Turn 1:

FNU has a HUGE disadvantage on a map this small because a quick blitz can take such a huge chunk of your revenue out of the fight immediately.  It's (usually) best to cover your borders as best as you can with LAVs, and THEN start buying bigger units like Mortars and Tanks.



Turn 2:

GOOD: Getting a LT to help the invasion in the northwest.

BAD: Not doing so in the northeast



Turn 3:

BAD: Not using your LT to help your invasion in the northwest.  You already have an ally right next door to the threatened country, so that LT is better off helping the invasion.

BAD: Getting a Tank as a guerilla

GOOD: Getting a LT to help the attack in the northeast



Turn 5:

BAD: Simply letting him take the Low on the east coast.  You're not going to kill that tower this round, and next round, he can simply replace it with units he's purchased right next door.



Turn 6:

BAD: Leaving an RL where the enemy can drive an Ostrich over to it.



Turn 7:

GOOD: For several turns, you've been using LTs to bring in fresh reinforcements.  This is what seperates a Human from the AI.



Turn 8:

GOOD: Capitalizing on the enemy mistakes by killing his 2 Annihilators.



Turn 10:

BAD: Buying LAVs that far back.  You need them in the fight, which means on the border.



Turn 12:

BAD: Leaving a hole in the line in the southwest where the enemy can slip a UPS-loaded unit through to kill your RL.



Turn 14:

GOOD: Using your LT to bring your Bot to where it can kill the enemy Annihilator.



Turn 16:

GOOD: Good use of transports to hunt down the last enemies in your country in the southwest.



Turn 17:

GOOD: Killing the Pteroplanes



Turn 18:

GOOD: Guarding the capital of the enemy SA you've invaded in the Southwest

GOOD: Killing the Pteroplanes.

BAD: Leaving loaded transports near an invasion.