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![[Post New]](/s/i/i.gif) 2012/09/14 22:08:34
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Mutated Chosen Chaos Marine
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It's kind of a stupid thing to do, but that guy didn't seem like a jerk. He didn't yell, "CHEEESE" or anything. All he said was, "You win".
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![[Post New]](/s/i/i.gif) 2012/09/14 22:34:19
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Drone without a Controller
ATT Orbital
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Honestly, I find that what he did was rather distasteful. I've never played a Draigo Wing list, and so I don't know how difficult it is to defeat one, but if he felt that he was justified in quitting in turn one, then he shouldn't have agreed to play in the first place.
Some people have said that he did you a favor by agreeing to play your list at all, but if he is willing to quit turn one under any circumstance, then he's just not a good loser and he hasn't really done any favor at all (other than wasting an hour of time).
I know people that often forfeit when they feel they can't win, and it annoys me that they do because 40K is a game where both people are striving to defeat the other. What's the point of playing if you will just give up when it gets tough? I don't think that your opponent would be happy if you got to turn 4 and he'd had amazing luck and was pulling out an incredible game for his Orks, and then you decided to quit at turn 4 because you didn't think you could win. No, because all you would've done is deny him a well-earned victory.
In short, if you're willing to get your models out to play a game, then you should be willing to play it out for good or poor luck until the bitter end. That's how this game works. If I were you, I wouldn't be playing against this guy again.
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"Truth was a flame against a sleeping lake of petrol."
- Sarath Diyasena, Anil's Ghost. |
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![[Post New]](/s/i/i.gif) 2012/09/14 23:17:15
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Decrepit Dakkanaut
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Chancetragedy wrote: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?
But it wasn't a "slight advantage". "Insurmountable advantage" is closer to what happened here.
Which is the problem...
Mannahnin wrote: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).
... as shown here. There are a lot of ways that a player can want to make an ork list that will not stand a serious chance of winning. If I wanted to play guard where I only took infantry platoons and took absolutely zero upgrades, that style of play is unlikely to win many games.
The problem here isn't that people with strange tastes wrote a bad list lost. The problem is that there are whole, large categories of popular, traditional armies and playstyles that have little chance to win against certain lists. One player with a bad list losing is one thing. Thousands of people losing because foot hordes now can't win games is another.
Lots of people have enjoyed playing assault armies over the decades. If 6th edition has basically made it so that you can't win with an assault army without the perfect list, played exactly right, and with a fair bit of luck, then this specific question becomes broader. Rather than just a single person who can't play the type of list he wants, what if it's whole groups?
Is it bad sportsmanship if people have to quit playing 40k altogether because they want a game with an assault phase? Really, it's the same question, just on a different scope.
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This message was edited 1 time. Last update was at 2012/09/14 23:17:27
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![[Post New]](/s/i/i.gif) 2012/09/14 23:30:26
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Longtime Dakkanaut
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Ailaros how is the dude who quit possibly gonna learn anything by quitting turn 1? Seriously, I've been playing for 9 months and have thought about quitting plenty while getting crushed in games. But you take your lumps say good game afterward and move on. All the while trying to get better in list building/tactics. If he's done it once he's probably done it to a bunch of people.
And its not at all the same question. Because there are ALWAYS options. Yes you can quit playing 40k if you want . because GW screwed your army over. Or you change up how you play slightly. But in this instance someone set up a game. Had their opponent take gas, effort, and time out to play them then quit turn 1 and walked away. How is that the same as not even playing because you "think" your army was made obsolete?
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![[Post New]](/s/i/i.gif) 2012/09/14 23:32:47
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Chancetragedy wrote: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.
You have completely missed the point of all the posters above you. It's not about losing. Let's say your are fielding your salamanders list full of flamers, melta and no terminators. Your opponent brought three landraider redeemers and some fire support, and somehow kills all your melta weapons turn one by fluke, you have absolutely no way of harming any of them anymore, except hiding in terrain and hoping for an immobilize. Your opponent then proceeds to slaughter your green marines for five turns, without you having any part in the game. That's pretty much the situation the ork player was in. Even if you play all seven turn, all you've "learned" is that power armor doesn't work against S6 AP3 flamers, about forty times.
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This message was edited 2 times. Last update was at 2012/09/14 23:36:36
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. |
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![[Post New]](/s/i/i.gif) 2012/09/14 23:37:23
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Longtime Dakkanaut
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I didn't miss the point? If your situation was the case i would continue playing. I would get crushed say good game as long as you weren't a butthead. Then think about how I could have done things differently. I would not quit on turn one and waste everyone's time. Especially time put into playing a game with me by my opponent.
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![[Post New]](/s/i/i.gif) 2012/09/14 23:39:50
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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[DCM]
Tilter at Windmills
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Part of the point of the game being focused on objectives for the 5th and 6th editions is that it often allows you to win even if your army gets trashed by the other guy's, as long as you have superior position and focus on the mission. I used to do this all the time in WHFB, for that matter, playing against big nasty monsters like Greater Daemons with my Wood Elves.
A big part of what makes Draigowing balanced is that you can beat it in the game without having to kill it.
The difficulty with that is that it's not the kind of game a lot of people are looking for, even if they are able to change their play style, and some folks don't even think of it.
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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
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A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2012/09/15 00:38:17
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Heroic Senior Officer
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Unable to read the whole thread (dakka is wiggin out on me, for some reason the whole page is white?) but I don't see a problem with what the ork player did. He was delaying the inevitable at that point, and to be honest, he probably only quit so he could get another game in that day.
If it was just a unit botched a run roll or something, yes, it would be very poor sport. But when half your army falls apart and the other half just falls flat on its face, there's not much you can do.
Had I been in his spot, I would've politely asked to call it there as well. "Hey man, this game is already over, do you mind if we just do another game or something? I can tell this one is over already. It won't be any fun for me to play out." I've played out many a game where it seemed like I was screwed and I've clawed back a draw, but in an instance like that, I would call it for both our sakes.
However, it has to be something REALLY bad for me to call it. Like, 15 lascannons all miss, half my guardsmen died, and there's 3 full terminator squads about to assault my line. At that point, yeah, may as well call it quits and get another game in
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2012/09/15 00:44:29
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Devestating Grey Knight Dreadknight
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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. 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.
You're still entirely missing my point. Orks will find it very hard to kill Draigowing, but are perfectly suited to beat Draigowing. Just ignore it, remove models in his shooting phase, and laugh as on turn five the Draigowing player realises he's too far away from the objectives, and hasn't killed enough units to win. Yeah, the list posted only had ~80 Orks, but also only came to ~1100 points. There should have been another 950 points worth of stuff in there, and there is simply no way two units can do enough damage to that sized list. They can only target one unit each per turn, and unless they get extremely lucky they aren't going to entirely wipe out that unit. Which means they need to spend two turns shooting at it. So, no shooting for the first two turns, two units destroyed in the next two turns, and maybe one or two other units destroyed in the last few turns. The Draigowing loses not a single model, the Orks lose four or five units, and then claim/contest every objective.
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"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?" |
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![[Post New]](/s/i/i.gif) 2012/09/15 00:51:12
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Regular Dakkanaut
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Kaldor wrote: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. 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.
You're still entirely missing my point. Orks will find it very hard to kill Draigowing, but are perfectly suited to beat Draigowing. Just ignore it, remove models in his shooting phase, and laugh as on turn five the Draigowing player realises he's too far away from the objectives, and hasn't killed enough units to win. Yeah, the list posted only had ~80 Orks, but also only came to ~1100 points. There should have been another 950 points worth of stuff in there, and there is simply no way two units can do enough damage to that sized list. They can only target one unit each per turn, and unless they get extremely lucky they aren't going to entirely wipe out that unit. Which means they need to spend two turns shooting at it. So, no shooting for the first two turns, two units destroyed in the next two turns, and maybe one or two other units destroyed in the last few turns. The Draigowing loses not a single model, the Orks lose four or five units, and then claim/contest every objective.
Thats what i noticed too. The ork player seems to be missing about 1000 points from the start...
But... bringing draigowing, then saying that you arent TFG, and that your backup army is purifiers.. What?
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![[Post New]](/s/i/i.gif) 2012/09/15 02:58:14
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Esteemed Veteran Space Marine
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People keep carrying on about how the ork player wasn't going to learn how to play GK (or in general) by quiting....Seems to me he knew exactly what to expect from GK and realized that after turn 1, there was no way to recover.
Orks are an all or nothing type army, and when the stars align an Ork army can table anybody, but when a turn like this guy had happens, the wheels have come off entirely and in that situation (facing another round of GK shooting followed by assault), I think he was experienced enough, both in the game and against GKs, to know it was a waste of time to continue. While I probably would have played one more turn just for gaks and giggles, unless Gork and Mork themselves showed up in the battle, its time pack it up after that. Of coure, Draigowing proably would have sent Gork and Mork packin' too
That being said, sometimes you can recover from a disasterous first turn. Just the other day, I was playing in a 5000 point teams battle, my Crimson Fists and my buddy's Eldar against Necrons and Chaos, and my old friend Bubba Hotek unleashed a torrent of lightning bolts that destroyed two wave serpents, immobilized and 2 hull pointed my dreadnaught, and killed the Eldar warlord (Farseer). Needless to say, our battle plan took a major hit and my buddy had a few choice words about the Bubba Hotek Cheese flavored pie. BUT, we kept playing, and while the dice were against us the whole night (seriously, rolled snake-eyes twice, and missed altogether once on point blank melta penetration rolls against the Monolith dropped in our deployment!), we played 6 turns and managed to even things out a bit and we had a good time. We stil lost by about 4 victory points, but my buddy got some retribution when he killed Bubba Hotek in a long running dual with Fuegan.
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![[Post New]](/s/i/i.gif) 2012/09/15 05:01:46
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Dragonzord wrote: Kaldor wrote: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. 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.
You're still entirely missing my point. Orks will find it very hard to kill Draigowing, but are perfectly suited to beat Draigowing. Just ignore it, remove models in his shooting phase, and laugh as on turn five the Draigowing player realises he's too far away from the objectives, and hasn't killed enough units to win. Yeah, the list posted only had ~80 Orks, but also only came to ~1100 points. There should have been another 950 points worth of stuff in there, and there is simply no way two units can do enough damage to that sized list. They can only target one unit each per turn, and unless they get extremely lucky they aren't going to entirely wipe out that unit. Which means they need to spend two turns shooting at it. So, no shooting for the first two turns, two units destroyed in the next two turns, and maybe one or two other units destroyed in the last few turns. The Draigowing loses not a single model, the Orks lose four or five units, and then claim/contest every objective.
Thats what i noticed too. The ork player seems to be missing about 1000 points from the start...
But... bringing draigowing, then saying that you arent TFG, and that your backup army is purifiers.. What?
Now thats insulting. Insinuating that all draigo and purifier players are TFGs.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/09/15 05:17:25
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Decrepit Dakkanaut
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Chancetragedy wrote:Ailaros how is the dude who quit possibly gonna learn anything by quitting turn 1?
What was he going to learn by being tabled on the top of turn 2?
Mannahnin wrote:Part of the point of the game being focused on objectives for the 5th and 6th editions is that it often allows you to win even if your army gets trashed by the other guy's, as long as you have superior position and focus on the mission.
I think this is actually an important part of the problem. In 5th ed, one mission had no objectives, one mission had 2 objectives and one mission had 3-5 objectives. In most games, if you were down and nearly out, you could always kill of one last unit to take a draw with KP, or could still defend your objective in capture and control. There was still a chance you could win, or at least draw, even with just a couple of models on the board.
Now, most missions are 2-6 objectives. If you're playing scouring, and your opponent has 3 objectives and you only have the remaining troops choices to hold two of them, odds are very good that you have no chance whatsoever of winning. If your opponent also takes first blood, the odds of you fighting back to a draw are pretty low on most missions. Put another, way, you know very early on if there is no possible way to win the game because you can really no longer pull off a win if you only have a couple of models left on the board in most missions.
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![[Post New]](/s/i/i.gif) 2012/09/15 05:44:25
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Screaming Shining Spear
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Sometimes you get hurt so bad on turn one it's really not fun. And if it isn't fun then why play? I had a good friend forfeit before he even got his first turn as it was obvious to everyone that he didn't have a chance (He was testing out WWP DE and I had a super shooty army and had first turn). I was totally ok with it because if you're just creaming the guy with him having no chance it isn't fun for either side!
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2012/09/15 06:57:05
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Kid_Kyoto
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Dragonzord wrote:
Thats what i noticed too. The ork player seems to be missing about 1000 points from the start...
But... bringing draigowing, then saying that you arent TFG, and that your backup army is purifiers.. What?
"Hay guise, I'm still mad about 5th edition."
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![[Post New]](/s/i/i.gif) 2012/09/15 07:32:10
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Fate-Controlling Farseer
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I can't give the guy much fault for it. Half his army got wasted turn one, and the only chance he had to even the playing field was lost due to bad assault rolls. The next turn would have been a repeat of the previous turn, and by the time it got back around to him, there would have been nothing worth mentioning left on the table.
I've quit two games on turn two in recent history, both of those games were due to me having 90% of my army gone by that point. Sometimes you just find yourself wasting time. It's better to pack up, and see if you can get another game in, or just go home and nurse the wounds.
Didn't sound like the guy was a bad sport about it, so not sure what your expecting. I'd say if there is a "being a git" part towards a scenario like this, it would be in getting upset that a guy didn't want to stick around to have his face smashed in repeatedly.
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2012/09/15 07:48:14
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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Ailaros wrote:Chancetragedy wrote:Ailaros how is the dude who quit possibly gonna learn anything by quitting turn 1?
What was he going to learn by being tabled on the top of turn 2?
He learned to not agree to play against a Draigowing list, in any case.
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![[Post New]](/s/i/i.gif) 2012/09/15 07:52:00
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Fate-Controlling Farseer
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Locclo wrote: Ailaros wrote:Chancetragedy wrote:Ailaros how is the dude who quit possibly gonna learn anything by quitting turn 1?
What was he going to learn by being tabled on the top of turn 2?
He learned to not agree to play against a Draigowing list, in any case. 
That lesson was probably learned in turn 1.
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2012/09/15 13:50:57
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Chancetragedy wrote:I didn't miss the point? If your situation was the case i would continue playing. I would get crushed say good game as long as you weren't a butthead. Then think about how I could have done things differently. I would not quit on turn one and waste everyone's time. Especially time put into playing a game with me by my opponent.
You failed to seize initiative. Then you lost all your melta guns. What could you have done differently?
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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. |
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![[Post New]](/s/i/i.gif) 2012/09/15 13:56:22
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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[MOD]
Not as Good as a Minion
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Jidmah wrote:Chancetragedy wrote:I didn't miss the point? If your situation was the case i would continue playing. I would get crushed say good game as long as you weren't a butthead. Then think about how I could have done things differently. I would not quit on turn one and waste everyone's time. Especially time put into playing a game with me by my opponent.
You failed to seize initiative. Then you lost all your melta guns. What could you have done differently?
Decked your list out to the gills on the off chance you come across a multi-landraider-list. I kid, I agree with your point. I'm just trying to emphasize the lack of things you could 'learn from this' apart from 'spam more melta' which isn't really a good thing to learn, because then you come up against a non-3-landraider-list and get screwed the other way.
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2012/09/15 14:27:44
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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That is all assuming that there is actually anything to learn, or the player wants to learn anything.
That's exactly why I used that example. You brought the tools to do the job.
You even spread them across your tacticals, a dread and put a melta bomb on your HQ, just in case. Then lady luck decided that she doesn't like green and simply fethed you over big time. There is nothing left to learn but that dice are random and sometime really unlikely results happen.
The other side of the medal are players that don't care. A good friend of mine always clumps up his orks. When hit by a large blast he loses 12+ models at once. I told him to spread out his models to take less casualties. He told me that he doesn't care, it's only a game.
When someone fielded a leafblower against him he lost 90% of his 2000 points orks before moving a single one. After that turn he went over to the other guy, shook his hand, honestly smiling, and told him that his artillery officer should be awarded by the high lords of terra for saving a colony from his Waagh! without taking a single casualty. He still fields them klumped up, but doesn't play that player anymore, telling him that his Warboss is terrified of that artillery officer, because he brought "enuff dakka".
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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. |
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![[Post New]](/s/i/i.gif) 2012/09/15 14:31:12
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Mekboy Hammerin' Somethin'
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I'd say he was justified. Sure, he could've handled it better with the classic stiff upper lip, good game to you sir but I must concede speech. But not everyone has that sort of gentlemanly nature or steel will when they get a thourough licking on turn 1.
In this situation, as far as learning from losing is concerned, he probably learned all he needed on turn 1. Something to the effect of "Draigowing is a hard nut to crack, next time I should perhaps build my list to better deal with hardened deathstars." I doubt he could've learned much more than that.
It is a shame you didn't get to crank it into overdrive with your own list (tailored to a specific points value), but this is the risk you run. You may have your own, perfectly valid reasons for bringing draigowing (fluff, cheap to buy, etc) but in the end it still amounts to a very elite army that is very hard to kill with certain other armies.
Best thing you can do at that point is to extend your own sportsmanly nature. Attempt to have a decent conversation with the other player, talk about possible strategies, discuss codex options, etc. Perhaps try to schedule another game ahead of time, and help him build a list that can, at the very least, adequately handle an elite death star army. This way you're contributing to the hobby at your local store. You'll have a bigger challenge next time around, an opponent with a more competent list and knowledge of 40k armies, and perhaps a friend with which to discuss and practice said hobby.
Not saying you have to go out of your way, of course.
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![[Post New]](/s/i/i.gif) 2012/09/15 14:48:06
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Martial Arts Fiday
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I'd say he shouldn't have let the points be 2055. Allowing your opponent to dictate a set value like that insures they get all the toys they wanted without any discernment and you get to try and figure out how to spend 55 points on something you didn't want enough to fit in the list before.
Plus, I can count on one hand how many "fun" games I've had vs. GKs, win or lose.
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"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"
-Nobody Ever
Proverbs 18:2
"CHEESE!" is the battlecry of the ill-prepared.
warboss wrote:
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up. 
Albatross wrote:I think SlaveToDorkness just became my new hero.
EmilCrane wrote:Finecast is the new Matt Ward.
Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2012/09/15 14:54:07
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Fixture of Dakka
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There is also another major extenuating circumstance:
* How hungover you are on the first game of the second day of a tournament
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This message was edited 1 time. Last update was at 2012/09/15 14:54:31
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![[Post New]](/s/i/i.gif) 2012/09/15 14:56:32
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Stealthy Space Wolves Scout
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No problem with the Ork player accepting a loss on turn 1.
He had absolutely nothing to gain by continuing with the game other then giving the OP's e-peen a few more strokes then he already got. The OP knew what his list was capable of and could easily see that he had won with the failed assault. From there nothing left to do but just pack up your models for a new game.
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If you are jumping on the Dinobot meme bandwagon regarding the new Warhammer 40k Chaos models, grow the feth up! |
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![[Post New]](/s/i/i.gif) 2012/09/15 20:32:25
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Longtime Dakkanaut
Beaver Dam, WI
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Kaldor wrote: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. 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.
You're still entirely missing my point. Orks will find it very hard to kill Draigowing, but are perfectly suited to beat Draigowing. Just ignore it, remove models in his shooting phase, and laugh as on turn five the Draigowing player realises he's too far away from the objectives, and hasn't killed enough units to win. Yeah, the list posted only had ~80 Orks, but also only came to ~1100 points. There should have been another 950 points worth of stuff in there, and there is simply no way two units can do enough damage to that sized list. They can only target one unit each per turn, and unless they get extremely lucky they aren't going to entirely wipe out that unit. Which means they need to spend two turns shooting at it. So, no shooting for the first two turns, two units destroyed in the next two turns, and maybe one or two other units destroyed in the last few turns. The Draigowing loses not a single model, the Orks lose four or five units, and then claim/contest every objective.
20 terrninators gives you pretty decent coverage of the entire table. 80 orks take up space and the best you can probably do is avoid being fired at for 1 turn. The prescience the draigo player had meant that 17 or 18 hits per turn and 10 - 12 dead orks per turn from one unit firing... He had an on foot green tide basically and that is not going to be able to maneuver out of the way of all the paladins and once he commits to running the paladins are going to run him down. 10 Paladins spread out cover at least 30" of space and reach out and touch with 90% accurate S5 fire to 24" . So turn 1 I have a 72" table covered and I can reach out to 42" across from my table edge. Good luck getting all your orcs within 6" of the edge of the table. Now you can avoid fire from one of my paladins since you set up first but that is going to recover in 2 turns to get into the fight.
So best case, you are going to buy 2 turns of avoiding my fire and you have nothing capable of taking on my one paladin unit.
So 1st turn - assuming nothing gets into range - no dead.
2nd turn - 12 dead orks.
3rd turn - (no I should have both paladins in range.) 24 dead orks
4th turn - 24 more dead orks.
5th turn - 24 more dead orks. ( and this is assuming I never approach and pin him into getting charged.)
The ork has no troop choice that can outmanuever the paladin shooting bubble and has not enough force to get through me... So my objectives are safe. The ork has nothing that can stand up to me in CC so I feel pretty safe that I am going to be able to control 1 objective and prevent him from controlling another with his straggling remnant of orks.
THE ORK WAS DEAD BEFORE THE GAME STARTED. Unless the orks get mighty lucky shooting and the GK player gets into rolling a bevy of 1s.
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![[Post New]](/s/i/i.gif) 2012/09/15 20:54:13
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Loyal Necron Lychguard
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Generally how I handle things in my group when a complete stomping takes place:
If I am the stomper -
1) I let my opponent decide when they want to give up. If they want to play through to the bitter end then, more power to them. I'm not going to say "Ready to give up yet?" or something to that nature simply to avoid it being taken the wrong way. Generally it becomes not a very fun experience past a certain point (unless we are laughing and joking about the whole thing), but if they want to push through, I have no problems with that.
2) If my opponent decides to give up early in the game, I'll offer them the option of resetting the game or playing another game where one or both of us swap out to a different list. If the list I ran is unfun to play against, I will rarely bring it to the table again. We are a stubborn lot around here though, so generally we don't like to admit that we can't beat a list...we might be happy to take a break from facing it for a few games though
If I am the stompee -
1) I will concede if I can see there is almost no chance for a win. Around here we generally would rather not waste the time than stroke our egos.
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11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die. ++
Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless. |
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![[Post New]](/s/i/i.gif) 2012/09/15 21:03:18
Subject: Forfeiting on Turn 1: Justified or bad sportsmanship?
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Ancient Venerable Dreadnought
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Ferrum_Sanguinis wrote:
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...
You went max cheese on a list and then were surprised when you crippled his army in one turn and he wasn't excited to roll dice so you can amuse yourself at his expense?
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![[Post New]](/s/i/i.gif) 2012/09/15 21:43:21
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Fresh-Faced New User
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DAaddict wrote:
So 1st turn - assuming nothing gets into range - no dead.
2nd turn - 12 dead orks.
3rd turn - (no I should have both paladins in range.) 24 dead orks
4th turn - 24 more dead orks.
5th turn - 24 more dead orks. ( and this is assuming I never approach and pin him into getting charged.)
Actually, considering that each squad had 4 psycannons and 5-6 storm bolters he would be facing 26-28 shots a turn, most of the hitting, the majority of them wounding and denying any armor save, not counting the character's shooting if any, and you have a game that is just pointless to play. I'm actually surprised that the GK player didn't add 3 psiflemen dreds and run 2500 points.
Biggest mistake was playing to the OP's odd points value instead of playing a standard one, going up against his finely tailored list with a list you have to write on the fly. Orks really don't have a whole lot of options against a wall of 2 wound terminators with a 30 inch threat range marching across a 6x4 table. Ork's can't outshoot GK, not with 2 ballistic skill and having to deal with terminator armor plus feel no pain, plus 2 wounds each. In melee combat, they also come up flat against much higher initiative, very few armor ignoring weapons, terminator armor, feel no pain, and 4+ or 5+ invulnerable saves for the sword boys.
Games are supposed to be fun to play, if you are not having fun due to being completely stomped by the core of a tournament list in a friendly game, horrible dice rolls, and your list being tailored for a fun game rather than WAAC, then pull the plug, call it a day, and look for a game that is more challenging than figuring out which ork boy goes in which slot in your figure case 40+ times a turn.
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![[Post New]](/s/i/i.gif) 2012/09/15 22:41:29
Subject: Re:Forfeiting on Turn 1: Justified or bad sportsmanship?
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Longtime Dakkanaut
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he should have just packed up as soon as he saw you pull out 20 paladins. orcs vs paladins lol. you probably could have won the game with a single squad of five.
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