I still can't understand how people say that you can gain advantage by missing turn. Before yes, but now??? It works better to take your turn deploy and end your turn without moving at all, than missing a turn.
If you say something like "he missed two turns so I left him alone, thinking that he'll miss the third turn, but he came back and took the advantage, that's so ufair". Allow me to tell you, that this is your fault for not taking the proper measures. When someone misses a turn, it's like saying "I'm not at home and I left my door open, take all what you can. If you wait, I'll come back to my house with the police and they'll arrest you"
Take the classic game, if someone helds the Europe bonus and misses a turn, it won't matter if he is holding the bonus or not, the important is that when he comes back, the computer will see if he CURRENTLY has bonus or not, if he has no bonus it will say 3 troops x 1 missed turns = 3 more troops. Instead if he didn't lost his turn he would have recieved 8 troops (assuming he still had the bonus). If he misses a turn and you let him hold the bonus, it will say 8 troops x 1 missed turn = 8 troops. That's totally your fault.
And also if you miss your turn, you don't get the chance for spoil (and more in Flat Rate games where is important to get spoil EVERY round), and in games like Feudal Map where there are auto bonus, missing a turn, will not give you back that auto bonus.
Therefore, missing a turn only gives you disadvantage. There's no way you'll gain something missing a turn, that you could have done by simply deploying your troops in that turn.
But let's explore a little, how can you get some advantage
There are only 4 ways that you could gain advantage by missing a turn:
->In games where there are negative autobonuses, like dust bowl, or Age of Realms 2
Reply: I get it, the idea is not to loose the quantity of troops, but you'll lose it anyways after you begin a turn, and in most cases you are going to lose 1 troop for one negative region, and if you have only 1 troop there you won't loose anything.
So yes you can get some advantage, but is so minimun that it can't be exploited decently.
->In games where there are negative bonuses, like Steamworks, or USAapocalipsis.
Reply: The idea here is that, your opponent will break your negative bonus, so when you take your turn you get more troops. But if this happens, is the samething as the Europe bonus I said early, your opponent was silly enough to break it, and therefore is your opponents fault for doing. Another reason that he breaks you negative bonus might because he can have a bigger advantage breaking your negative bonus, so he can get a higher bonus, or that he wiping you out of the game, so that means he already won. Also this could work, if the negative bonus was very high, but ussually you don't lose more than 3 troop, so there's no much difference.
One way to exploit this, would be in team games, where your teammate breaks the negative bonus. Again the reward is very small to even think about it. And also these is so small, that the is not worth it to do something.
->In nuclear games, where you have 5 spoils, and one of that spoils, will make you autosuicide
Reply: If you reach to that case, you're already dead, doesn't matter if they kill you, you miss turns, or you autonuke yourself. There are few ways that you it can be useful missing turns in this case.
A : That is an assassin game, so if you miss turns, you can get a chance that:
-Someone kills your target by mistake.
-That if you autonuke the game will end, but if you miss 3 turns, the one who had you as a target, will have your target instead, and that doesn't help you at all except that messing a little the game, which can be a little of fun.
-That you have some kind of alliance (secret or not), or you want that one particular wins because he has more points and you'll lose less points, that you get an advantage in tournament games where they ussually eliminate the player who has been killed...
B: That is a team game, and you have many troops in a bottleneck region (like Bankog in Classic), that helps one (or more) teammates (like holding the Aussie bonus, or is his last region). If you nuke, it will come to one troop and the opponents will be able to enter there, so better to make those troops of your teammate than to nuke them.
The problem with this, is that when you are our of the game, and your teammate not only inherits your troops, but also spoils, so he'll have the same problem, unless he has more spoils to choose (like if he had already 5 spoils, so 5+5=10 and he can choose). If he gets enough lucky to cash, without nuking that region and afterwards moving that troops to a safer region, we can say that they took advantage of missing turns.
But, in both cases A and B. The suggestion that the OP gives, doesn't help at all, because this people won't get reinforcements as they won't play their following turn. But nuclear teamgames can be exploited a little more:
C-> In teamgames, where you have 5 regions, and you'll nuke your partner regions where he has his last regions, he'll get a bonus or/and has a big stack. So I'll miss my turn and let my team to move.
Reply: While this is true, this shows your inability to play well the game, as you could have done that before.
-If is his last region, you could have used his turn to move and get more regions. Even if that happened after your teammate played his turn, you could have predicted that with 5 spoils and no choice, this could happen so you should be careful. If you didn't its your fault, and shows that you are not a good player. Learn about that, and don't make the mistake again.
But let's say that you did the mistake, so you miss your turn. By missing your turn, you couldn't help your teammate. Neither by deploying, neither by reinforcment. So your opponents can kill him. If they don't do its their fault. Even if they can't kill him, they could make him unable to move (by predicting that your missed turn is a scheme, which can be easily done if they see your currents games).
-If your partner has a big stack, then is the same case that last region, if your fault not have moved that troops before, or your teammate, to move there after you had 5 spoils, because he didn't saw your spoils even tough he can see them. Or you could have had more comunicattion. This only tells me, that you (or your teammate) doesn't know how to play decently. And yes, mistakes can happen, so if its a mistake you have two options, or be brave and take your mistake, or be a bad sportamanship
player and miss your turn, is not against the rules... you can do it.
-If your partner is getting a bonus, how many turns will you miss so he can get his bonus?? If you don't want to be kicked, the best thing to do is to nuke that region that your teammate has left previously with one region, and the reassault that region. So it makes it kind of stupid to miss turns.
The only way you could use it, would be if you know that the opponent will break the bonus and reach to that region:
D-> Well that's a little hard, but if you do that. That means you atleast know a little bit what you are doing, and this can be quite interesting. It's probably bad sportmanship (or maybe not, this could be a debate but that would be for another post). But here the fault would be from the player who didn't miss the turn (like the Europe case). If you see that your opponent has 5 spoils and missed turn (even if he didn't) you'll diversify your troops atleast in 2 regions, it would be kind of silly not to do it.
So yes, in the cases of C & D you can get advantage by missing turn, but again what the OP proposes won't get rid of the problem, as this is more a problem of nuclear spoils, that to get reinforcements on their following turn.
-> It's an escalating turn, I've got 5 spoils, but the value is too low. If I miss turn, in my next turn the 5 spoils will have enough value, so I'll cash it.
Reply: What is surprising here, is that with 5 spoils, and value getting higher and higher they didn't kill you. Maybe they weren't capable (ex. fog), maybe they couldn't (ex. you had too many troops already), maybe is trench, maybe the aren't decent players...
Whichever is the reason, the first one would be your fault, for not predicting that this would happen, you should have stop when you had 4 spoils or 3, play your turn deploying without assaulting. In escalating people normally wait to have 5 spoils to change, so you could have predict easily how many armies you would get if you trade spoils. If you wait till you have 5 spoils, and then miss a turn, that tells that you are not a good player who can predict such a simple outcome. Futhermore if someone does, this he is doing for the value of the sets, I don't think he'll care much if he gets or not deffered armies, because his intention is to end the game at that turn, by changing set->killing->changign set->kill. He can't use the defered troops till the next round... There's a way that he could use that troops in that round and is simple as not missing a turn. Because you can drop troops and don't assault so you can't get a spoil.
In summary, what I'm saying is that while there are some ways to take advantages of missing a turn, none of them come from the fact that you get deferred armies, but exploiting, in one way or another, the settings maps. Of course this situations are very unlikely, and the advantage can be easily evaded by an average opponent (or that the player who decides to miss the turn, didn't play well and decides to arrenge his noob-mistakes.