Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2012/09/14 07:35:44
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
Why waste time continuing a not-fun game when he can pack up and go play another game and hopefully have some fun. I don't blame him one bit. Of course I would have never played your cheesy army to begin with.
2012/09/14 07:50:08
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
That guy, in saving himself some time, also denied himself the opportunity to learn how the Grey Knights army works. If you think you're going to lose a game, then you already have.
Spot on, I have yet to win a game as I have only just started playing but in ever game i've learnt a lot about my troops and what to use where, to the point I just gave my opponent a draw last night after winning most of the game,
In each game i have lost I have followed it through to the bitter end and in one game I got beat quite bad by tau and their damn broadsides we replayed another game stright after,
I would say bad sportsmanship as it is a two player game
40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/ 06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final
2012/09/14 07:53:38
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
Kaldor wrote: Further, the Hammer and Anvil deployment means you can simply start ~40" away from the Grey Knights, and leave him languishing for two or three turns. And when he gets too close, you run away. Leave some sacrificial unit behind, and run away.
Given that army, it wouldn't have helped him one bit. Okay, so he can stay safely out of the assault range of the Paladins. Fine. What's his counter-attack? The longest range weapon he could have possibly pulled would have been a handful of Big Shootas on the Boyz squads, Trukk, and battlewagon. I guarantee you that even with a few turns of shooting, 11 big shootas (at absolute max, mind you, assuming that he took 4 on the wagon, 1 on the trukk, and 3 each on the boyz squads) is not going to do more than scuff the armor of the Paladins. Plus, unless you're sitting exactly 36" away, those Paladins can move up 6" then shoot their 24" guns.
I'm thinking blame can be passed out to both sides here. Draigowing is a tough nut to crack in general if you don't have a bunch of high strength, low AP weapons - but the Ork player was also running an awful army at 2000 points for being in 6th edition. Any number of armies would have trounced him quite soundly, not just Draigo.
My Armies:
Kal'reia Sept Tau - Farsight Sympathizers Da Great Looted Waaagh! The Court of the Wolf Lords
At that point, you've probably invested an hour into getting the little men out, making a battlefield for them, and pushing them around some. Quitting on turn 1 means that person is ok with murdering an hour of my life away.
What gives you the right to murder his next hour by making him basically stand at the table and pick up models while you butcher his army?
2012/09/14 08:03:45
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
I was up against my brother, almost 2000 point game, I was trying out how to do a hybrid guard list. In his 1st turn, he drops an orbital bombardment. It kills enough men of a blob for me to fail my ld the first time, and again. Kill enough for me to lose my PCS and the 2 HWS's nearby. Kills my 2 LRs and my 2 manticores.
I called it there. He had lost maybe 5 marines to my shooting on my first turn. 5 marines. I could not roll to hit or wound to save my life. There was no reason to continue that game, at all. We weren't going to learn anything from it, it was not going to be fun, it was over.
Games can be over Turn 1. Its not that uncommon. People who quit turn 1 in circumstances when there is no point shouldn't be bashed, but similarly people who want to play on shouldn't be labelled as 'prolonging the pain' or anything, they just want to play a game. Its just an unlucky situation for everyone.
I wish I had time for all the game systems I own, let alone want to own...
2012/09/14 08:07:13
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
You're lucky he agreed to play a game with you in the first place. If someone walked up to me with a draigo wing wanting to play "2055" points so he could fit what he wanted I'd laugh. Coming up with weird point levels just to fit what you want sounds like a severely one sided game off the bat. Maybe I should make a "1376" point list to maximize my odds and ask opponents to whip a list up on the spot ... -_-
I don't mean to sound harsh, and wouldn't pretend to know your intentions, but you should really know that playing at weird point levels just to make your dream lists for pickup games reaks of WAAC like nothing else ever could. Combine that with a list notorious for being OP and WAAC . . . like I said, lucky he agreed at all.
Automatically Appended Next Post: You're lucky he agreed to play a game with you in the first place. If someone walked up to me with a draigo wing wanting to play "2055" points so he could fit what he wanted I'd laugh. Coming up with weird point levels just to fit what you want sounds like a severely one sided game off the bat. Maybe I should make a "1376" point list to maximize my odds and ask opponents to whip a list up on the spot ... -_-
I don't mean to sound harsh, and wouldn't pretend to know your intentions, but you should really know that playing at weird point levels just to make your dream lists for pickup games reaks of WAAC like nothing else ever could. Combine that with a list notorious for being OP and WAAC . . . like I said, lucky he agreed at all.
This message was edited 1 time. Last update was at 2012/09/14 08:08:10
"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras
2012/09/14 08:27:48
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
DAaddict wrote: My point is the ork player was behind the 8 ball with his list. Lets just say the ork went first. 30 orks fire 30 sluggas. and manage to hit 20 times. They even manage to wound 10 times. With some poor armor saves he might kill 1 paladin. Now the paladin, 18" away, puts his prescience on the unit and it fires back. 16 hit. of which 10 kill. Now the ork backs off and fires again 40 shots of which 13 hit and 6 wound. 1 more wound on the paladins. The paladins fire again and 10 more orks dead.
Which is kinda my point. 1,000 points of models, half of his entire army, over the course of two turns, has managed to kill two thirds of one unit.
That's not effective, no matter which way you cut it.
Further, the Hammer and Anvil deployment means you can simply start ~40" away from the Grey Knights, and leave him languishing for two or three turns. And when he gets too close, you run away. Leave some sacrificial unit behind, and run away.
I don't understand how anyone can consider a 2,000 point army that only contains two units is over-powered. Yes, those units will be impossible to kill. Yes, those two units will roflstomp anything and everything in close combat.
So what? If you're playing 'Purge the Alien' sure, you're gonna have a bad day. But any of the objective based scenarios is going to screw that army. Unless, that is, you keep throwing your units into the meatgrinder and then complaining about how grindy it is.
You suggest whittling enemy numbers with small arms fire. As Locclo wrote a few posts above me - how does the ork damage Terminators with small arms fire if all he's got are weapons that'd bring him within 24 inches from the Paladins?
2012/09/14 08:28:39
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
Honestly, I think I would have quit too.
When things have gone that badly wrong so fast it's hard to keep going, and frankly pointless.
I have limited time to play.
Why play a game that is going to suck that badly?
The only thing that quitting did was alter the speed of putting the Orks back into the case.
If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. item 87, skippys list
DC:70S+++G+++M+++B+++I++Pw40k86/f#-D+++++A++++/cWD86R+++++T(D)DM++
2012/09/14 08:35:11
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
Interesting discussion. I had some quit on me turn 1 after a few dice rolls. The explanation i was give was that they couldnt win as i didnt bring the army i played last week, which they based their list around beating. Lets say i wasnt too pleased, i didnt get another game after and ended up going home early.
2012/09/14 08:36:42
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
Kaldor wrote: Further, the Hammer and Anvil deployment means you can simply start ~40" away from the Grey Knights, and leave him languishing for two or three turns. And when he gets too close, you run away. Leave some sacrificial unit behind, and run away.
Given that army, it wouldn't have helped him one bit. Okay, so he can stay safely out of the assault range of the Paladins. Fine. What's his counter-attack? The longest range weapon he could have possibly pulled would have been a handful of Big Shootas on the Boyz squads, Trukk, and battlewagon. I guarantee you that even with a few turns of shooting, 11 big shootas (at absolute max, mind you, assuming that he took 4 on the wagon, 1 on the trukk, and 3 each on the boyz squads) is not going to do more than scuff the armor of the Paladins. Plus, unless you're sitting exactly 36" away, those Paladins can move up 6" then shoot their 24" guns.
I'm thinking blame can be passed out to both sides here. Draigowing is a tough nut to crack in general if you don't have a bunch of high strength, low AP weapons - but the Ork player was also running an awful army at 2000 points for being in 6th edition. Any number of armies would have trounced him quite soundly, not just Draigo.
The best way to beat Draigowing is to ignore it completely. Don't bother trying to get your guns in range, don't try to assault it, just laugh and remove a few handfuls of models in each of his shooting phase and then claim all the objectives. With only two units, it's impossible for him to target enough units to win the game.
That's the point I'm trying to make here. The Ork player wasn't beaten because of his list, and Draigowing is not over-powered. He chose to use his list in the worst possible way, doing everything wrong. I'm not saying the Ork player had the ability to kill the Paladins, because he very probably didn't. I'm saying the Paladins didn't have the ability to kill more than two units per turn, or get into assault if the Orks didn't want them to. They lacked the ability to dictate the flow of the game, and relied on the opponent doing stupid things like moving closer to them and assaulting them.
"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?"
2012/09/14 08:43:07
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
This is a nice example of what happens when Orks Play Grey Knights (from 5th ed mind you) from my blog:
My 2 cents is that Grey knights are pretty beast against Orks. It's a bit better now that fearless rules have changed, but short of Meganob spam, Orks tend to have a really difficult time against them.
Please check out my video battle report series! 50 games in 50 weeks!
Well, I decided to stop lurking and make an account so I could weigh in on this thread. Hello, Dakka Dakka!
So I've been on both the giving and receiving ends of first-turn devastation. My primary two armies for 6th are Hammertime! (Deathwing termies) and Dark Eldar. Now, two wound terminators who potentially have FNP are all fine and dandy, but I've found that one wound safeguarded by 2+/3++ is just overall more durable while S8 hammers are immensely useful for bonking everything from mooks, multiwound models (including Paladins), and vehicles. The fact I am allowed to stick missile launchers on these blokes is almost a travesty. While there are so very solid counters to TEQ armies out there, my local metagame is rather lacking in them. As such, my Deathwing are a very hated foe. Though I can rarely muster enough good shots to devastate an enemy by turn 1, I have consistently neutered a number of enemy forces by turn 2's close. And I understand that my Deathwing are vicious when set loose upon the local armies. So if I've BONKBONKBONK'd the enemy into submission by turn 2 it's usually very clear that my opponent is not having much fun and, well, I'm probably not having that great a time either. Really, the only time I felt good about curb-stomping some poor bastard was when I was splattering a very smug player's Draigowing all over the ruins of a city. But I think he had it coming, because he was one of those Draigowing players. Really, not every battle ends like the Alamo anyways. Armies retreat and surrender just as much, if not more, than they fight to the last when the hour is desperate. I'm happy to accept a polite, friendly surrender, and then find another game or get back to painting that massive pile of Dreadnoughts I somehow acquired. So unless he pulls an Angry German Kid, there really shouldn't be any ill will. Hell, I would feel really bad even bringing a competitive army to bear against an army that was both casual AND outdated.
On the other hand I love sticking with a game and I have had a lot of luck in turning them around. Just recently my DE fought my brother's CSM in a massive 2.5k game in which he brought some crazy Forgeworld stuff. He gets to go first despite me having both the Baron and Vect, no night fighting, and a torrent of Chaos firepower ensues. A bunch of really unlucky cover saves later and all my ravagers are either immobilised or destroyed, only two transports are left in operational capacity and dead kabalites are strew about suspiciously raider-shaped craters, and Vect's unit of wyches are left on foot. I lost about 1000 points or so. From there my Hellions and Vect's wyches managed to rampage right across the board. By the end of the game they had chewed apart two vindicators, two rhinos, two CSM squads, and then his lord and termies. While that was going on my last raider managed to deliver a squad of wyches to his backline and annihilate his objective-holders. It was beautiful. However, I will say I sincerely doubt most Ork lists can pull such a recovery off against Draigowing.
Why did a 30 man blob of boyz take a leadership test and break after only taking 9 casualties...they would have been LD10 and Fearless at that point.
As to forfeiting...
Whenever a game appears to have reached the decisive point where continued play will just be unpleasant for one or both parties, I offer the chance to surrender to my opponent. I never give up voluntarily, but if someone offers me surrender when I have half a squad of warriors in an imobilized raider left and no tricks up my sleeve, then sure ill take it.
Considering your depiction of what happened, it was perfectly within his rights to quit, he probably should have waited until turn 2...at least the game would have been almost over by then.
The only time that surrender is completely out of the question in my book is during a tournament where every VP matters.
In short, I would rather surrender/be surrendered to than continue to play when the game is just playing pick the model up off the table.
Know thy self. Everything follows this.
2012/09/14 11:45:15
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
It's like the last game of 40K I played, with my Paladin/Terminator list against a Dark Eldar list loaded to the brim with skimmers and heaps of S8 AP2 weapons. We got a hammer and anvil deployment. Now, there is absolutely no chance of my Paladins or Terminators being able to footslog the length of the board to catch these skimmers, and the longest range gun I have is 24". So what do I do? Concede because I have no chance?
Deepstrike.
Which is kinda my point. 1,000 points of models, half of his entire army, over the course of two turns, has managed to kill two thirds of one unit.
That's not effective, no matter which way you cut it.
Two units, one which fled and the other which is highly damaged. Though I wish we had the full army composition it seems a bunch was in reserve.
This message was edited 1 time. Last update was at 2012/09/14 11:45:36
2012/09/14 12:07:03
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
I just quit after IG places thier army. Its funny to watch them deploy an outrageous amount of models from foam and packaging then just scoop before the game begins. But I would never do this to someone I didn't know. Just to troll my IG friend. haha
I need to return some video tapes. Skulls for the Skull Throne
2012/09/14 12:23:17
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
Well, no offense against any of you GK players, but playing against Draigowing is one of the least enjoyable game there is for orks - even if they totally stomp them. The very nature of draigowing forces you to warp your entire gameplay into something that's completely different from how orks usually play. Most ork players play their army because they enjoy that exact playing style which is denied by draigo and his troops. Not even purifier spam or leafblowers do that.
Add a bad list, some bad rolls and you'll find yourself in a game which is not allowing you to play your army, you can't win and in general can't have any impact on the game anymore.
I have lost games on turn one by fluking dice rolls or doing stupid things and basically giving my opponent enough VP to make it impossible for me to win. A reason to concede? Hardly. However, when the game has reached a point where you no longer have a say in what happens, because your opponent is winning so overwhelmingly, what's the point in continuing the game? What's the point of the opponent continuing to run down every last fleeing grot, if he could just do absolutely nothing during his last two turns and still win the game by a landslide?
From his list, he had no chance to win the game the second he set down his army, but he played you anyway, even to your conditions. He literally didn't bring a single unit which could have handled either of your paladin units - you need about 120 shoota boyz shooting for five turns to kill either of your units. I guess his plan was to at least tarpit one of the units and then try to kill the other with his entire army - still a game loss, but at least a game worth playing. Then you proceeded to kill 21 boyz with 26 shots, he failed a rerollable ld9 check and a necessary charge in order to have any chance in doing anything. I might have conceded at that in his place, too - but only because of the special circumstances described above, not because I'd lose the game. When playing two nigh-invincible units and nothing else, you shouldn't be too surprised when people get frustrated fast. And that's not attacking your army choice or grey knights in general - a marine player bringing triple landraiders or the necron flyer list might cause a similar behavior.
In general, conceding to save time is quite common among all kind of games - at least, as long as the audience is not paying. In magic you usually concede a game when it's only a matter of time till you lose, in most RTS games people surrender before you've hunted down the last peon. Even in WH40k it's quite common to remove your lone last guardsmen without rolling dice after a dakkajet on his Waagh! declared to shoot it.
An entire different boat are sore losers. I had an opponent concede on me when he failed to roll invisibility with his seer council, asking for a new game. I declined, and offered him to just play with whatever he rolled. I better shouldn't have done that, even after weeks he complained that he only lost the game because his bad psychic powers. That his council never actually attacked or was attacked by anything since I stranded their serpent in the middle of nowhere was never taken into account. A similar thing happened during 5th when a BA player managed to crash and burn his Stormraven full of marines and a dread after moving flat-out on top of impassible terrain. Sure, that sucks. But you took the risk and it turned on you. That's why it's called a risk. You shouldn't ever concede a game as long as it's worth playing for both players - winning chances are entirely irrelevant here.
This message was edited 3 times. Last update was at 2012/09/14 12:25:34
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2012/09/14 12:25:23
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
Goat wrote: I just quit after IG places thier army. Its funny to watch them deploy an outrageous amount of models from foam and packaging then just scoop before the game begins. But I would never do this to someone I didn't know. Just to troll my IG friend. haha
I shouldn't laugh at this, but damn mate, thats funny as hell.
I wish I had time for all the game systems I own, let alone want to own...
2012/09/14 12:40:55
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
Goat wrote: I just quit after IG places thier army. Its funny to watch them deploy an outrageous amount of models from foam and packaging then just scoop before the game begins. But I would never do this to someone I didn't know. Just to troll my IG friend. haha
I couldn't do that, I already pity those guys for spending at least 4 times the amount of money I spent on my army.
...unless they're going for total gunline. That'd be hilarious.
Kaldor wrote: Further, the Hammer and Anvil deployment means you can simply start ~40" away from the Grey Knights, and leave him languishing for two or three turns. And when he gets too close, you run away. Leave some sacrificial unit behind, and run away.
Given that army, it wouldn't have helped him one bit. Okay, so he can stay safely out of the assault range of the Paladins. Fine. What's his counter-attack? The longest range weapon he could have possibly pulled would have been a handful of Big Shootas on the Boyz squads, Trukk, and battlewagon. I guarantee you that even with a few turns of shooting, 11 big shootas (at absolute max, mind you, assuming that he took 4 on the wagon, 1 on the trukk, and 3 each on the boyz squads) is not going to do more than scuff the armor of the Paladins. Plus, unless you're sitting exactly 36" away, those Paladins can move up 6" then shoot their 24" guns.
I'm thinking blame can be passed out to both sides here. Draigowing is a tough nut to crack in general if you don't have a bunch of high strength, low AP weapons - but the Ork player was also running an awful army at 2000 points for being in 6th edition. Any number of armies would have trounced him quite soundly, not just Draigo.
The best way to beat Draigowing is to ignore it completely. Don't bother trying to get your guns in range, don't try to assault it, just laugh and remove a few handfuls of models in each of his shooting phase and then claim all the objectives. With only two units, it's impossible for him to target enough units to win the game.
That's the point I'm trying to make here. The Ork player wasn't beaten because of his list, and Draigowing is not over-powered. He chose to use his list in the worst possible way, doing everything wrong. I'm not saying the Ork player had the ability to kill the Paladins, because he very probably didn't. I'm saying the Paladins didn't have the ability to kill more than two units per turn, or get into assault if the Orks didn't want them to. They lacked the ability to dictate the flow of the game, and relied on the opponent doing stupid things like moving closer to them and assaulting them.
The orc player was dead before he started... So he backs off to stay out of the magic 24" range. Now the ork has some 24" range rokkit lauchas and 36" range big shootas. Given that they are playing on a standard 48" table with a standard deployment of 12" in, the orc can avoid 24" range for more than 2 turns. So lets say you have 10 big shootas and have two turns. 60 shots, 20 hit and 14 wound. Now just going by average, he is going to kill 1 paladin and maybe get lucky ad put 1 wound on another. At that point he has no choice but to engage. He can maybe stay at 12 to 18" but 10 dead orcs to 1 dead paladin makes it a moot point. As I recall, his list had about 80 orks. Assuming the average, he would have killed about 8 paladins and had his army all put away.
I am not saying he played it properly but with his list he was going to die unless his opponent had 1s on 5 of 6 sides of his dice. His list was crap for taking on the paladins. Now perhaps if he had 3 units of lootas or 3 units of tankbustas with a bunch of boomcannons maybe but he had less than 10% of his force that could engage at greater than 24".
Now taking on an IG leafblower with the paladins would be a pain in the a@@, All S8+ and rolling a 1 meaning a dead paladin would be very painful 3 turns until the board edge prevents the IG from staying out of 24" range.
Bottom line, bringing a knife to a gun fight and expecting to have a fair fiight is foolish.
2000
2000
WIP
3000
8000
2012/09/14 17:44:56
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
Why did a 30 man blob of boyz take a leadership test and break after only taking 9 casualties...they would have been LD10 and Fearless at that point.
As to forfeiting...
Whenever a game appears to have reached the decisive point where continued play will just be unpleasant for one or both parties, I offer the chance to surrender to my opponent. I never give up voluntarily, but if someone offers me surrender when I have half a squad of warriors in an imobilized raider left and no tricks up my sleeve, then sure ill take it.
Considering your depiction of what happened, it was perfectly within his rights to quit, he probably should have waited until turn 2...at least the game would have been almost over by then.
The only time that surrender is completely out of the question in my book is during a tournament where every VP matters.
In short, I would rather surrender/be surrendered to than continue to play when the game is just playing pick the model up off the table.
I didn't kill only 9 of the first boyz blob, I killed all but 9.
As for your second Q, among my friends and seemingly at my local GW in general, based on what I've seen and overheard, asking your opponent if he wants to surrender or concede is seen as a jerk move and labels you as TFG. Maybe its just the way people say it or something, but asking someone if they want to quit really comes across as arrogance or teasing on your part.
GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants"
2012/09/14 18:47:59
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
DAaddict wrote: The orc player was dead before he started... So he backs off to stay out of the magic 24" range. Now the ork has some 24" range rokkit lauchas and 36" range big shootas.
First of all, paladins can move and shoot, so 30". Second, you need to shoot 297 big shootas to kill 11 models with W2 T4 2+/FNP in one round of shooting, that's about sixty of them shooting for five full turns. The maximum amount of big shootaz in one Codex:Ork FOC(assuming TL = 2 big shoots) is 9+18+18+12 = 57. So even if you shoot as many big shootaz as possible without ever taking a single hit from the paladins, you wont even wipe out one of the two units.
Given that they are playing on a standard 48" table with a standard deployment of 12" in, the orc can avoid 24" range for more than 2 turns. So lets say you have 10 big shootas and have two turns. 60 shots, 20 hit and 14 wound. Now just going by average, he is going to kill 1 paladin and maybe get lucky ad put 1 wound on another.
Assuming the GK player is an idiot and didn't move the wounded model to the back and/or was unlucky enough to take two wounds from the same squad.
At that point he has no choice but to engage. He can maybe stay at 12 to 18" but 10 dead orcs to 1 dead paladin makes it a moot point. As I recall, his list had about 80 orks. Assuming the average, he would have killed about 8 paladins and had his army all put away.
80 Orks cause 8 wounds to paladins, alright. If they are both slugga boyz and suffer absolutely no casualties before they strike, which is quite unlikely after overwatch against A3 models striking before you with S5 who potentially could have gotten counter-charge. That's only 4 dead paladins, by the way.
I am not saying he played it properly but with his list he was going to die unless his opponent had 1s on 5 of 6 sides of his dice. His list was crap for taking on the paladins. Now perhaps if he had 3 units of lootas or 3 units of tankbustas with a bunch of boomcannons maybe but he had less than 10% of his force that could engage at greater than 24".
Lootaz don't do gak against paladins. Even 45 shots simply disappear against 2+/FNP. The other two might work, but you simply can not out-shoot or out-assault a draigowing unless you tailor against it(SAGs work wonders, by the way). Your best bet is hope for a mission not counting kills and simply have the mission win the game for you.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2012/09/14 20:09:58
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
My point was that the ork has no chance. I won't argue that maybe I am being overly optimistic. But the point was
The orc player was dead before he started...
Of course, as Kaldor pointed out, if the Ork player had a somewhat more competitive build (with more units) and played a bit more defensively, he could still win the game (unless it was Purge the Alien).
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++ A better way to score Sportsmanship in tournaments The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
I have no problem with people conceding when its obvious the games over, i've done it myself when i've reached the point that there's nothing left i can do to get a draw let alone a win.
Conceding is not bad sportsmanship.
OP you decimated him in your first turn and there was little he could do to come back from that, he knew that and so did you all making him carry on would do is rub salt into the wound.
2012/09/14 20:56:27
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
Ferrum_Sanguinis wrote: Don't know if this goes here or not since I'm asking a few questions, but since I'm describing a battle I guess it does?
So today was the first game I played with my Draigowing since the 1.1 nerf . The guy I played against used Orks and was very nice, agreeing to play a game of 2055 to accommodate my wishlist.
I already see the problem here. You asked someone to fight you on your terms. Did you tell him you would be using Draigowing?
My list consisted of:
Draigo - 275
Libby Master Level 3 - 200 ( chose to take all divination powers for him, ended up with Prescience, Forewarning, and Perfect Timing)
2 units of 10 paladins, with 4 psycannons (all master crafted), brotherhood banner, psybolt ammo, 1 warding stave, 2 hammers, apothecary, and 6 halberds) - 790 x 2 = 1580
If I had seen that I wouldn't have bothered playing. That, right there, is the reason I bought a WHFB army (to get away from all these copy-pasta 40k lists, I won't see it in WHFB because I have 2 friends who play).
I do not know the point values of his list....
Didn't the two of you agree to a points value?
... but I forget (and because he quit at the end of turn 1, it doesn't really matter.)
So... what's the problem?
So the battle was over before it really began, and I have to ask, was what he did fair, to me or to himself? I don't know much about Orks, but was there anything he could have done to win at that point. I feel he should have continued playing against me, at least from the sake of sportsmanship, but was there really any hope for him to win at all? I'd like to hear from anyone whose been in a similar situation whose opponents quick so early, and from ork players as well...
I play Orks. I also play for fun. As I've mentioned in other posts I have a horrible army with no synergy. Your internet build would smash my list at any points limit.
However... My army is painted to a very high standard... at least what is painted. Was your army painted? Was his? That would be a huge factor for me.
If you showed up and asked to play a game and dropped the cheapest 40k list with the most (arguably) hated army in the game and hadn't even painted it....
I would find you to be the bad sportsman. If his Orks weren't painted either than I would say he may have leaned towards the bad sportsmanship.
The fact that, you said so yourself, you bought a Draigowing because it was the only 40k army you could afford, is what really makes me grind my teeth.
Just be happy with your win. Be a little upset, that to one gamer out there, you made everything he's heard about Draigowing true.
Khorne Daemons 4000+pts
2012/09/14 21:46:45
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
People win losing only 1/10 of their army on the first turn pretty frequenly.
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life.
2012/09/14 22:01:36
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
I hate this so much. Don't quit man. This is a game of reciprocation. You Guys arguing how fun is it for him. Well how fun is it for people who take time out of their week to play only to have the opponent quit after you gain a slight advantage turn 1? What about quitting after turn 2 or 3? I've had a few people try to do this to me and while I'd never berate you for it because it absolutely is your choice. I typically try and talk you back into playing. If you don't continue that's cool. But don't expect me to play you again. And no I don't run a Net list or an OP codex. I run a fairly fluffy C:SM list of salamanders. And typically never refuse a game time permitting. And I never quit because I'm getting beat. Unless its the end of turn 5 and there is 0% chance of me winning ill typically say good game no need for turn 6.