Runner-up Renato Mauricio.
​
Adroitly times, your own comments should work to your advantage, specially if they are meant to throw off your opponent's assumpions and analyses or weaken his resolve.
​
On the other hand, openly verbalizing your analysis is what you believe your opponent's maneuvers reveal can be used against you.
​
​
Control your opponent's mind
​
In Chess, the heart of the game is in control of the center. In the Game of the Generals, it is the control of your opponent's mind. This spell 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 assumption, which you desire him to believe.
​
For instance, when you want your opponent to believe that your flag is not our 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 Genernalis a spy, when after 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.
​