Tanks have the most expanded power within the CP. They are useful for defense in depth when placed in the forward area of the CP.
Since cannons block cannons have at least one available to block off check mate when needed.
Variation 1: If both players agree, the game may be played without the infantry capture rule. Dropping this rule encourages trading of pieces, however it changes many strategies used in the game.
Variation 2 “Armageddon”: (For Advanced Players) Chess 1999 begins as
a low intensity conflict (LIC). When the first piece is taken the
game escalates to a mid intensity conflict (MIC). In variation Armageddon,
nuclear weapons are employed and the game escalates to a high intensity
conflict (HIC). Pieces with nuclear capability are the B1 bomber
and MRLs. When employing nuclear weapons, the player calls out `NUKE’,
then moves pieces as follows. A bomber kills everything in its direction
of travel after moving at least four spaces. The bomber is then turned
upside down on the space where the player chooses to stop it. The
bomber is dead and the space is unusable due to radiation. Pieces
may move over an unusable space as if nothing was there however no piece
may stop on the space.
MRLs can kill every spot which they can hit from a given point.
The player employing the nuclear MRL may choose not to kill any spot he
does not desire destroyed. The MRL is then turned upside down in
its original spot (The MRL is not moved) so that player’s can trace radiation
spots. After a nuclear strike, any piece stopping on any spot which
has been hit by a nuclear enabled MRL is dead and turned upside down on
the spot.
Defense against nuclear attack can be made by positioning an
MRL so as to intercept a potential nuclear path. In the case of a
bomber, the nuclear attack ends the space before the MRL strike zone intercepts
the bombing path. In the case of an MRL attack, any space on
which both the defending MRL and attacking MRL’s strike zone overlaps is
protected by the defending MRL (The defending MRL acts as a PATRIOT missile).
A standard tournament is played as three standard battles (games). The best two out of three battles wins the war (match).
A variation tournament is also played as three battles. The first battle is waged with variation 1 rules. The second battle is waged with standard rules. The third battle is waged with variation 2 (Armageddon) rules. The best two out of three battles wins the war.