Saper is a very good player, to get the chance to play with him as a new player is a privilege. It might be better to ignore some attacks at the character of your opponent when he is not supposed to read this AAR and hence could not defend himself. Some people hate him, but that is a distraction of a AAR and your game.
What Saper did in T1 is very common, what Saper did in T2 is not difficult to figure out by anyone who is a good player, there is nothing illegal in it.
ORIGINAL: Tom Hunter
If I'm somehow making anyone reading this think its a test of manhood I'm creating a terrible misunderstanding. Opening aside, my goal for this particular game was to learn how to play the game well, and I am learning a lot. I've been playing wargames since the 1970s, this is just a really fast way to climb the learning curve. If my defense falls apart and I lose that is ok, and if I somehow get Sapper222 under control and win (which I think is unlikely) more the better.
I did not realize the devs had declared this opening illegal. Obviously they have not done anything that stops people from playing it. I'm not expert enough at the game to feel confident making suggestions on how to fix it, but I will say that there are a lot of holes in the turn1 pockets Sapper222 is making, maybe that implies a certain type of solution. I've been playing around a bit with the Soviet turn one, and though its possible to breach the pockets it not possible to get out of them, and it looks like it would be pretty difficult to breach them a second time on T2. I looked into sneaky parachute tricks and other gamey stuff and none of that really works either.
It's a shame it takes a house rule to unbreak the game.


