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Question on time for activating pieces? Options
shmi15
Posted: Sunday, June 16, 2013 8:12:48 AM
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So, say I'm running an 8 activation squad... against a 20 act squad. When I finish activating, what is a reasonable time for the other person to act his 12? Does it change if he is using Lancers? Using Super Swap? Or is there a standard time limit for this?
Sithborg
Posted: Sunday, June 16, 2013 8:56:16 AM
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Nope. Judges discretion.
shmi15
Posted: Sunday, June 16, 2013 9:49:03 AM
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So there is no bearing on it what so ever... Strictly how a judge feels and nothing to do with any rules at all?
corranhorn
Posted: Sunday, June 16, 2013 10:02:16 AM
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shmi15 wrote:
So there is no bearing on it what so ever... Strictly how a judge feels and nothing to do with any rules at all?


As it should be.
shmi15
Posted: Sunday, June 16, 2013 10:14:05 AM
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I just see errors in this everywhere.... What if a player is not liked as much and the judge rules in favor against him? We can sit here and say that "shouldn't" happen, but it doesn't mean it "won't" happen. What if the judge is friends with the lower acting player and rules in favor of his friend?

There has to be a formal guideline to follow, Otherwise you could just run 30 activations, take your sweet time and let 3 rounds go bye, and the game is over with only 1 real kill?

Just "leaving it to judges discretion" is not an intelligent way for any competitive game to be, especially without a rule in there to begin with!?

Is there a way we can errata or set forth a given time frame to take your turn?
urbanjedi
Posted: Sunday, June 16, 2013 10:29:12 AM
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there is not strict time limit as any hard limit would be certainly abusable in some way. It is up to each player to play at a pace that will allow for the completion of the game within the time limit.

This topic has been discussed many, many times before and essentially is the reason that we went to a 3-2 scoring system in the first place. When WOTC orginally ran the show back in the old days, it was reasonable (and an accepted tactic) to say kill a random piece to get up on points, then stall, keeping all your main pieces in the back, and using FREE pieces from lobot to get gambit. This led to the gambit change where the piece scoring gambit had to be worth 5 or more and the 3-2 scoring system to encourage engagement. I remember Dennis complaining one time about a game where his opp had 6 or 7 activations, made it to gambit rd 1 when Dennis couldn't and proceeded to stall out and won the game 15-10 when time was called and they had only played 3 rounds.

That being said, there are some match-ups that just will not complete in 1 hr unless 1 of the people just runs like crazy into the other squad to get killed. Some players play slower, some play faster, some are more familiar with maps, etc which all effect how much time each player takes to activate his or her squad. It is essentially up to each player to both maintain a steady speed of play and to make sure their opponent also maintains a steady speed of play to make sure that both players have an equal opportunity to win the game. In the past some obvious things that would indicate someone intentionally stalling would be (playing at different speeds through out the game, like playing really fast in the beginning and then much slower if they have the lead and time is running down, or vice versa, slow in the early game and then lightning quick if they are down on pts and time is getting near, or counting multiple different spots where characters can go then just spinning a mouse or ugg or some other irrelevant commander in the back).

In your example of being out and waiting on your opponent, they should be able to move all their non-relevant pieces pretty quickly (ie uggs, mice, random commanders, etc) and might take a little more time to measure to see if they have shots for their more important pieces. Lancer can take some time to count out and so can swap, but it is still up to the player playing the squad to be able to know their squad well enough to be able to complete most games. The generally accepted rule of the old days was that you should at a very, very minimum be able to complete 6 or more full rounds before time was up. I know at the NY regional there was an issue in 1 game where there were still in round 2 (or it might have been round 3) and the halfway point in time had been called. You should be well beyond "in round 3" when the 30 min marker is called in a 1 hr match.

There are exceptions to nearly every "rule" and it really comes down to game by game.

As a side note, it is to each players benefit to be trying to get a full win. At regionals as well as at Gencon the cut is often decided by who has completed games vs who has tied and gotten a 2pter. I have been to 2 regionals this season where someone went 3-1 but couldn't complete any games (so 6 pts) missed the top 4 cut, and I know from Gencon expereince that in the past 4-2 (12 pts) would nearly guarantee a top 8 while if you had even a single 2 pt victory you would have to hope and pray that your tiebreakers were strong enough. For instance in 2011 1 4-2 (11pts) made it in while 4 others missed the top 8.
urbanjedi
Posted: Sunday, June 16, 2013 10:51:41 AM
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shmi15 wrote:
I just see errors in this everywhere.... What if a player is not liked as much and the judge rules in favor against him? We can sit here and say that "shouldn't" happen, but it doesn't mean it "won't" happen. What if the judge is friends with the lower acting player and rules in favor of his friend?

There has to be a formal guideline to follow, Otherwise you could just run 30 activations, take your sweet time and let 3 rounds go bye, and the game is over with only 1 real kill?

Just "leaving it to judges discretion" is not an intelligent way for any competitive game to be, especially without a rule in there to begin with!?

Is there a way we can errata or set forth a given time frame to take your turn?


The main problem is how do you determine a time limit? 15 second per activation? 30 seconds per activation? I mean take your 30 activation squad, at even 15 seconds per that is 7 and a half minutes per round that you would take up, and that means that none of your activations really did anything as it takes time to draw lines, roll dice, determine hits/misses, etc. And secondly some activations (decisions just take longer than others). I won init, which of my 2 power hitters do I use? Do I override a door (or blow it) instead? As a player it is expected that you counteract some of these longer decisions/activations with shorter ones.

Too many times, people spend time looking for a perfect move when one doesn't exist and end up with going with the first move they initially thought of. Nickname once said that players need to realize that they need to do the best move that THEY can come up with in a reasonable amount of time.

As far as the judges go, you basically have to trust that the judge was chosen to be the judge because they are going to be fair (or has been the case of the 3-judge panel used at regionals that all 3 judges are going to be fair). If the person isn't going to be fair, then why were they put in as the judge in the first place? It is also the players responsibilities to alert the judge when they think their opp might be playing slowly (or even stalling intentionally) as soon as the player thinks that. Usually the easiest way to speed someone up is to alert them that they are playing slow and they need to pick up the pace. If that doesn't work, then a player should always call a judge over. It does zero good to alert the judge with 3 mins left in the game that you are only in round 2, as the judge cannot make any judgement at that point. He hasn't been watching so doesn't know anything of what situation your game might be in. If you call a judge early (and as often as necessary) they can keep an eye on both players to see if any funny business is happening. Also remember a judge can rule that players need to play another round (or even 2 more rounds) if the judge feels that is what is necessary.

In all reality, since we were abandoned by WOTC most of our players are just people that like the game and since we don't really have any huge value prizes, and with the advent of the 3-2 system, most people who tried to play that way have moved on to other games. I mean in a larger tournament a 2-pt win is about the same as a loss unless you plan on going undefeated on the day or get very lucky on Tiebreakers, and 2 (or more) 2-pt wins means you certainly won't make the top cut in most circumstances.
corranhorn
Posted: Sunday, June 16, 2013 10:53:38 AM
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shmi15 wrote:
I just see errors in this everywhere.... What if a player is not liked as much and the judge rules in favor against him? We can sit here and say that "shouldn't" happen, but it doesn't mean it "won't" happen. What if the judge is friends with the lower acting player and rules in favor of his friend?


It's not like that can't happen with any number of other ruling areas.

Quote:

There has to be a formal guideline to follow, Otherwise you could just run 30 activations, take your sweet time and let 3 rounds go bye, and the game is over with only 1 real kill?

Except that our judges, are, yanno, competent. You make them sound like they're biased jerks, which is not the case.

Quote:

Just "leaving it to judges discretion" is not an intelligent way for any competitive game to be, especially without a rule in there to begin with!?

Sure it is. When it's something that dosen't actually affect who kills what, etc, sure it is. No reason to make rules for every aspect of a match. "Roll your dice faster!"

urbanjedi
Posted: Sunday, June 16, 2013 11:01:14 AM
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shmi15 wrote:
. What if the judge is friends with the lower acting player and rules in favor of his friend?



That might happen 1 time, but if it happened at a local tourney (or even a regional), as soon as the community learned of it, the next event at that venue would have a VERY, VERY low turnout as people wouldn't travel to it assuming the other players in attendance felt that the judge had been in error.

Our game (like most games) has always left final determination up to the judge. For instance, in Magic the Gathering, what do you do if you catch someone cheating? There are some guidelines in the floor rules, but almost all final decisions are left up to the judge of the event.
Sithborg
Posted: Sunday, June 16, 2013 11:12:13 AM
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shmi15 wrote:
I just see errors in this everywhere.... What if a player is not liked as much and the judge rules in favor against him? We can sit here and say that "shouldn't" happen, but it doesn't mean it "won't" happen. What if the judge is friends with the lower acting player and rules in favor of his friend?

There has to be a formal guideline to follow, Otherwise you could just run 30 activations, take your sweet time and let 3 rounds go bye, and the game is over with only 1 real kill?

Just "leaving it to judges discretion" is not an intelligent way for any competitive game to be, especially without a rule in there to begin with!?

Is there a way we can errata or set forth a given time frame to take your turn?


There is no way we can write every single little instance into the floor rules. ESPECIALLY when it comes to "stalling". What one player feels is stalling, isn't to another player. That is why the judge is there. If you think your judge is stalling, call the judge over to observe. It is ultimately down to the judge, which, yes, can vary from judge to judge.

At some point, you have to trust, or at least listen to, the judge. They are the final authority in a tournament. So you must either take off your tin foil hat and suck it up or not play. And judges are human, mistakes can happen. There is no rules lawyering it away.
shmi15
Posted: Sunday, June 16, 2013 11:51:51 AM
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Ok, so what I'm seeing is no one else has a problem with people taking time to do their turns? As long as we are drawing lines and counting squares?
Galactic Funk
Posted: Sunday, June 16, 2013 11:54:43 AM
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I honestly don't feel that there are any additional rules that you could apply to improve the situation. Slow play is something that will never go away.

Admittedly, slow play is still one of my biggest issues. I've been playing for almost two and a half years now and while its something I have improved on, I still need some work. I have found that the better I know my squad the faster I can play. My knowledge of the game has also helped.

The thing is, slow play primarily hurts the person playing slow. Provided a judge is called to enforce the issue. In my experience slow play is primarily due to a persons experience level (and sometimes just the way they play) rather than something nefarious. Obviously that isn't always the case but as long as you are playing fast and alert the judge promptly when something is amiss you will likely come out fine w/o getting screwed over most of the time. We are talking about competitive play though and certain individuals will always look for an edge whether on the up and up or not.

I can't see any other way to improve the situation without adding an unnecessary layer of rules that would likely do more harm than good.
corranhorn
Posted: Sunday, June 16, 2013 11:59:27 AM
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shmi15 wrote:
Ok, so what I'm seeing is no one else has a problem with people taking time to do their turns? As long as we are drawing lines and counting squares?


Can I ask you something? You seem to be really worked up over this, can I ask why? I'm not trying to bait you, just honestly curious because I'd rather not risk offending.
shmi15
Posted: Sunday, June 16, 2013 12:00:15 PM
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I'm taking this to the general discussion thread
shmi15
Posted: Sunday, June 16, 2013 12:02:04 PM
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I have played against many people in tourney's and casual.. and when I play Seps, or Imps, I rarely get more than 4 rounds in. And no judge has ever ruled that this is stalling... And I can't understand how it is not? 6 rounds should be easy to get, 5 at a bare minimum. Anyone playing slower, just doesn't know strategy games well... Or just takes WAY to long "strategizing"
urbanjedi
Posted: Sunday, June 16, 2013 12:25:54 PM
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do you mean when you PLAY them or when you play AGAINST them? Either way you should get more than 4 or 5 rounds in. 6 rounds should be a very minimum and most players should be able to get 8+ rounds in without unusual circumstances. Lou and I played 11 rounds in Kokomo and still finished in around 45 minutes. In general, it doesn't matter how many activations a player has or whether they have activation control, they need to be able to play at a speed that ensures that they have a reasonable chance to complete a game. With activation control, it should actually go faster as normally players just spin their commanders until their opp is out (the normal point of act control) and then when it is only their activations left, should also be pretty quick because their opp cannot respond.

There are some instances where it just takes time to play out the matches.

And as far as counting/measuring, I think it is ok if you reasonably plan on using the piece, but measuring/counting with 6 different dudes, then just spinning a random ugo in the back could be considered stalling depending on the circumstances of the game.
Sithborg
Posted: Sunday, June 16, 2013 5:08:51 PM
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shmi15 wrote:
Ok, so what I'm seeing is no one else has a problem with people taking time to do their turns? As long as we are drawing lines and counting squares?


That's not it at all. You just can't write down a specific time limit in the floor rules, because there are occasional rounds that it is perfectly valid a player is taking a bit more time than the average to make decisions.

The only answer to slow play is, to call a judge over to watch the game. Who has the power to make the proper decision as he see fits. Slow play is such a nebulous area, that you can't make a flat statement, but leave it to the judges opinion.
shmi15
Posted: Sunday, June 16, 2013 5:34:23 PM
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@ Urbanjedi, I don't like playing them at all. Because to me they are a slower to play on each side. My opponent has to take into accont how I am going to react to his moves which takes him longer yadda yaddayadda
juice man
Posted: Sunday, June 16, 2013 6:27:57 PM
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shmi15 wrote:
Ok, so what I'm seeing is no one else has a problem with people taking time to do their turns? As long as we are drawing lines and counting squares?
If a player counts out several different locations for several different characters and draws lines from all or most of those locations, that would make me call a judge just to let him know about potential slow play. If it keeps going, keep calling the judge.
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