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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ I have a question for all of you about Primary / Secondary / Tertiary missions. I've never understood them, or why some Tournament Organizers prefer them. What is the reasoning behind them? Where did they start? Isn't having 3 objectives a little confusing? Or are they suppose to reward the player that can think ahead and keep multiple objectives in mind? If that's the case, no wonder I've never understood them.   <br /> <br /> When playing the rulebook <span class="glossaryitem" onmouseover='gp(3);'>40K</span> missions and there is one goal - objectives, kill points, ... One, that's it. Even in league play and custom scenarios it might be kill the enemy commander, blow up the communication station or One other objective. <br /> <br /> The only things that I have come up with is they are a way to gauge the margin of victory between games, similar to <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s massacre / major win / minor win. They seem to have an advantage to <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s system in that they add more variety to the round score. This comes into play for the next round pairings. A wider range of scoring means less ties between people, and an easier time pairing the next round results.<br /> <br /> Here was the scoring from this year’s ‘Ard Boyz:<br /> Massacre	20<br /> Major Win	17<br /> Minor Win	13<br /> Draw 10<br /> Minor Loss	7<br /> Major Loss	3<br /> Massacred	0<br /> <br /> There were four bonus objectives, each worth +1 point. This means that you really had to focus on 1 – 5 scoring items during the game.<br /> <br /> This splits into the following complete point ranges<br /> Win: 13 – 24<br /> Draw: 10 – 14<br /> Loss: 0 – 11<br /> With 2 overlaps between Win & Draw, and 2 overlaps between Draw and Loss. Total there are 25 unique numbers available for a round score.<br /> <br /> Now let’s look at P/S/T tournament scoring system  (Adepticon 2010 for example)<br /> Primary w/d/l   is   21 / 10 / 0<br /> Secondary is        14 / 7 / 0<br /> Tertiary is             7 / 3 / 1<br /> 27 possible combinations of scoring objectives, but only 17 unique numbers when you just look at P/S/T points available.   After adding in the 0 - 4 bonus points you can earn, that makes your possible score anywhere from 0 - 45, but a little more confusing.  You see, there are enough pionts in the secondary / tertiary objectives to match scoring the primary objective.  How do you tie in the P/S/T missions?  Is the player with the most points considered the winner?<br /> <br /> I'm trying to develop a good tournament structure for the local players and I'd like to know which style you prefer?  I've posted locally, but no one seems to have any input.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 02:35:22]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ You should try the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format... if you are looking to creat an environment where players get better and are competitive.  ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 02:46:02]]> GMT</pubDate>
				<author><![CDATA[ frgsinwntr]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format is a little clearer toward how you win a game, but it still has a P/S/T feel to it.  The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> "Battle Points" were % objective 1 + % tie breakers, giving equal weight to all goals, but determining winner based on first, then second, then third.  The P/S/T does similar to this, but puts more scoring weight on first, then second, then third.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 03:10:10]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ You could always try<br /> <a href="http://www.games-workshop.com/gws/content/article.jsp?catId=&categoryId=2200004&section=community&aId=11200024a" target="_blank" rel="nofollow">http://www.games-workshop.com/<span class="glossaryitem" onmouseover='gp(50);'>gws</span>/content/article.jsp?catId=&categoryId=2200004&section=community&aId=11200024a</a><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 03:21:06]]> GMT</pubDate>
				<author><![CDATA[ vhwolf]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> Format is basically two tournaments at once.<br /> <br /> One is a "bracketed" w/l track, the other is a "traditional" <span class="glossaryitem" onmouseover='gp(260);'>bp</span>+sports+paint track.<br /> <br /> There's so much out there on it, and I don't want to seem like I'm pimping, so I'll leave it at that fact, w/out all the messy addendum.  Suffice to say, <span class="glossaryitem" onmouseover='gp(260);'>BP</span> don't have to be emphasized in order to be functional.  I would even argue <span class="glossaryitem" onmouseover='gp(260);'>BP</span> should be your last concern.  Ponder via deep analysis the implications of giving people differing values for the SCALE of their win.<br /> <br /> Do you reward the two awesome players who through luck of the draw play each other to a bare victory for one?  OR do you reward the people who draw mis-matches that enable them to clean house and score massacres?<br /> <br /> Food for thought.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 03:22:06]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>  Suffice to say, <span class="glossaryitem" onmouseover='gp(260);'>BP</span> don't have to be emphasized in order to be functional.  I would even argue <span class="glossaryitem" onmouseover='gp(260);'>BP</span> should be your last concern.  Ponder via deep analysis the implications of giving people differing values for the SCALE of their win.<br /> <br /> Do you reward the two awesome players who through luck of the draw play each other to a bare victory for one?  OR do you reward the people who draw mis-matches that enable them to clean house and score massacres?<br /> </div></blockquote><br /> Perhaps I should be clear in my using Battle Points.  I want to use them like you did Mike - to determine seeding.  Final standings are based on W/D/L record, then Strength of schedule for main tiebreaker, and finally battle points.  I can even toss the lowest <span class="glossaryitem" onmouseover='gp(433);'>SoS</span> for everybody, but then I'd have to remove those <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> too.  For a 3 round even you'll only be ranked on your closest/toughest 2 games that way.<br /> <br /> The normal store tournaments will be 8 - 14 players and 3 rounds, giving out equal store credit to ties.  Once every three months I'll try to run a 4 round 16 player W/L tournament again.  The last one went great!]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 04:15:17]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ It's a combination of scale of the event, variety, and presenting a challenging format.  Multiple objective formats reward generals that can adapt and get the most out of an army list in a variety of conditions.<br /> <br /> P/S/T generally have draw conditions for each objective. So two players can draw out across all three areas.<br /> <br /> Monty has a good post about the pros and cons of <span class="glossaryitem" onmouseover='gp(260);'>BP</span> on his blog at <a href="http://www.chainfist.com/2010/08/in-defense-of-battle-points.html" target="_blank" rel="nofollow">http://www.chainfist.com/2010/08/in-defense-of-battle-points.html</a><br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 14:59:44]]> GMT</pubDate>
				<author><![CDATA[ muwhe]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ I have played versions of both and really I do not have a preference.  Locally our gaming group has had quite a debate, but we came to the general consensus that no matter what scoring format is used, generaly your stronger players will still find their way to the top tables.<br /> <br /> The multi tier method (primary, secondary, tertiary) is a nice way to run a tournament with say 20 folks who only have the time for 3 games, and you want there to be difference in points between players.  <br /> <br /> The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format is a great way to take a "tough" match out of the equation because a slight win vs. a great opponent is just as good as crushing some new player.  The constraints come in if there are not enough rounds to really seperate the players.<br /> <br /> I dont mean to simplify each format into general categories saying "run this format for this amount of people" or anything like that.  Those are just my personal thoughts on the two systems.  I still believe that if the scoring system is known ahead of time, and all the players are aware going into the tourney, that the better players will work their way towards the top tables.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 15:36:39]]> GMT</pubDate>
				<author><![CDATA[ Norbu the Destroyer]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ It serves several purposes-<br /> Stratification:  You already pointed this out, but its worth repeating.  Any judge wishing to be as objective as possible needs some game driven mechanism to create the pairings.  A <span class="glossaryitem" onmouseover='gp(260);'>BP</span> system with a wide possible variation of scores achieves this.  In straight win loss formats, you are still essentially doing blind draws in later rounds.  Also, a skilled player who has a string of bad luck is going to simply walk off with a loss in a straight W/L format, but he can salvage some points and remain in the hunt in a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> format.<br /> <br /> Keeping people in it-  In a W/L format, you pretty much know you are out once you lose a game.  In a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> format, you can overcome a bad run of luck, poor matchup, or difficult scenario by making up the points in a round where these factors are in your favor.  Its also a chance for someone on the wrong end of a curb stomping to salvage some pride and a few points, provided the lesser objectives are structured properly.<br /> <br /> Diversifying armies and leveling the playing field-  Not all armies are created equal.  Some armies are just plain terrible at holding objectives, usually xenos ones with crap troop options.  Mixing in some side objectives lets them make the most of a bad situation at times and it forces people who play the top tier armies to cover all of their bases, rather than simply spamming units.  This is, again, contingent on proper design of these scenario objectives.<br /> <br /> I am not knocking the W/L format at all, but it requires a lot of extra preperation and enough rounds to match the numbers to work.  It also tends to push 90% of the room out of contention in the last round or so, which I am not personally a fan of.  I think it works best as an Invitational/Championship format and not as a standard tournament system.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 15:51:56]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Also, a skilled player who has a string of bad luck is going to simply walk off with a loss in a straight W/L format, but he can salvage some points and remain in the hunt in a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> format. </div></blockquote><br /> <br /> All I'll say is, since we do w/l often, this is simply incorrect.  We've done w/l for over 2 years now, in a variety of tournaments, including the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> Open, and never once had anyone walk off over it.  This is helped along by innovating in terms of other approaches and awards (i.e. best overall/ren man), as opposed to mindlessly playing into player emotion by having a system that encourages "quitting."<br /> <br /> The big problem with Battle Points that will always remain is they reward people for massacres, which are almost NEVER the "best" match-ups in this game; winning a tight, close game against an equally skilled opponent should not be a punishment, and in <span class="glossaryitem" onmouseover='gp(260);'>BP</span> it almost always is.<br /> <br /> <br /> If you don't have enough games to pare down to a single undefeated, simply split the "Best General" equivalent prizes among those who remain undefeated.  This is rarely a large sample set unless you're simply doing too few rounds.  4 players out of 32 in 3 rounds, 2 out of 16, etc.  3 rounds for 64+ players is paltry no matter which way you hash it.  Give your Best Overall based upon contribution of paint and sports scores, if you will - and presto, you have a "best overall" that constitutes evaluation of all components of the hobby, and your best general awards don't "evaluate" people based upon the difficulty of their opponent draws over the course of the day, which is exactly what <span class="glossaryitem" onmouseover='gp(260);'>BP</span> does.  In fact, it does the opposite of strength of schedule reward - the easier your schedule by draw, the better you are rewarded.  Bass ackwards.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 16:21:03]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>ryan3740 wrote:</cite>The only things that I have come up with is they are a way to gauge the margin of victory between games, similar to <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s massacre / major win / minor win. They seem to have an advantage to <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s system in that they add more variety to the round score. This comes into play for the next round pairings. A wider range of scoring means less ties between people, and an easier time pairing the next round results.</div></blockquote><br /> <br /> I think this is the main reason - in a very large tournament, you can't have something as simple as W/L/D to differentiate opponents in a Swiss system.<br /> <br /> However, the question of custom missions raises an interesting point that was mentioned in a 'comp' thread a while ago, which is that ANY change to rulebook <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in a tournament might as well be house rules. The argument was that comp scoring was unfair because limiting certain codexes artificially gave some armies a 'boost'. However, custom missions and scoring systems have exactly the same effect. When writing a tournament mission/scoring system you have to keep in mind that any custom mission, custom winning condition, rating one 'victory' over another, or replacing something like Kill Points because of preference all changes the rules of the game, and will boost or nerf certain armies.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 16:32:49]]> GMT</pubDate>
				<author><![CDATA[ ArbitorIan]]></author>
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				<description><![CDATA[ To that point, ArbitorIan, I think you need a scale equivalent to seed people within their w/l brackets (and, as an aside, Draws in a tournament are ... well, bad, but that's for another discussion) ... this equates to battle points; the differentiation is actually rewarding people on a "you're the best commander for the tournament!" front based upon <span class="glossaryitem" onmouseover='gp(260);'>bp</span> among equivalent record holders.<br /> <br /> The giant failing is when you have a guy who goes through 3 easier opponents, and he gets the prize while someone who went through and beat 3 really nasty tough opponents sits on the sideline crying in his beer.<br /> <br /> Innovation can solve all of these problems, and it's that "throw hands up in the air oh well you just can't do it any other way" entrenched position that leads to a tournament organizer not ... well, innovating.  This isn't even a self-plug - we're constantly revising our own approach, and it's built off global input ... it's not even really "ours," just .... collation of wide sample sets.<br /> <br /> Missions are another component that's obviously at issue, and while another discussion, it's one worth hitting on.  PST are a good start point, but when you value them differently via battle points usage, you don't really resolve the issue.  Our attempt (simply to use an example I know well) is to use P/S/T that rotate, can all be "tied" to force win condition at the S/T or final <span class="glossaryitem" onmouseover='gp(140);'>VP</span> break, and that each slightly emphasize a different build/codex "style" while being tie-forceable by ANY dex/build style.  So while one mission may slightly favor a deathstar, the next may slightly favor <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>, etc., and since they are all ALWAYS in play and simply rotating on what's the win, what's the first tiebreaker, what's the second, you ensure balance in all rounds while rotating to enable "variety."  Yatta yatta.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 16:42:43]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ I'm not picking or attacking you Phazael, but these points always come up in <span class="glossaryitem" onmouseover='gp(260);'>BP</span> vs W/L:<br /> <blockquote><div><cite>Phazael wrote:</cite>Also, a skilled player who has a string of bad luck is going to simply walk off with a loss in a straight W/L format, but he can salvage some points and remain in the hunt in a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> format.<br /> ...<br /> I am not knocking the W/L format at all, but it requires a lot of extra preperation and enough rounds to match the numbers to work.  It also tends to push 90% of the room out of contention in the last round or so, which I am not personally a fan of.  I think it works best as an Invitational/Championship format and not as a standard tournament system.</div></blockquote>Please note this:  All things that Phazael brings up apply to both W/L <u>and</u> <span class="glossaryitem" onmouseover='gp(260);'>BP</span> tournaments.  People have already pointed out that in a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> tournaments you can get one close win and you're out of the top spot.<br /> <br /> Can someone plese honestly tell me why a 2 - 1 player should get the top prize when they've clearly not the best player?  This can and does happen with Battle Point tournaments.<br /> <br /> I keep getting replies like, "Well, if I lose I might as well quit because I can't win" when I talk about W/L tournaments.  While it is true you can't win #1, you can stil get in the top 3.  With 16 players and 3 rounds, you have 2 undefeated and SIX 2 - 1 players.  Tie breakers come into play for the SIX 2 - 1 players.  <br /> <br /> My original question is not which is better - W/D/L or Battle Points.  My question is, <u>how complex do battle points have to be</u>?  Should I put 3 scoring goals, like Adepticon (weighted) and <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> (unweighted when used as <span class="glossaryitem" onmouseover='gp(260);'>BPs</span>)?  Should I just have one scoring goal and then use Victory Points for tie breakers like the rulebook suggests?  Or should I go back to 4th edition missions?  Have 5 objectives and each worth 1/5 of Game Points.  Most Victory Points + Objective points = battle points.<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span>, I read Monty’s post, but all he points out that battle points determine an overall winner when you don’t have enough rounds to find one undefeated player.  He never even brings up the possibility of equal prize support for all undefeated players.  He also failed to mention that 3 low wins will put you about 65 points at Adepticon and a close loss and two crushing wins will get you about 90 points.  It was an interesting read, but I don’t think I’ll ever run a pure Battle Point event.  Monty had just one point and a lot of unanswered questions.<br /> <br /> When I don’t have enough rounds to make it one undefeated, I make sure not to put #1 seed vs #2 seed?  Why?  It’s unfair to #2.  In the W/D/L format that I prefer, continually pairing #1 vs #2 allows for #2 to end undefeated and not get a prize, while allowing #9 the opportunity to beat #10, #11, and #13 to go undefeated and share the prize for first.<br /> <br /> Also, Swiss style means that everyone gets to play in each round and paired with people of similar standing.  There are a few ways to seed each round (assume 8 wins after first round);  1 vs 2 (<span class="glossaryitem" onmouseover='gp(50);'>GW</span> and battle point tournaments),  1 vs 8 (<span class="glossaryitem" onmouseover='gp(755);'>NOVA</span>) and 1 vs 5 (FIDE chess).  All of these are Swiss.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 17:06:22]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<description><![CDATA[ Ryan - the solution to the "I might as well quit because I can't win" is two-fold.<br /> <br /> FIRST, they're being five year olds.  Going to a COMPETITIVE event (which a tournament by its very definition is, regardless of how it's scored) and then quitting b/c you lost ... ugh.  If it was a problem (and it's not, it doesn't actually happen), half of EVERY tournament field would quit after losing 2 games even in Battle Points systems where losing 2 is a surefire deathknell either way.  Do you see 50% of every tournament ragequitting at its collection of shattered dreams?  No, because it doesn't happen.<br /> <br /> The solution REGARDLESS, is to have a Best Overall that combines the other components of the hobby - painting, converting/modeling, appearance, etc. - and so differentiates one of those top finishers as the best overall; thereafter, give your best generalS awards to all the top undefeated - it's not hard to plan for; you'll know how many there'll be going in.  Just split that $200 best general prize 4 ways, if you are going to have 4 undefeated, or 2 with 2, yatta yatta.<br /> <br /> To that end, I'd suggest simplifying the <span class="glossaryitem" onmouseover='gp(260);'>BP</span> contribution, as a simple component for seeding ... and it doesn't matter much how you do it at that point; 3 goals, however, is probably a better idea than 1 - it's VERY difficult for a single goal to actually be balanced, and to also have it not get a bunch of people upset when missions that are readily easy to draw become <span class="glossaryitem" onmouseover='gp(27);'>de</span> facto <span class="glossaryitem" onmouseover='gp(140);'>VP</span> games (when using a <span class="glossaryitem" onmouseover='gp(140);'>VP</span> tiebreaker).]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 17:13:26]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>ryan3740 wrote:</cite><br /> Can someone plese honestly tell me why a 2 - 1 player should get the top prize when they've clearly not the beast player?  This can and does happen with Battle Point tournaments.<br /> </div></blockquote><br /> <br /> Well, that's simple, and one of the problems that is very hard to solve.<br /> <br /> Someone who wins two VERY VERY difficult games with close matchups could easily be a 'better player' than someone who gets three massacres against three noobs (the last two being lucky ones who won their first round) or who just happened to have incredibly favourable matchups. None of these things are 'rare' situations in a tournament.<br /> <br /> If you're rewarding a prize for 'most wins' then the person who wins all three gets it. But if you're trying to find the 'best player' then it becomes a lot more difficult.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 17:16:58]]> GMT</pubDate>
				<author><![CDATA[ ArbitorIan]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ There will always be many different tournament formats. Part of those formats will include how the tournament is scored, and who the 'winners' are. The format will depend a lot on the people organizing the event, and the player base they are drawing from, and what they put emphasis on. <br /> <br /> Not all players want the same things. Not all <span class="glossaryitem" onmouseover='gp(421);'>TO</span>'s want to run the same type of event, and different countries, regions, and areas will have pools of gamers with different attitudes towards the game.<br /> <br /> In designing an event, the <span class="glossaryitem" onmouseover='gp(421);'>TO</span> should look at:<br /> 1) His resources. (Space, terrain, time, staff, $$, etc) and figure out his limits. Going beyond your limits causes problems.<br /> 2) Decide what the pool of players he is trying to draw from. (Local store, city, region, or national).<br /> 3) Emphasis on different parts of the scoring system. (Painting, games, sports, etc.), with an understanding that this also affects the pool of people attending. <br /> <br /> How everything works together will define the event that's being run, and the <span class="glossaryitem" onmouseover='gp(421);'>TO</span> should think about these in the planning stages. Hopefully the event works out well enough that it's sustainable and you have a chance to learn from mistakes, take feedback, and fine tune things for the next time.<br /> <br /> You're never going to be able to please everyone, with just one format.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 17:48:59]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>ArbitorIan wrote:</cite><blockquote><div><cite>ryan3740 wrote:</cite><br /> Can someone plese honestly tell me why a 2 - 1 player should get the top prize when they've clearly not the beast player?  This can and does happen with Battle Point tournaments.<br /> </div></blockquote><br /> <br /> Well, that's simple, and one of the problems that is very hard to solve.<br /> <br /> Someone who wins two VERY VERY difficult games with close matchups could easily be a 'better player' than someone who gets three massacres against three noobs (the last two being lucky ones who won their first round) or who just happened to have incredibly favourable matchups. None of these things are 'rare' situations in a tournament.<br /> <br /> If you're rewarding a prize for 'most wins' then the person who wins all three gets it. But if you're trying to find the 'best player' then it becomes a lot more difficult.</div></blockquote><br /> <br /> <br /> In any battle point system, the guy from your example actually never wins in spite of his loss, b/c his very very difficult games w/ close match-ups netted him low battle points (minor win, not a massacre, etc.).  Allowing 1-lossers to win simply rewards people whose 2 wins were lopsided massacres, enough to compensate for whatever reason he lost a game for (which could ALSO include "he's not very good, massacred two newbs, and lost to a veteran").<br /> <br /> When you go pure w/l as the material determinant for Best General awards, and equally award all those who don't lose, you take the "lucky draw" or "unlucky draw" symptoms out of the equation, and remove subjectivity and "hope it works out ok" out of the equation.<br /> <br /> <br /> To Mike's point - even in a "perfect" system, within this game, you wouldn't please everyone - there'd be people who wouldn't like it simply due to its popularity.  It's important to put on as airtight, well-reasoned and appropriate a system as possible, and there's not much more past that.  If you say you want a "competitive tournament," and then as an organizer put out a really crappy, non-evaluative format ... well, you fail.  Similarly, if you say you want a "fluffy bunny hobby tournament," and put out an airtight "fluffy bunny hobby" format ... you succeed.  *shrug*]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:00:40]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>In any battle point system, the guy from your example actually never wins in spite of his loss, b/c his very very difficult games w/ close match-ups netted him low battle points (minor win, not a massacre, etc.).  Allowing 1-lossers to win simply rewards people whose 2 wins were lopsided massacres, enough to compensate for whatever reason he lost a game for (which could ALSO include "he's not very good, massacred two newbs, and lost to a veteran").</div></blockquote>There's actually THREE systems under discussion in this thread:<br /> 1) Pure w/l; <br /> 2) Single objective massacre/major/minor structure; and<br /> 3) Multiple different objectives (often in a p/s/t structure).<br /> <br /> For any event that lacks rounds to go all the way to a pure swiss-style winner, I prefer #3.  (Most days, I prefer #3 anyway.)  I like missions that force me to complete multiple tasks at the same time - not only must I claim more <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, but I have to do it while keeping scoring units alive to claim objectives, etc.  (Many of Adpeticon's 2010 missions failed on this front, because they were using multiple objectives based on the same thing, e.g., win by <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, secondary for killing Troops, tertiary for killing <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>.)  ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:15:10]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ J - I think this would be one of those SAT type questions, which of these doesn't belong.  W/L vs. W/L/D isn't really relevant to how many objectives/goals and how they are scored.  I.E. take #1 out of your list.  You'd figure between #2 and #3 and #whatever, then determine w/ or w/l/d<br /> <br /> Other than that ... why is there so much resistance to awarding multiple Best General equivalent awards?  Not a challenge, so much as a curiosity.  "We" the tournament organizing world seems to consistently try to come up with arcane ways to differentiate winners, none of which adequately address the fact that closer games yield smaller margins of victory, and so qualifying the depth of a win becomes an inherently flawed approach.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:24:17]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>ryan3740 wrote:</cite>Can someone plese honestly tell me why a 2 - 1 player should get the top prize when they've clearly not the beast player?  This can and does happen with Battle Point tournaments.</div></blockquote>Define "best."  For a <span class="glossaryitem" onmouseover='gp(260);'>BP</span> tournament, the "best" player has the most <span class="glossaryitem" onmouseover='gp(260);'>BPs</span>.  (Aside: in my opinion, if you can only complete the primary, you're not doing any better than a player who completes both the secondary and tertiary.)<br /> <br /> <blockquote class="uncited"><div>My original question is not which is better - W/D/L or Battle Points.  My question is, <u>how complex do battle points have to be</u>?  Should I put 3 scoring goals, like Adepticon (weighted) and <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> (unweighted when used as <span class="glossaryitem" onmouseover='gp(260);'>BPs</span>)?  Should I just have one scoring goal and then use Victory Points for tie breakers like the rulebook suggests?  Or should I go back to 4th edition missions?  Have 5 objectives and each worth 1/5 of Game Points.  Most Victory Points + Objective points = battle points.</div></blockquote>Battle Points need to be as complex as necessary to differentiate across your field of players, given the number of rounds you have to work with.<br /> <br /> 8 players, 3 rounds: no differentiation required, as you should have a single undefeated player at the end of the day (but watch out for Draw conditions).<br /> 16 players, 3 rounds: now you're going to have 2 "undefeated" players; if you want differentiation, you might consider missions with both a primary and a secondary objective.  If you weight them 3:1, then the only way an "undefeated" player ties a 2-1 player is if the 2-1 player completes all 3 secondaries, and the 3-0 player completes none.  If you want to avoid even that, then weight them 4:1.<br /> 24 players, 3 rounds: 2.5 "undefeated" players (2 or 3).  Take the p/s system described above, and add 1 or 2 single-point "bonuses" to each mission; try not to make them automatic for the winner of the primary or secondary objectives.<br /> <br /> You likely don't need a tertiary objective as a differentiation point until you reach 32 or more players in 3 rounds.  For really large fields with 3 rounds (e.g., the Adepticon <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Championships pre-2011), you can make the objectives progressively more difficult to complete (which is why the tertiary was "win by 250/500/750 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>" in years past); you only need differentiation at the top end of the range, and that structure meant that a 2-0 player had to beat another 2-0 player by 750 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> to get the tertiary points.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:25:56]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ Yakface had a good article on P/S/T missions I read once, that focused on the interplay between the objectives. Accomplishing all 3 needs to be tougher than just accomplishing one or two. If they overlap too much, like in Janthkins' example, then they don't really do a lot to make a player think. You accomplish the <span class="glossaryitem" onmouseover='gp(316);'>KP</span> mission by killing troops and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. At best you put a a bit of priority on those parts of the opponents force org, but not much more. I need to go read that before working on the missions for February.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:28:08]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>J - I think this would be one of those SAT type questions, which of these doesn't belong.  W/L vs. W/L/D isn't really relevant to how many objectives/goals and how they are scored.  I.E. take #1 out of your list.  You'd figure between #2 and #3 and #whatever, then determine w/ or w/l/d</div></blockquote>I fear I don't follow you here.  From a game theory perspective, I don't like #2 from my list: as you and others point out, simply "winning bigger" isn't an indication of the quality of win.  I do see more value in "winning multiple ways," though; I prefer a scenario that has me tracking multiple victory conditions at once, and trying to allocate my limited resources to more than one task at a time.  Pure opinion there.<br /> <br /> <blockquote class="uncited"><div>Other than that ... why is there so much resistance to awarding multiple Best General equivalent awards?  Not a challenge, so much as a curiosity.  "We" the tournament organizing world seems to consistently try to come up with arcane ways to differentiate winners, none of which adequately address the fact that closer games yield smaller margins of victory, and so qualifying the depth of a win becomes an inherently flawed approach.</div></blockquote>I'll flip this on you, just for discussion: why is a "closer" game something to reward, over curb-stomping someone?  Close games may be more fun for both players (or not, depending on personal opinion), but a smaller margin of victory is an OBJECTIVE measurement, and can be compared to the larger margin of victory achieved on a different table.<br /> <br /> Any comparison of individual games is inherently flawed; there's no good way to compare one win against another, as the conditions of the two games aren't identical (terrain, armies, players, dice rolls, etc.).  But if we're going to have a tournament, we have to overlook that problem.  After that, since we've already agreed to compare apples to oranges, we might as well determine some way to decide who had the best pineapple of the day.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:35:03]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<description><![CDATA[ Oh, that's funny.  I typed "beast" instead of best.  Clearly, the most brutal player is the "beast"!  I edited my post above to change that. <br /> <br /> To me the "best player" does not get beaten. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:36:44]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>ryan3740 wrote:</cite>To me the "best player" does not get beaten. </div></blockquote>Except in battle points?  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> It's not a flaw inherent to the system that allows a 2-1 player to "beat" a 3-0 player in overall battle points; it's just a question of weighting on the various objectives.  If you don't want it to happen in an event you're running, and you need/want the differentiation that <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> can allow, then just weight your objectives appropriately.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:42:03]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ J - I just mean, the multiple mission approach, type of mission, and scoring of missions does not relate to whether or not you're evaluating w/l or w/l/d on missions.  So the 3 options you listed were incongruent, and that was kinda whacky to me.<br /> <br /> In terms of your opinion there - I agree with it.  The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> missions, for example, live and breathe that notion, and so instead of having a simple scenario where it's win or lose one mission/goal, and if you draw, determine it off <span class="glossaryitem" onmouseover='gp(140);'>VP</span> ... it's tracking and planning for 3 different goals all at once, any one of which can be the backbreaker for the game, and all of which contribute to your final seeding, and thus you are in SOME capacity rewarded for accomplishing more missions more fully.<br /> <br /> As far as the flip, thanks?  That's the point - margin of victory is SUBJECTIVE because it's not the mission difficulty in play, but the type of opponent you draw, his list, his talents, etc. - but the simple evaluation of being able to pull off the win or not.  That's objective.  You either won, or you lost.  Won barely because you're bad and your opponent was simply worse?  Good luck next round.  Won huge because you're great and your opponent was good but you were just that awesome?  You'll continue to have the chance to prove that.  BUT it's far more common that a huge win isn't the measure of a great opponent beating another great opponent ... arguing otherwise seems pointless.<br /> <br /> Regardless, therein lies the rub - when you reward best generalship awards to all those who haven't lost, you're avoiding any kind of comparison of individual games - and evaluating margin of victory is a WORSE thing in SMALLER game sets, where a higher margin of variability in match-up is in play, and where you haven't pared it down to the couple of guys who over a dozen games have won each of them by larger margins.<br /> <br /> That's to say - the smaller the set, the harder it is to establish a definitive winner <b>among </b>winners no matter WHAT you do, so why not just reward them all?  You still have a Best Overall to award, and winning lots of games and recording larger margins across multiple objectives will help toward the competitive % of that score ... but instead of sending the guys who had tougher match-ups (for them, regardless of skill) but still WON them all ... home packing; you've taken comparison of individual games and evaluation of margin of victory out of the equation ... and THAT is a good thing.<br /> <br /> As you've helped me complete by "flipping" it on me - neither a close game nor a lopsided game can be adequately evaluated as a proper indicator of skill, especially over a very small sample set with COMPLETELY random draw for 33% of your games (in this 3 round chatterbox example).<br /> <br /> So, in short - we already give out multiple awards at a tournament.  Let's take painting as an example - best converted, best painted single mini, best army are common as a trio of awards.  So in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s 32-man tournament format, why any hesitation toward having multiple awards here?  You'll have 4 people undefeated.  One will get the Best Overall, theoretically - depending on how heavily you weight competitive score; the other 3 (or 4, if you weight Overall so that 2-1's can win it, or even 1-2's) get a prize and a token of some kind (Trophy, whatever).  It's not all that odd-ball, and it remains OBJECTIVE in its evaluation of the caliber of games they had to wade through to stand where they stand.<br /> <br /> Just my $.02.  Not a $.02 "against battle points," but against taking a dump on people who didn't beat on their opponents badly enough.  There's no REASON to, since you're already going to award a single Best Overall that's (in most cases) mostly competitive % anyway.  You still HAVE your "best," but you don't punish people based upon their performance in individual games that I think we all agree are full of too many variables to be "definitive" based upon how much they were won or lost by.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 18:44:54]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>J - I just mean, the multiple mission approach, type of mission, and scoring of missions does not relate to whether or not you're evaluating w/l or w/l/d on missions.  So the 3 options you listed were incongruent, and that was kinda whacky to me.</div></blockquote>Hmm.  I don't see where I touched on w/l vs w/l/d in my original list; I certainly wasn't thinking about it, which is why we weren't on the same page there.  Doesn't matter too much.<br /> <br /> <blockquote class="uncited"><div>In terms of your opinion there - I agree with it.  The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> missions, for example, live and breathe that notion, and so instead of having a simple scenario where it's win or lose one mission/goal, and if you draw, determine it off <span class="glossaryitem" onmouseover='gp(140);'>VP</span> ... it's tracking and planning for 3 different goals all at once, any one of which can be the backbreaker for the game, and all of which contribute to your final seeding, and thus you are in SOME capacity rewarded for accomplishing more missions more fully.</div></blockquote>I understand that.  (Aside: I also think it would be more amusing if you randomly determined, near the end of the game, which of the 3 was going to be determinative for that round.)  But the conversation isn't just about tournaments which have adequate player/round ratios to allow for complete determination.<br /> <br /> <blockquote class="uncited"><div>As far as the flip, thanks?  That's the point - margin of victory is SUBJECTIVE because it's not the mission difficulty in play, but the type of opponent you draw, his list, his talents, etc. - but the simple evaluation of being able to pull off the win or not.  That's objective.  You either won, or you lost.  Won barely because you're bad and your opponent was simply worse?  Good luck next round.  Won huge because you're great and your opponent was good but you were just that awesome?  You'll continue to have the chance to prove that.  BUT it's far more common that a huge win isn't the measure of a great opponent beating another great opponent ... arguing otherwise seems pointless.</div></blockquote>Here's a place where we'll disagree: if win/loss is an objective data point, then winning by 50 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> vs winning by 1500 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> is also an objective data point: however you achieved the margin of victory, you still HAVE obtained a measurable, quantifiable margin of victory.  There's nothing subjective about 17 battle points vs. 11 battle points.<br /> <br /> <blockquote class="uncited"><div>Regardless, therein lies the rub - when you reward best generalship awards to all those who haven't lost, you're avoiding any kind of comparison of individual games - and evaluating margin of victory is a WORSE thing in SMALLER game sets, where a higher margin of variability in match-up is in play, and where you haven't pared it down to the couple of guys who over a dozen games have won each of them by larger margins.</div></blockquote><br /> I read your position as "Player A's win over a 4 year old playing their first game shouldn't benefit him more than Player B's win over the undead master of all things <span class="glossaryitem" onmouseover='gp(3);'>40k</span>."  A little simplified, but hopefully not too off-point?<br /> <br /> Yes, we're playing a matchup-dependent game.  We're also playing a dice-dependent game: games often change, based on the outcome of a single die roll.  You can try to mitigate matchups in army building and playstyle; you can try mitigate random dice through army building and playstyle.  I applaud your desire to limit the impact match-ups have on a given day (and thereby reduce the impact of random factors), but you won't eliminate that until everyone plays everyone else round-robin style (or at least via World Cup-style preliminary rounds).  <br /> <br /> <blockquote class="uncited"><div>As you've helped me complete by "flipping" it on me - neither a close game nor a lopsided game can be adequately evaluated as a proper indicator of skill, especially over a very small sample set with COMPLETELY random draw for 33% of your games (in this 3 round chatterbox example).<br /> <br /> So, in short - we already give out multiple awards at a tournament.  Let's take painting as an example - best converted, best painted single mini, best army are common as a trio of awards.  So in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s 32-man tournament format, why any hesitation toward having multiple awards here?  You'll have 4 people undefeated.  One will get the Best Overall, theoretically - depending on how heavily you weight competitive score; the other 3 (or 4, if you weight Overall so that 2-1's can win it, or even 1-2's) get a prize and a token of some kind (Trophy, whatever).  It's not all that odd-ball, and it remains OBJECTIVE in its evaluation of the caliber of games they had to wade through to stand where they stand.<br /> <br /> Just my $.02.  Not a $.02 "against battle points," but against taking a dump on people who didn't beat on their opponents badly enough.  There's no REASON to, since you're already going to award a single Best Overall that's (in most cases) mostly competitive % anyway.  You still HAVE your "best," but you don't punish people based upon their performance in individual games that I think we all agree are full of too many variables to be "definitive" based upon how much they were won or lost by.</div></blockquote>I think all we're really discussing here is the idea of "how much" a game is won or lost by.  In my opinion, a win is "better," the more I have to do for it.  If I can beat you on <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, but at the cost of being unable to hold an Objective, I didn't win as "well" as I could have.  Yes, it might have been easier, if you'd been a less-skilled player (or if you had a different army); on the other hand, it might have been impossible, had your dice rolled differently, or if I'd been paired against someone with a different army - even in (effectively) single-elimination tournaments, it is certainly possible to avoid your worst-case match-up on your way to the top of the pack.<br /> <br /> Here's my thoughts: <br /> A) It's absurd to label anyone the "best" player at a tournament, based on 3-5 games involving match-ups and dice.  (I'm not suggesting that random factors are completely determinative, or that there aren't "great" players out there.)<br /> B) If we're going to do it anyway, then we'll need some objective structure to compare my games with yours.<br /> C) Winning games is likely the best of of the objective measures available.<br /> D) If we really want a single "best" player, and we don't have enough time, we'll have to have some additional objective measures in play.<br /> E) Of the additional objective measures, I vastly prefer multiple binary objectives, to some sort of graduated "win by X, X+Y, or X+Y+Z" structure.<br /> <br /> I understand you don't like "D."  I'm not a huge fan, either.  But most tournaments are structured that way, and <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s prize support for <span class="glossaryitem" onmouseover='gp(238);'>RTT</span>-scale events is biased that way.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 19:19:21]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ SCGWL uses a 12/5/3 system for PST on all rounds except the last in our <span class="glossaryitem" onmouseover='gp(48);'>GTs</span>.  The secondary and tertiary generally can be achieved by both players and do not usually directly conflict with the opponent's primary.  The primary missions usually give partial points for tie situations.  Here is an example from last weekend in Vegas, mission four:<br /> <br /> Primary (12 Points) – Score this if you control more objectives than your opponent at the end of the<br /> game. If both players control an equal number of objectives, both players score six battle points. If<br /> neither player controls any objectives, then both players score three battle points.<br /> <br /> Secondary (5 Points) – Score this if you eliminate at least one enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit during the game.<br /> <br /> Bonus (3 Points) – Score this if you end the game with at least one unit of any type in the opponent’s<br /> deployment zone.<br /> <br /> This is a typical mission set for us.  For a 2-1 player to have more <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> than a 3-0 player, the 2-1 player would have had to achieve nearly all secondary goals and the 3-0 player would have to achieve none of the goals other than primary.  I think in this situation, with these sorts of goals, that most people would agree that the 2-1 player accomplished more over three rounds of play.<br /> <br /> As for the pwning newbs to achieve lots of <span class="glossaryitem" onmouseover='gp(260);'>BP</span> in round one, no system is immune to that.  There is no system in place that prevents these sorts of matchups entirely in round one, much less lopsided army designed ones that can happen in any round.  The best measure we have is to match people entirely by <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> from round two onward.  This serves a dual purpose, as the more casual guys are not getting their poop pushed in constantly, as everyone is more or less playing someone on their level by round three.<br /> <br /> I understand why <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> does the whole pair top with bottom thing, but that works best with ultra competitive players and would not likely go over well with a lot of the more casual guys who fill the seats a many <span class="glossaryitem" onmouseover='gp(48);'>GTs</span>.  It works great for the crowd <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> was targetting, but that format is not the best for a more mixed crowd, which is our target. ]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 19:53:47]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<description><![CDATA[ Phazael - I would disagree strongly on the last point; I've posted to that effect before in blogs and other discussions; that said, that's SO far off topic that I don't want to heavily derail it.  Suffice to say, the "thesis" is it much more rapidly brackets similar skill level players against each other, getting to "close" and fairly balanced matches more quickly ... and it also discourages wailing on people who aren't as good as you, since massacres aren't as emphasized.  Remember, it's those so-called "casual" players the most likely to be offended when an opponent who has clearly already beaten them continues to forcefully wail on them deep into a "lost cause" game in order to snag the nuances of secondary/tertiary objectives.<br /> <br /> This is why we had a wide range of awesome casual players at the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> (coupled w/ the Ren Man), and not just ... 100 facebeating mean nasty people (not that the best players are really ever jerks to begin with).<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span> - I'm not saying the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> way is BETTER for that either, just as a by the way.  It's just a perception thing; we deemphasize degree of win, and emphasize win or loss, so "top vs. bottom" is only within same w/l brackets.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 20:00:11]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ I agree with your general sentiment, but look again at what we are using for PST.  If Player A has Playeyer B beat, he can "call off the dogs" and let B save some dignity by achieving 8 points, without in any way impeding his own ability to score the full 20.  This comes down to design and a lot of missions tend to simply generate 20-0 situations with how they do their objectives.  Those people may as well run the W/L format.<br /> <br /> Basically, both systems have their flaws.  <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> goof things when the mission objectives are poorly thought out and can result in 4-1 players besting 5-0 players, which may seem counter intuitive if primary is all anyone cares about.  W/L have to have precise numbers of rounds to match their numbers and no draws to work correctly.  We favor <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> because (given full public disclosure of scoring ahead of time) everyone knows what they are getting into and it accomadates the widest array of playstyles and largest variation of numbers.  I agree that the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format (not the Ren Man part) is probably the best purely competitive format out there.<br /> <br /> I do think that <span class="glossaryitem" onmouseover='gp(260);'>BPs</span> tend to encourage at least a little more diversity in army selection, however.  But the Wolf Fest that the Nova wound up being probably has as much to do with the competitive emphasis as the W/L format.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 20:25:57]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Not to be a back and forth with you and I, but "Wolf Fest?"<br /> <br /> Space Wolves were the 4th most common army represented (behind <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, and a two-way tie between <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span>).  They performed of a roughly similar statistical fashion to numerous other armies.  Further, in the finals, while a <span class="glossaryitem" onmouseover='gp(124);'>SW</span> player won, it was against a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> who had barely beaten an Ork (bottom 7 on the roll of 1 dice).  Most or all of the players to actually advance anywhere w/ <span class="glossaryitem" onmouseover='gp(124);'>SW</span> are fairly known or since proven as strong players (i.e. Tony placing highly and going undefeated at the NEWCC among numerous strong players in attendance, yatta yatta).<br /> <br /> I only oppose "assertion" without analytical support.  Stating that xyz system accommodates the MOST players and the widest array of playstyles is equivalent to stating it is the best ... and "Wolf Fest" is a bit of a poke, also not based on any material fact (more assertion).  Kind of a "meh" overall - this has been a pretty productive discussion, but we're off topic and in mega-assertion land to boot.<br /> <br /> As far as the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format goes, when assessing it keep in mind the value of the Ren Man part - that's our Best Overall, our top finisher.  Hard to talk about the system w/out including it.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 20:36:42]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>As far as the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format goes, when assessing it keep in mind the value of the Ren Man part - that's our Best Overall, our top finisher.  Hard to talk about the system w/out including it.</div></blockquote><br /> <br /> In a way that reminds me off the discussion over Best General vs. Best Overall. The award was always there, people just refused to accept it as a viable or equal award. The <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format is seeing the flip side of that. Place the emphasis on Best Overall and people devalue the Best General Award. Place the emphasis on the Best General and people devalue the Best Overall award, even if they are awarded equally in terms of 'value'.<br /> <br /> Both the Battle Points system and something like the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format have always provided different avenues for specific styles of play or the hobbyist (mission format and scoring aside). It's all about perception and expectations.]]></description>
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				<pubDate><![CDATA[Tue, 9 Nov 2010 21:24:47]]> GMT</pubDate>
				<author><![CDATA[ Matthias]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>Phazael wrote:</cite>Secondary (5 Points) – Score this if you eliminate at least one enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit during the game.<br /> <br /> Bonus (3 Points) – Score this if you end the game with at least one unit of any type in the opponent’s<br /> deployment zone.<br /> <br /> This is a typical mission set for us. </div></blockquote><br /> <br /> One of the worst parts about this type of scoring is it allows people to negotiate scores.  "Oh - since neither of us will get a good score since we both can't get the secondary and tertiary objectives right now, why don't we just say we achieved both.  You can get 8 points and I can get 20."  We have seen that in action and it's horrible to allow that potential to even happen.  Both players should not be able to get max points for an objective in any mission.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 00:21:18]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor_Malice]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>Inquisitor_Malice wrote:</cite><blockquote><div><cite>Phazael wrote:</cite>Secondary (5 Points) – Score this if you eliminate at least one enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit during the game.<br /> <br /> Bonus (3 Points) – Score this if you end the game with at least one unit of any type in the opponent’s<br /> deployment zone.<br /> <br /> This is a typical mission set for us. </div></blockquote><br /> <br /> One of the worst parts about this type of scoring is it allows people to negotiate scores.  "Oh - since neither of us will get a good score since we both can't get the secondary and tertiary objectives right now, why don't we just say we achieved both.  You can get 8 points and I can get 20."  We have seen that in action and it's horrible to allow that potential to even happen.  Both players should not be able to get max points for an objective in any mission.</div></blockquote><br /> <br /> Agree.  This is a potential problem w/ <span class="glossaryitem" onmouseover='gp(260);'>BP</span> in general, where "softer" players can be bullied into agreeing to give a clear winner massacre points one way or another.  Further reason to <span class="glossaryitem" onmouseover='gp(27);'>de</span>-emphasize margin of victory, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 00:23:40]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>MVBrandt wrote:</cite>Agree.  This is a potential problem w/ <span class="glossaryitem" onmouseover='gp(260);'>BP</span> in general, where "softer" players can be bullied into agreeing to give a clear winner massacre points one way or another.  Further reason to <span class="glossaryitem" onmouseover='gp(27);'>de</span>-emphasize margin of victory, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.</div></blockquote><br /> <br /> But isn't that like giving up, Mike?)  There's probably a lot of ways to fix that potential problem, and still use <span class="glossaryitem" onmouseover='gp(260);'>BP</span>, without getting rid of the system entirely. Like you said:<br /> <br /> <i>Innovation can solve all of these problems, and it's that "throw hands up in the air oh well you just can't do it any other way" entrenched position that leads to a tournament organizer not ... well, innovating.</i><br /> <br /> There really is a lot of ways to do things. You're finding a good way to run your event. But that doesn't mean other people have to give up on other approaches. Innovation works best with lots of people going in different directions. <br /> <br /> This thread has a lot of good ideas, but we should also remember that this isn't <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> where we should batter the other guy to come around to our way of thinking. There will always be lots of different formats for the hundreds of tournaments that get run each year. <br /> <br /> I've got over 24 events in several different game systems to run next year. Several are going to be <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and at least 4 different styles with <span class="glossaryitem" onmouseover='gp(260);'>BP</span>'s, team tournaments, Adepticon Gladiator, Throne of Skulls, and I might even steal your system for one. Diversity is good.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 00:54:50]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<description><![CDATA[ <blockquote><div><cite>mikhaila wrote:</cite>I've got over 24 events in several different game systems to run next year. Several are going to be <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and at least 4 different styles with <span class="glossaryitem" onmouseover='gp(260);'>BP</span>'s, team tournaments, Adepticon Gladiator, Throne of Skulls, and I might even steal your system for one. Diversity is good.</div></blockquote><br /> <br /> Diversity is essential. Different formats are incredibly healthy for the hobby. Nothing would be worse then homogenization of the event environment. It happened back in the early 2000's with the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(48);'>GT</span>'s and it became a very non-Grand affair very quickly.<br /> <br /> The presentation and execution of an event is far ore important than the actual format. If people are having fun, your event is a success.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 02:05:31]]> GMT</pubDate>
				<author><![CDATA[ Matthias]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Couldn't agree more that diversity is good.<br /> <br /> As said earlier, what matters is deciding on what you want your event to be, and then executing it to the satisfaction of those who attend.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 02:35:08]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>Inquisitor_Malice wrote:</cite><blockquote><div><cite>Phazael wrote:</cite>Secondary (5 Points) – Score this if you eliminate at least one enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit during the game.<br /> <br /> Bonus (3 Points) – Score this if you end the game with at least one unit of any type in the opponent’s<br /> deployment zone.<br /> <br /> This is a typical mission set for us. </div></blockquote><br /> <br /> One of the worst parts about this type of scoring is it allows people to negotiate scores.  "Oh - since neither of us will get a good score since we both can't get the secondary and tertiary objectives right now, why don't we just say we achieved both.  You can get 8 points and I can get 20."  We have seen that in action and it's horrible to allow that potential to even happen.  Both players should not be able to get max points for an objective in any mission.</div></blockquote><br /> <br /> This can happen in any tournament without a judge standing at every table.  All it takes are two guys from the same club to play each other.  In the Nova format, two guys in the same heat can simply agree to play to a result, because one is out of the running and he wants his club buddy to bennefit.  This sort of crap happens all the time and its basically something that cannot be completely stopped.  I can't stop the collusion, but I can reduce the amount of baby seal clubbing that goes on by allowing mutually achievable goals, so its a trade off I live with.]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 15:53:19]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ Pure W/L/D with Swiss tie-breakers (Head to Head, Strength of Schedule)  has been working great for us for a year now.    The only caveat is that you have to ensure you have enough rounds to accommodate enough players.  We do this by usually running smaller games (1500 points) and therefore shorter rounds but more of them.  Our <span class="glossaryitem" onmouseover='gp(238);'>RTT</span>'s are always 4 rounds for example.<br /> <br /> And before you say you don't like tie breakers just remember that battle points are exactly that:  A tiebreaker.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 10 Nov 2010 16:13:05]]> GMT</pubDate>
				<author><![CDATA[ Kevin Nash]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ I dont realy want to re-animate any kind of debate, but there was a tourney near me (I wasnt able to go (whip cracking sound)) and it used the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format and a Dark Angel Player came out barely in 2nd, but only due to points at the end (he was 3-0).  I like the idea that a Dark Angel player can barely win 3 missions straight against strong lists and win a tourney.  I hadnt thought of the Nova format giving those "also ran" armies a chance at a real win if the mission is played correctly.  I guess I was blinded by the guard/angel/wolf/ tidal wave cramming the top tables at most tourneys.<br /> <br /> Now, <br /> 1. 19 people at his tourney so not neccesarily common since the player still is what makes a list work, and Ill take an experienced player with an ok list over a newer player with a "more points efficient" list, and with 19 players, a good player can go 3-0 by outplaying 3 opponents straight.<br /> <br /> 2.  If there were more players and several were of equal playing skill, you would be more likely to play them and end result might not be the same.<br /> <br /> 3. The more players the more rounds required and a "lucky" streak may come to an end game 4 ending the tourney run (see codex deamons).<br /> <br /> <br /> <br /> As a whole I just wanted to point out that the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format was used at a local smaller tourney and it gave Dark Angels a heart beat.  Something I have not heard in a while.  Now if forced to make a choice for which tourney format I prefer (since we are programed to inherently put our faith in a two party system) I would go battle points for 20 players or less, BUT I am inspired by these <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> tourney  results to maybe give those crons one last shot at the Adepticon 1850 tourney this year as all I have to do is win...and not wrack up points.  This format does mean if you can figure out a way to WIN with an "older" codex and not WIN BIG you still can win the whole tourney, perhaps it is a better way to run a large scale tourney (provided you have the rounds to make it a true playoff)<br /> <br />  Hell thats what everyone is clamering for in college football, why not beat them to the punch for major tourneys and within 5 years more people will be watching <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Adepticon championship finals on TV (or webcast) than the Fiesta Bowl <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> I think the Hobby as a whole has so much potential as people are always looking for something to do.  Our hobby is growing as the Adepticon registration is showing. I think the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> tourney next summer is having similar success with pre-registration.   At what point are these tourneys going to be.........Registration open...........Registration closed.........like a major concert.    I am encouraged by these trends and I think Mathais..Milkhalia...and MVBrandt are on the right track to promote diversity, not taking criticism (constructive or not) personally and responding with cooler heads to getting this hobby to more and more people.  Now I know its not just you folks, as it takes an entire commmunity to make this trend happen.  Its everything from the polarizing figures that write battle reports, have controversial BLOGS, down to the local tourney organizers who donate countless hours of prep time to make an exciting weekend if even for just a handful of people.]]></description>
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				<pubDate><![CDATA[Sun, 14 Nov 2010 04:42:53]]> GMT</pubDate>
				<author><![CDATA[ Norbu the Destroyer]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ <blockquote><div><cite>Norbu the Destroyer wrote:</cite>As a whole I just wanted to point out that the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> format was used at a local smaller tourney and it gave Dark Angels a heart beat.  Something I have not heard in a while.  Now if forced to make a choice for which tourney format I prefer (since we are programed to inherently put our faith in a two party system) I would go battle points for 20 players or less, BUT I am inspired by these <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> tourney  results to maybe give those crons one last shot at the Adepticon 1850 tourney this year as all I have to do is win...and not wrack up points.  This format does mean if you can figure out a way to WIN with an "older" codex and not WIN BIG you still can win the whole tourney, perhaps it is a better way to run a large scale tourney (provided you have the rounds to make it a true playoff)</div></blockquote><br /> I think this is a great way to look at this style of format. Another thing to keep in mind is that this format also gives those few rare/odd armies a chance to actually compete. For example, an all Death Company army could actually win games in the AdeptiCon Championships by disregarding the mission goal centered around scoring units. While the road to victory might be a bit tougher and not provide as many avenues to a win - it is still possible. Under a weighted PST system, a majority of scenarios objectives and Battle Points are simply out of reach for are army like this.<br /> <br /> <blockquote><div><cite>Norbu the Destroyer wrote:</cite>Hell thats what everyone is clamering for in college football, why not beat them to the punch for major tourneys and within 5 years more people will be watching <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Adepticon championship finals on TV (or webcast) than the Fiesta Bowl <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Ha! We have been discussing live over-the-table coverage for years. Live podcasting is one means to an end, but we have some plans this year to take it well beyond that. Some of this might not see fruition until 2012, but this year will be our 'demo tape' for sure.<br /> <br /> <blockquote><div><cite>Norbu the Destroyer wrote:</cite>I think the Hobby as a whole has so much potential as people are always looking for something to do.  Our hobby is growing as the Adepticon registration is showing. I think the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> tourney next summer is having similar success with pre-registration.   At what point are these tourneys going to be.........Registration open...........Registration closed.........like a major concert.    I am encouraged by these trends and I think Mathais..Milkhalia...and MVBrandt are on the right track to promote diversity, not taking criticism (constructive or not) personally and responding with cooler heads to getting this hobby to more and more people.  Now I know its not just you folks, as it takes an entire commmunity to make this trend happen.  Its everything from the polarizing figures that write battle reports, have controversial BLOGS, down to the local tourney organizers who donate countless hours of prep time to make an exciting weekend if even for just a handful of people.</div></blockquote><br /> The open/close thing very well might happen...and not just for W/L format and/or competitively-minded events. While the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Championships is selling out fast (at a rate of about 10x that it did last year), an event like the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> Team Tournament just buried it. 110 teams...totally sold out in less than 3 weeks with currently 11 more teams on the waitlist. That is 484 people. To give you an idea of how crazy that is, last year after pre-registration being open for 3 weeks we had exactly 9 teams signed up.<br /> <br /> There are a great number of amicable and respectable people involved in running events. We can all learn something from one another. Old grizzled vets like us might understand the logistics and organizational aspects of an event better, while new blood will approach tournament design and implementation from an entirely new and exciting angle. That sort of collaboration and idea-sharing is to everyone's benefit. Not only do we then get to collect and respond to comments based on our own event, but we can learn and adapt based on the experience of other events. The blog, podcast and forum communities are an absolute driving force in making so much of this happen. I'd disagree that having a 'controversial' blog is helpful to the overall goal of building a better wargaming community...they tend to promote division and are in direct opposition to the diversity and richness of said events...but that is neither here nor there.]]></description>
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				<pubDate><![CDATA[Sun, 14 Nov 2010 22:03:06]]> GMT</pubDate>
				<author><![CDATA[ Matthias]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Just to touch on this again, I'd like to point out that I will be running pure W/L tournaments.  That determines the group you play against (bracket).<br /> <br /> For pairings between brackets I'm using battle points as a Rank for seeding.  You get a massacre then you're #1 seed. You barely win and you're the bottom seed.  <br /> <br /> I'm familiar with three groups of Winning Conditions / Battle Points:<br /> 1) <b><span class="glossaryitem" onmouseover='gp(50);'>GW</span></b> One Win Condition:  Massacre / Major Win / Minor Win  <i>Battle Points tend to be clumpy in these when you don't have bonus points </i><br /> <br /> 2) <b>P/S/T</b>  Weighted Points for W/D/L on each.  The weights can vary and have a vast effect on the possibilities.  WLL can be always greater than DWW or WLL = <span class="glossaryitem" onmouseover='gp(788);'>DDD</span> = LWW.  It all depends on the 9 weights.  Heck, you can use the same W/D/L weight all wins the same.<br /> <br /> 3) <b>Win Condition / Tiebreaker 1 / Tiebreaker 2</b>  Take % <span class="glossaryitem" onmouseover='gp(195);'>WC</span> + % 1st tie + % 2nd tie as battle points.  I separate this from 2 because it actually puts weight on the % of the goals.  For example if I score 4 of 5 objectives, my <span class="glossaryitem" onmouseover='gp(195);'>WC</span>% is .80, where as in #2 I may have just got 21 points by winning 4 - 0 or 1 - 0.<br /> <br /> I really love the simplicity of knowing how to win #3. <b>Primary</b> if you win this you win the game.  If tied go to the Secondary Objective...  The thing that bothers me about #3 is that there is no weight given to win condition over 1st tiebreaker, then 2nd tie breaker.  Each of the 3 give you a score of 0 - 1.  So I guess I've got to find a #2 with just the right weights.  I think I have found one I'm happy with, but I'll finalize all my thoughts and post it Friday evening.<br /> <br /> Please, post your thoughts on 1, 2, 3 and other???  Any ideas for a two goal format?]]></description>
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				<pubDate><![CDATA[Wed, 17 Nov 2010 22:56:13]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ I've always preferred the 'Ard Boyz scoring system for the tournaments that I help organize. I see the bonus points as a way to reward players for keeping their eye on the prize and also a method to help everyone get at least 1 point per round.]]></description>
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				<pubDate><![CDATA[Wed, 17 Nov 2010 23:00:04]]> GMT</pubDate>
				<author><![CDATA[ Deathwolf]]></author>
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				<title>Re:Prefered Tournament Scoring</title>
				<description><![CDATA[ I found a weighted scoring that I like.  The following will give you a unique result between 0 and 26 for all 27 possible P/S/T results.<br /> P   18/9/0<br /> S   6/3/0<br /> T   2/1/0<br /> <br /> The lowest win (DDW) is 14 pts and the highest loss (DDL) is 12 pts.  13 is a <span class="glossaryitem" onmouseover='gp(788);'>DDD</span>, but I guess after you go to the tiebreaker, you give the winner +1 and loser -1 so they have different scores.  <br /> <br /> After 3 rounds you will have the following point spread<br /> <b>3-0</b>     42  -    78<br /> <b>2-1</b>	28 - 64<br /> <b>1-2</b>	14 - 50<br /> <b>0-3</b>	0 - 36<br /> <br /> The overlaps are not a problem if you first sort by number of wins and then points.  However, if you just want to sort by points to get a final result, you need to add in a bonus for winning the scenario.  This bonus (W) is based on the number of rounds ( R ) in the tournament.  The formula for determining W is:  W  &gt;  12 * R – 14 .   12 is the spread of winning scores (26 – 14) and 14 is the Max Win – Max Loss (26 – 12).  There’s the explanation if you want to apply this to other weights.  Here is the minimum W for different rounds:<br /> 3--	23<br /> 4--	35<br /> 5--	47<br /> 6--	59<br /> 7--	71<br /> <br /> To make it easy to remember, for R = 3 through 6 just use R * 10.  After three rounds using W = 23 you have the following possible scores<br /> <b>3-0</b>____111 - 147<br /> <b>2-1</b>_____74 - 110<br /> <b>1-2</b>_____37 - 73<br /> <b>0-3</b>______0 - 36<br /> <br /> For my tournaments I plan on just using the basic scoring without adding in a winning bonus.  I set the final standings by # wins, then strength of schedule and then points.]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 17:07:45]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Let me ask a question - why do you want to weight the caliber of a victory?<br /> <br /> If I am an awesome player, and I draw and barely beat another awesome player, is my victory not way better than some good player massacring a nub?<br /> <br /> It's fundamentally flawed, one would think, to use that as your basis.  While I understand having to establish a "best overall" in a limited-run number of games in a tournament, it always comes back to this approach for me:<br /> <br /> Give a Best Overall that uses soft scores to break ties, and give EQUAL prizes split out to all players who win all their rounds during a day.<br /> <br /> Margin of victory is an impossible thing to evaluate in a limited-run event.  It's one thing if you run a league over several months, and all players play each other at least once, and you establish the best from among tied records by the guy who most consistently won and won big ... but ... in a 3-5 round tournament?  It's an impossible thing to evaluate properly.<br /> <br /> Just my $.02]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 17:39:58]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ I'm weighting caliber of victory for seeding in further rounds.  I rank by # wins, strength of schedule and then <span class="glossaryitem" onmouseover='gp(260);'>BPs</span>.<br /> <br /> How do you run / score 3 or 4 round events?<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 17:44:46]]> GMT</pubDate>
				<author><![CDATA[ ryan3740]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Renaissance Man for Best Overall (equal sports/"battle"/painting, or just equal painting/battle), equal prize support to all undefeated, complex enough missions to justify w/l.<br /> <br /> This should also help:<br /> <a href="http://whiskey40k.blogspot.com/2010/11/nova-mission-thought-process-goal.html" target="_blank" rel="nofollow">http://whiskey40k.blogspot.com/2010/11/nova-mission-thought-process-goal.html</a>]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 18:36:02]]> GMT</pubDate>
				<author><![CDATA[ MVBrandt]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ Seems to me like the best tournament scoring would be 4-5 rounds of swiss scored games followed by 3 or so round single elimination brackets to decide the overall winner (non-seeded players can either be split into lower leveled brackets ie 1-16 in bracket A 17-32 in B etc) or continue playing swiss scored games, or could be split into teams for a single elimination team tournament.  <br /> <br /> This would allow two good players who draw against each other but win their other games to have a shot against someone who won against 3 lesser players who happened to win.  It's how every huge tournament in other things I've seen have all been scored.  ]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 19:25:12]]> GMT</pubDate>
				<author><![CDATA[ bluto]]></author>
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				<title>Prefered Tournament Scoring</title>
				<description><![CDATA[ One point is that, after playing a few tournaments this year with cutom mission scoring and multiple <span class="glossaryitem" onmouseover='gp(260);'>BPs</span>, I think it's MASSIVELY important that the scoring to be very easy to understand and keep track of during a game.<br /> <br /> I've been in a few situations recently where both of us thought we were following the objectives, thought that one person had convincingly one, possibly almost tables the other, and yet, when we followed the 'scoring' guidelines, it turned out that one person had only a very minor victory.<br /> <br /> This makes people feel cheated in a tournament setting, as they're never completely sure what they're meant to be doing.]]></description>
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				<pubDate><![CDATA[Sun, 21 Nov 2010 15:51:18]]> GMT</pubDate>
				<author><![CDATA[ ArbitorIan]]></author>
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