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Hey Jeremy [welcome back], I was talking about promotion, I believe - it takes 2 turns for promotion vs 1 turn, so you do lose a tempo there. As for the general strategy, I tended to oppose creating a nightrider early on, because I found the rook more useful in general. But the pocket is useful in a number of ways. Using it for pawns is a nice tactic. While pawns can't mutate, they make excellent paratroopers, and sometimes they can promote [to knights, generally, as 1 knight is a bit more useful than 1 bishop in an unknown future situation.] It's been a couple years since I played this, but I found it a truly excellent game, and highly recommend it to anyone who enjoys playing CVs. I find it to be obviously one of the very best variants ever designed, and richly deserving of recognized status.