This league is ridiculous. If both players know even remotely what they're doing, the player who gets to move first will ALWAYS win. Please fix it so the starting player can't take all 4 safe spots.
If your opponent goes first and parks their spiders in the safe spots to the side, they still have to move them forwards to attack your turret. So I'd rather focus on making a good general an to attack my enemy turret, with or without the safe squares. It's a dance...a tango )
it doesnt garantee a win but it does give you a pretty big advantage. What cards you get has a bigger impact in the end though.
I've upgraded the map to fix this very problem. Take a look: http://forums.cardhunter.com/threads/turret-tango-2-0.8467/
Like I just cross-posted in Mr. Data's thread (*gasp!* cross-posting! you'd think I'm some old Usenet fogey!) ... I'm overall fine with Turret Tango as-is, but I certainly wouldn't have any problem guaranteeing the opening move (barring Forced Rotate of course) gets only two "premium" spots with other still-decent spots available. I appreciate Mr. Data's proposed edit. $:^ ]