Sportsmanship: Tournaments & Casual - Conceding

By any2cards, in X-Wing

The games we play should be enjoyable for all involved, regardless of whether we win or lose. it helps to build a better gaming community

Edited by Flamestalker

Prince Humperdinck: Surrender.

Westley: You mean you wish to surrender to me? Very well, I accept.

Edited by catachan23

The games we play should be enjoyable for all involved, regardless of whether we win or lose. it helps to build a better gaming community

Indeed. While tournaments are obviously more competitive than casual gaming, they're still social venues where people with similar interests get to meet and have fun together. Given that the stakes are generally pretty low, sportsmanship really should be people's priority. That doesn't mean having to concede, but nevertheless be sensitive to keeping the experience enjoyable for all concerned.

I have a simple rule: Don't concede in a tournament as anything can happen, but in a casual game it's quite acceptable as sometimes it gives you time for another game or two.

What is the official tournament scoring when a concession happens?

I know when SoS was the tie breaker and full wins weren't as easy (32 pts vs. 12 pts.) conceding if you were going to lose was actually considered the SMART thing to do because it improved your SoS granted it also gives your opponent a couple more points. With MoV now being the tie breaker it is really hard to see how concessions would help.

I've seen it stated that conceding is sacrificing all of your ships so it's just like your opponent somehow vaped everything with MoV determined that way. Granted, you probably don't have a lot of points left if you're even considering conceding but would it be better of a conceded game ended with points as they are? It would make accepting a concession a bit less likely which encourages more play but it can also give two tired players an out without always destroying MoV for each. Maybe that's too much like colluding.

This is nice in theory, but in practice some TOs don't leave enough time in the schedule for those things. Rounds start as soon as the previous round ends and the TO can get the new pairings posted, so if you want to do anything between rounds you need to finish your game early.

Poor planning/time management on the TO's part. Don't get me wrong, I appreciate the sacrifice a TO makes. But that sacrifice is not a justification for doing their job poorly.

What is the official tournament scoring when a concession happens?

From the Tournament Rules, page 3. "If a player concedes the match, treat all of his remaining ships as destroyed." So if you have an X-Wing left and concede the other guy gets the points as if he destroyed the X.

But that sacrifice is not a justification for doing their job poorly.

I agree, it's a pretty bad job on the TO's part if there isn't time between games for a bathroom break. If I came to a tournament and found out I was expected to play 6 hours straight without a break... I'd walk away.

I've had a friend take out 3 X-wings with one Interceptor, because he had the balls to finish. Dice weren't favoring one player or the other. He managed to outfly the other guy extremely well, and made all the right choices when it came to defensive vs offensive playing.

That being said, I've also seen a guy concede once to save time in a tourney (albeit a small one of only 5 people) because theirs was the only game going on, and he was down to two crippled squints vs a very health BBX.

There's no reason to concede unless you wanna save time, really. Crazy stuff can happen when dice play a role in your game. Take a chance and go down swinging.

There are lost scenarios in the game. For example one tie versus Fat Solo, or a Lambda vs a squad which already got on its back.

Of course, on a tournament, MoV matters, so the discussion about it is pointless.

Of course, on a tournament, MoV matters, so the discussion about it is pointless.

I think that depends... Even when you figure MoV.

If you have 2-3 ties, or a X or B wing left and you think you can reasonably keep them alive for the next few minutes. So you're going to lose but your MoV will be better, then I say don't do it.

But if you're 15 minutes into the game and are down to 1 Tie with 2 damage, vs Fat Han, or 2X2B all with full shields, or say a Doomshuttle and 2 interceptors... In that case is it really worth it, to try and run out the next 45+ minutes to save 12 points?

Though I will say, about the only situation I would probably accept such a concession is a HWK with Blaster Turret vs Dark Curse.

Kinda funny I had this situation come up in my 1st tournament (Imdaar Alpha) I had Carnor Jax+ Dark Curse (and Fel and a Royal) the guy I played against had Kyle+Garven (and Ten Numb) not an amazing list but not terrible, and I felt sorta bad since he was a newer player than I was and he drew the worst possible matchup after Garven and Ten went down and Kyle was reduced to 2 hull we called it, mostly because I probably would max out the next round or two anyways and the guy wanted to grab some dinner before the next round

But if you're 15 minutes into the game and are down to 1 Tie with 2 damage, vs Fat Han, or 2X2B all with full shields, or say a Doomshuttle and 2 interceptors... In that case is it really worth it, to try and run out the next 45+ minutes to save 12 points?

And, more importantly, can you do it without being guilty of slow play? Because that's what the "keep playing for MoV" argument seems to consist of in a lot of situations. You aren't going to win the game, and the only reason to keep playing is a desperate hope that you won't be able to complete enough turns for your opponent to finish off your last ships before you reach the time limit. And that seems like a situation that strongly encourages slow play to maximize the chances of success.

And, more importantly, can you do it without being guilty of slow play?

Yes, you can. If you're still making your moves quickly, you're not slow playing. In fact, it would be the one occasion where slow play would be fairly obvious, as with only one ship to the opponent's two or three the guy with the TIE Fighter should be generally waiting for his opponent, not the other way around.

Can we really, really, pretty please with sugar and a cherry on top, NOT go down that road again?

Can we really, really, pretty please with sugar and a cherry on top, NOT go down that road again?

But we got a 30 page locked thread from that road :)

Seriously though anytime Sportsmanship is involved people tend to get overexcited. Simple way to tell if your opponent is a good sport: Would you play him again? Easy way to tell if you are a decent sport: Would you play an opponent again if they play like you do?

Would I be more likely to play someone again if they decided they wanted to finish the game instead of conceding to save 5-10 min? Probably after all if the result would be the same, there isn't any harm in rolling the dice a few more times if the alternative is standing around waiting for the rest of the games to finish.

And if it only takes 15 min for my opponent to bring down basically my entire force minus 1HP and he is undamaged I would seriously question his competence (and my own for losing that many points that quickly to someone who couldn't stop me) if I could hold out 45 min.

If you're still making your moves quickly, you're not slow playing.

But if you're making your moves quickly then in many of these situations you're giving up full MoV anyway, so you might as well just concede. Usually what "play for MoV" means is "make the game take long enough that you reach the time limit before losing your last ship(s)". If you don't have the time limit to save you then it's unlikely that you'll kill anything else, and extremely unlikely that you'll somehow manage to win the game.

Now, does that mean that every person who refuses to concede is guilty of slow play? Of course not, but it's certainly a relevant issue.

In fact, it would be the one occasion where slow play would be fairly obvious, as with only one ship to the opponent's two or three the guy with the TIE Fighter should be generally waiting for his opponent, not the other way around.

Sounds like you don't really know all the slow play methods. In addition to taking extra time to set your dials (and of course the slow player will claim that they need to think carefully because the odds are against them and they need to make the perfect maneuver) you can start rule arguments, inisist on carefully measuring and checking arc even in the most obvious situations, etc. Combine that with constantly maneuvering to stay out of arc instead of even attempting to shoot the enemy and you can easily use up a lot of time.

And if it only takes 15 min for my opponent to bring down basically my entire force minus 1HP and he is undamaged I would seriously question his competence (and my own for losing that many points that quickly to someone who couldn't stop me) if I could hold out 45 min.

And that's exactly the point. There's no realistic chance of holding out for 45 minutes in that situation without slow play. So if someone talks about "playing for MoV" what they really mean is "slow play to see if I can hit the time limit".

Edited by iPeregrine

And if it only takes 15 min for my opponent to bring down basically my entire force minus 1HP and he is undamaged I would seriously question his competence (and my own for losing that many points that quickly to someone who couldn't stop me) if I could hold out 45 min.

And that's exactly the point. There's no realistic chance of holding out for 45 minutes in that situation without slow play. So if someone talks about "playing for MoV" what they really mean is "slow play to see if I can hit the time limit".

Or it means killing as much as I can before I get wiped, I am pretty sure that just being wiped isn't a full MoV like conceding would be. So if I were able to kill a B-wing or an X-wing I would at least get 21 points which could make a difference