The tanks don’t really get rolling like you said until turns 7-9, but that is when you are going to need them. Our last game the CP won was around 16 turns, so got lots of use of the tanks.
OK after playing the game a few times I have to say this is my least favorite AA game to date.
I agree with many others it is near impossible for the Central Powers to win, the first game we played I won but we where still new to the game.
The Russian Revolution oob was just broken, now it has been fixed but I still hate the idea that if the Russian Revolution is triggered the CP lose one of the victories cities need to win the game. As if it’s not hard enough for the Central Powers.
The debate over contested territories and moving out of, is just silly. The first game we played this rule wrong, but the idea that you cannot leave a contested battle into a territory that you already have units in is beyond stupid. The idea I couldn’t leave a contested zone into an allies is bad, but not being able to move into territory with my own army unless I own the territory. Shows a easy way out when writing the rules in my opinion.
Cruisers are next to useless in this game. The extra movement of 1 does not make it worth buying them, with battleships being so cheap.
Obviously many rules where overlooked when first released such as
US neutral rules and what they can or cannot do (many of these things are not in the OOB rules as written)
US transports before they are at war.
I also notice when many of these things where questioned the official response came back with what seemed like a bit of attitude at people pointing out these errors and that truly turned me off. It is not the players fault the rules are unclear or just out right do not say something cannot be done. There is no reason to blame the players for pointing out these faults in the rules.