My suggestion (if not already suggested) is that we build into the gameplay settings which allow players to choose whether or not to restrict the first turner's attack.
This idea deals with the problem of 1st turner advantage in 1v1 games both in team and non team games.
How will this work specifically?
Under such a proposal, game creators can set the first turner kills threshold to no more than “x” and triggers an automatic end to the assault phase. “x” can be number of kills or number of territories.
Consider the 2 examples below.
Example 1: If “x” is set to zero, then this becomes a deploy only/no attack option.
Example 2: If “x” is set to 5 kills then the first turner attack phase automatically ends at the first instance this number is breached. For example, lets suppose the first turner already got 4 kills. His next roll could increase his kills to either 5 or 6. In either case, this triggers an automatic halt to the assault phase.
How is this beneficial?
1) Because it allows game creators to set kills thresholds, it is inherently superior to the current CC unlimited attack default settings. The current default settings deprive the 2nd turner of a fair chance to compete. Too often, the game is virtually over even before the 2nd turner starts the game.
2) It is also superior to the “deploy only/no attack” option that is really just a “blunt” instrument.
By allowing a range of kills, map specialists can experiment to find out the right kill number which will allow fairer opportunity for the 2nd turner. The right kill number depends on the map and also the relative skill differential between the players.
For example, if both players are equally skilled, then in the case of Waterloo, the right kill number is between 3 to 6 kills (neutrals included). This number could even be zero if the first turner is more skilled than the 2nd turner.