I could see the U.S. having a slight advantage being that Seaborg and Launch Code will be bombarded, allowing for an open road from the Bunker. This will come into play in foggy setting once its down to 2v2. Since you're starting your attack from a +2 autodeploy, you have a larger amount of troops ...
I agree with everything said above, but would like to add that if you constantly wait until you have 5 cards then your opponents will always expect you to be able to turn in a set on your next turn since you'll have no less than 3 cards at any time.
Well, it's worthwhile to go for the Kurds. Their cities can't be attacked from loyalties and it's a good bonus to defense ratio. Also if you hold Tikrit then your two Kurdish cities are protected.
Which bonuses you go for initially will depend on what city(ies) you have, as the neutrals differ ...
Rynok and Orlovka are probably the first choice bonus for most players.
I find that if I can take the artillery position in the russian 64th then holding kuporosnoya isn't too much trouble. As long as you bulk up on where the plans can hit you. I've won a few games on this map starting with ...
Also just wanted to throw my two cents in on some imbalances in the map. I completely agree with the positioning of the witch. At least raise Noeh to +4. It doesn't help that you can directly attack from the witch to Noeh's Square, meaning it must be heavily defended.
I know this is late in the stage to make this comment, but I feel like the map insert on this is waaaaay too big. Seems kind of silly to have the realy map and then another map that is only half it's size. Looks strange, but whatevs! I feel like it would be better with a list or a smaller less ...
Reverting to neutral always happens at the beginning of your turn.
Yes I understand that, but I think for this map The King should revert to neutral at the beginning of anyone's turn, not just the person that holds it. As I stated above, by it not reverting to neutral you are given the ability ...
I didn't read the whole thread and I apologize if this has already been brought up.
I just noticed that the King does not revert to 7 neutral at the end of the turn. Another player had attacked the king and then a castle the turn before mine and he still held the king territ with 1 of his troops ...
If I by eliminating a player my spoils count goes up to five, and then I end my turn and receive a sixth spoil for a conquest, would I be forced to trade in after I've already ended my turn? or at the beginning of my next turn?
Just curious cause I'm new and this might happen in the game I'm ...