Jump to content
Sign in to follow this  
Lord Malice

Tournament Draw

Recommended Posts

 

If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire.

 

Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.

 

Except in the case in question it doesn't. One player could pile up 10 damage on Vader, the other player could kill 1 elite royal guard and 3 pairs of common storm troopers (leaving one alive from each group). The teams would have even 0 scores and then be compared. The team that put 12 damage on vader would win even though the other team dealt almost double the damage and destroyed 7 figures (but scored no points).

 

 

 

Please edit/review your post since it makes almost no sense.

 

Also please check what I actually wrote:

 

IF you can't kill/destroy an deployment card (which means the entire group OR a figure (like Vader or an Imperial Officer)) then make sure that you injure as many figures as possible (a bit tricky?) while avoiding as much damage as possible yourself (even more tricky?)

Share this post


Link to post
Share on other sites

 

 

If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire.

 

Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.

 

Except in the case in question it doesn't. One player could pile up 10 damage on Vader, the other player could kill 1 elite royal guard and 3 pairs of common storm troopers (leaving one alive from each group). The teams would have even 0 scores and then be compared. The team that put 12 damage on vader would win even though the other team dealt almost double the damage and destroyed 7 figures (but scored no points).

 

 

 

Please edit/review your post since it makes almost no sense.

 

Also please check what I actually wrote:

 

IF you can't kill/destroy an deployment card (which means the entire group OR a figure (like Vader or an Imperial Officer)) then make sure that you injure as many figures as possible (a bit tricky?) while avoiding as much damage as possible yourself (even more tricky?)

 

 

 

Don't get your panties in a bunch I read your post your last sentence says the opposite of the beginning. You say "it favors the person doing the most "actual skirmish" ie destroys most figures" but this is only true with the first tie breaker. Victory points from units destroyed. When you get to the second tie-breaker,  fewest damage left on remaining figures, it can be the opposite. That's all I'm pointing out. I quoted what you actually wrote I didn't doctor it. Don't get angry because I'm confused by your statement.

 

The example I gave exemplifies this.

 

Two squads face off and score no points, terrible offensive rolls apparently.

 

Player A ends up focusing all in on Vader and deals 10 damage.

 

Player B uses his Vader squad to kill of 6 troopers (but 2 from each of three different groups). He also kills off one elite royal guard dealing over 20 points of damage but has no damage left on the remaining units.

 

By the tie breaker rules they would still be at a tie after the first condition, and go to the second. At this point Player B would be declared the loser, and Player A would be the winner even though Player A clearly did more damage and "skirmishing".

 

It seems like the damage done to these eliminated figures should factor in but doesn't via the rules.

Edited by KennedyHawk

Share this post


Link to post
Share on other sites

If you can't destroy a figure or group then ensure that you deal or spread out as much Damage as possible if/when you can see the game coming down to wire. 

Having not played any Skirmish tourney yet myself I can't speak much about how this really will work, but one thing I do like about the tiebreaker here is that it favors the person doing the most "actual skirmish" ie destroys most figures.

 

Except in the case in question it doesn't. One player could pile up 10 damage on Vader, the other player could kill 1 elite royal guard and 3 pairs of common storm troopers (leaving one alive from each group). The teams would have even 0 scores and then be compared. The team that put 12 damage on vader would win even though the other team dealt almost double the damage and destroyed 7 figures (but scored no points).

 

 

Please edit/review your post since it makes almost no sense.

 

Also please check what I actually wrote:

 

IF you can't kill/destroy an deployment card (which means the entire group OR a figure (like Vader or an Imperial Officer)) then make sure that you injure as many figures as possible (a bit tricky?) while avoiding as much damage as possible yourself (even more tricky?)

 

 

Don't get your panties in a bunch I read your post your last sentence says the opposite of the beginning. You say "it favors the person doing the most "actual skirmish" ie destroys most figures" but this is only true with the first tie breaker. Victory points from units destroyed. When you get to the second tie-breaker,  fewest damage left on remaining figures, it can be the opposite. That's all I'm pointing out. I quoted what you actually wrote I didn't doctor it. Don't get angry because I'm confused by your statement.

 

The example I gave exemplifies this.

 

Two squads face off and score no points, terrible offensive rolls apparently.

 

Player A ends up focusing all in on Vader and deals 10 damage.

 

Player B uses his Vader squad to kill of 6 troopers (but 2 from each of three different groups). He also kills off one elite royal guard dealing over 20 points of damage but has no damage left on the remaining units.

 

By the tie breaker rules they would still be at a tie after the first condition, and go to the second. At this point Player B would be declared the loser, and Player A would be the winner even though Player A clearly did more damage and "skirmishing".

 

It seems like the damage done to these eliminated figures should factor in but doesn't via the rules.

When I wrote "Figure" it was (at least to me" implied that I only meant actual "figure Victory Points" which again/still means that every figure in a deployment card have been destroyed.

And yes, you can argue that the tie-breaker is unfair and set up any myriad of good/poor examples to illustrate or exemplify this. But IMO it all comes down to the fact that it is a tiebreaker, it's the tiebreaker that they (for now) have decided to go for and so we can rely on it and act accordingly.

And I'm not bulk or bunch buying my underwear (yes yes, I do know the actual meaning of the phrase but I prefer to ignore it)

Share this post


Link to post
Share on other sites

Conversation tangent: What is a TIE Breaker? I see TIE Fighter, TIE Bomber, TIE Defender, TIE Interceptor, TIE Advanced x1, but no TIE Breaker. Must be something new. Maybe the code name for the TIE Phantom? That might explain why I don't see it. :D

Edited by Fizz

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...