Chess Clock...?

By knasserII, in Star Wars: Armada

I dislike chess clocks for assymetrical games. If I run more squadrons or ships I am inherently at a disadvantage. That's not helping the game any. There's a 6 turn limit. That'll keep games plenty short.

So someone with more units should get to use up more of the shared time that's used now?
Yes.

I disagree with that. You choose to bring lists that take longer to activate out, that should not entitle you to more of the game time.

But I don't believe that will be an issue in this game because of the inherent round limit. Games can't go on indefinitely so there is less chance of games going to time.

For those saying Warmachine moved to chess clocks to curtail unit heavy builds, you are very incorrect. Warmachine did not switch to chess clocks in order to change the way people built lists, they did so because players were gaming the timing rules.

In Warmachine if time is called it is a "dice down". You don't finish your current turn, you don't make sure each player had an equal amount of turns, you just stop and count CPs/VPs. This lead to situations in which a player would score an early CP and then just turtle out the rest of the time. Since some casters can score an early CP very easily unless you pretty much suicide yourself to prevent it, which was an outcome they were fine with, it became a problem.

I was talking with the owner of the FLGS the other day aobut this, and the thought was to give each player half the time. Most of the time it we do not think that it would matter, but if you have a player who is takeing there time just to runout the clock it would.

Then should either of those players come up and get a second warning all their games that timed out retrospectively become losses.

There's already rules in place to deal with a game that ends due to time. There's really no reason to make up new ones.

Can you point me to the rule please?

When playing White, I like opening with the King's Gambit. Kind of risky, but a very sharp opening. As Black I would prefer the Sicilian Defense against e4 or an Indian defense against d4.

Then should either of those players come up and get a second warning all their games that timed out retrospectively become losses.

There's already rules in place to deal with a game that ends due to time. There's really no reason to make up new ones.

Can you point me to the rule please?

It's pretty standard.

Guys, this is a strategy game. A turn based strategy game. Have some patience for the less decisive players. We don't need stupidly complicated obnoxious timers to make this game more fun, better, or fairer.

Have some patience for the less decisive players. We don't need stupidly complicated obnoxious timers to make this game more fun, better, or fairer.

I beg to differ. I'm thinking about getting a chess clock just for my one buddies. He suffers from Paralysis by analysis. It takes him over an hour to pick his fleet. And then 3 hours to play a 300 point game. Every decision seems to be life and death.

That someone plays slowly does not entitle them to do so in a tournament setting.

If a player routinely can't get thier 6 RDs finished within the given round time (provided the round time is reasonable) then that is a problem that needs to be addressed by that player. If that player doesn't want to address it then the TO should.

It is something that is specifically mentioned in the event rules. Players are expected to play at a pace that will allow the game to finish. Indecision is not an excuse for not doing so.

Then should either of those players come up and get a second warning all their games that timed out retrospectively become losses.

There's already rules in place to deal with a game that ends due to time. There's really no reason to make up new ones.

Can you point me to the rule please?

Finish the turn. Add up points.

It's pretty standard.

Guys, this is a strategy game. A turn based strategy game. Have some patience for the less decisive players. We don't need stupidly complicated obnoxious timers to make this game more fun, better, or fairer.

If you run out of time the first time that is exactly right.

However, this isn't what I am talking about. Here be an example: So you and I play and don't finish we tally up and I killed a ship, I won. However we both get a warning that if we fail to finish another game we will be deemed to be a slow player and penalties will ensue. Then later in the day I play Bob and Fail to finish. So Bog gets a win and then you get a retrospective win for our game too.

No chess clock required. Players just need to ensure they are clearing turns at a reasonable rate.

Retroactively issuing wins is about as untenable a solution as you can get.

Then should either of those players come up and get a second warning all their games that timed out retrospectively become losses.

There's already rules in place to deal with a game that ends due to time. There's really no reason to make up new ones.

Can you point me to the rule please?

Finish the turn. Add up points.

It's pretty standard.

Guys, this is a strategy game. A turn based strategy game. Have some patience for the less decisive players. We don't need stupidly complicated obnoxious timers to make this game more fun, better, or fairer.

There's no law that it has to be this or has to be that. We can make it what we want. And sitting watching someone staring for ten minutes, slowly measuring things, moving things about at a snail's pace is very frustrating to those of us who like a quick game. But it's more than that - it is FUN to play with a timer running. Makes it more of a sport. Some of us like it to feel competitive, enjoy the tension... It is good. The difference between driving fast and driving slow. Seriously, try it before you dismiss it.

Well outside of tournament play Slow players will find it harder to find opponents if they drag the game out too long.

I will say if you are learning the rules and need the extra time to make sure you get it right is perfectly fine. I am sure most opponents will be glad to point things out too. But if you are experienced you should not be dragging the game out too long. Don't wait for 'your' turn to start thinking about what you want to do, always be thinking of your next move while your opponent is playing his turn. And keep outside distractions to a minimum. Don't be texting back and forth with a friend while you are playing.

Playing at a decent pace is a sign of good sportsmanship and being considerate of your opponent. (Mind you during that critical turn which might turn the game around it is fine to take the extra time but on any given turn don't over think it, it actually hurts your game instead of making it better.)

Then should either of those players come up and get a second warning all their games that timed out retrospectively become losses.

There's already rules in place to deal with a game that ends due to time. There's really no reason to make up new ones.
Can you point me to the rule please?
Finish the turn. Add up points.It's pretty standard.Guys, this is a strategy game. A turn based strategy game. Have some patience for the less decisive players. We don't need stupidly complicated obnoxious timers to make this game more fun, better, or fairer.
There's no law that it has to be this or has to be that. We can make it what we want. And sitting watching someone staring for ten minutes, slowly measuring things, moving things about at a snail's pace is very frustrating to those of us who like a quick game. But it's more than that - it is FUN to play with a timer running. Makes it more of a sport. Some of us like it to feel competitive, enjoy the tension... It is good. The difference between driving fast and driving slow. Seriously, try it before you dismiss it.

It's a dumb game mechanic in assymetrical games. It favors specific builds over others more than any tournament mechanism should. There are just people who like Chess timers. Rhey should not be pushing it on every game. It works for specific types of chess tournaments, but it fundamentally alters the game. If I want to play an RTS I'll play Starcraft. End of Story. I play board games to relax. To not be under that ridiculous pressure. Even in tournaments it's nice to have whatever time I need.

You want a chess clock format. Make a format. Make it in such a way where heavy squadron lists aren't at a devastating disadvantage to raw ship lists. And then never ever expect me or most people to want to play in your games.

Here is the thing, you do not have whatever time you need in a tournament. I do not think Chess Clocks are needed in this game because of the RD Limit. But with or without them you don't have unlimited time to make your plays in tournament play.

woops wrong board

But yeah a chess clock would work better in armada then X-wing. Still like X-wing there numerous moments in the game which require actions from both players not just the person who is active. Especially with damage tokens and such.

Also with the squadron phase it is very possible a player will not have a squadron phase. also depending on the number of ships a player could have 3 turns (or more) over their opponent's 1 turn.

I don't think the chess clock is suitably designed for Armada. (it certainly is not designed for X-wing)

Edited by Marinealver

Well, I thought a little about getting the chess clock to work. I will be writing stirctly in game terms, thus a round consists of:

a) preparation phase

b) ships phase with both players activating all oftheir ships

c) squadron phase with both players activating all of their squadrons

a) The clock is set to 7.5 minutes for each player. Then both players start to get ready for the turn (preparing command dials, readying tokens, cards etc). The player who has finished preparation first activates his oppponents clock.

b) the player, who is not activating a ship starts his opponents clock

c) the player, who is not activating a squadron starts his opponents clock. After all squadrons are activated, the player stops the clock. Then go to a) or, if it was the last turn, end the game

If a player runs out of time, his turn ends and the other player may play without interruption, until his time runs out or he finishes his turn, whatever comes first.

Well, I thought a little about getting the chess clock to work. I will be writing stirctly in game terms, thus a round consists of:

a) preparation phase

b) ships phase with both players activating all oftheir ships

c) squadron phase with both players activating all of their squadrons

a) The clock is set to 7.5 minutes for each player. Then both players start to get ready for the turn (preparing command dials, readying tokens, cards etc). The player who has finished preparation first activates his oppponents clock.

b) the player, who is not activating a ship starts his opponents clock

c) the player, who is not activating a squadron starts his opponents clock. After all squadrons are activated, the player stops the clock. Then go to a) or, if it was the last turn, end the game

If a player runs out of time, his turn ends and the other player may play without interruption, until his time runs out or he finishes his turn, whatever comes first.

That's not really a traditional Sudden-Death chess clock. They work by setting a total allowance for each player and switching between which clock is running. You're talking about having a single set timer which both players use. Like a stop-watch or egg-timer.

I really strongly suggest NOT having fixed times for a turn. Turn lengths will be very uneven over the course of a game. I really recommend just setting a total allowance that players can use as they wish. The idea is to keep things tense, exciting and moving, not have half the ships unactivated at the end of the first turn.

I perfectly know, how a chess clock works. They have two clocks - one for each player - and they can be paused, at least the analogue ones. As I wrote, each player shall have his own time allowance of 7.5 - now, with 300 points 10 - minutes. Please don't tell me what I am talking about, but ask, if you don't understand what I wrote. I know, I may make mistakes as a foreign speaker, and I am glad to elaborate on things which are, due to my defective english, not clearly expressed by me.

I perfectly know, how a chess clock works. They have two clocks - one for each player - and they can be paused, at least the analogue ones. As I wrote, each player shall have his own time allowance of 7.5 - now, with 300 points 10 - minutes. Please don't tell me what I am talking about, but ask, if you don't understand what I wrote. I know, I may make mistakes as a foreign speaker, and I am glad to elaborate on things which are, due to my defective english, not clearly expressed by me.

You are still talking about two different things.

You are suggesting the use of Chess Clocks to time the individual Game Rounds. Where as most others are talking about Chess Clocks to govern what essentially amounts to the whole game (or a Tournament Round). If a Tournament Round is to last two hours then each player would get an hour on thier clock, and if they use up all of thier time they would essentially lose the game via that. It's two different ways to utilize a Chess Clock.

The issue I find with your suggestion is that I don't see a way to resolve someone using up thier time.

You can't give them a game loss on the basis of going over time on one turn timer, that be overly harsh. But you also can't just deny them the ability to activate the rest of your fleet. The reason being sometimes activating a ship is not in your benefit. Since you must move many times activating your ship is simply moving your ship into a position to be shot, or off an objective, or on to an obstacle. You pay a high price to go down to Speed 0, so you can't give a player the ability to not activate a ship just by playing slower. That is abuseable.

Again, however, I do not think in event play that the Round Timer is going to come into play often. The game only goes 6 RDs afterall, not indefinitely like others.

In casual play just ask your opponent to be more decisive so you can both get a second game in. Nothing is at stake afterall. And if they can't play at a decent pace, don't play them and tell them why.

I perfectly know, how a chess clock works. They have two clocks - one for each player - and they can be paused, at least the analogue ones. As I wrote, each player shall have his own time allowance of 7.5 - now, with 300 points 10 - minutes. Please don't tell me what I am talking about, but ask, if you don't understand what I wrote. I know, I may make mistakes as a foreign speaker, and I am glad to elaborate on things which are, due to my defective english, not clearly expressed by me.

I didn't mean to cause offense, yes. You can pause chess clocks. It just seems odd to me that you would keep resetting them back to such a short time period as seven and a half minutes. Turns will naturally take different lengths of time at different points in the game. Aside from seven-and-a-half minutes being a very short time for a turn, it will lead to some turns being frantic and impossible to compete and others having time to spare. Whereas I like the idea of a continuous and steady low-grade pressure to make everything feel tense and competitive. I fear that your idea would more lead to panic or frustration.

I perfectly know, how a chess clock works. They have two clocks - one for each player - and they can be paused, at least the analogue ones. As I wrote, each player shall have his own time allowance of 7.5 - now, with 300 points 10 - minutes. Please don't tell me what I am talking about, but ask, if you don't understand what I wrote. I know, I may make mistakes as a foreign speaker, and I am glad to elaborate on things which are, due to my defective english, not clearly expressed by me.

I didn't mean to cause offense, yes. You can pause chess clocks. It just seems odd to me that you would keep resetting them back to such a short time period as seven and a half minutes. Turns will naturally take different lengths of time at different points in the game. Aside from seven-and-a-half minutes being a very short time for a turn, it will lead to some turns being frantic and impossible to compete and others having time to spare. Whereas I like the idea of a continuous and steady low-grade pressure to make everything feel tense and competitive. I fear that your idea would more lead to panic or frustration.

My thought was more of each player get 1/2 the time, they can spend as much on any turn as they want, but can not go over this total ammount.