How many of us here have had a match under limited time (due to short store hours or other engagements) and lost because of it?
I had a 600 point game (100 point squad cap) with a friend who was only in the area for the night (then back to Cali the next day) and unfortunately the store really only gave us 2 hours to play.
It started off well enough. Me as first player him as second with most wanted as the objective.
The first round let me get the appropriate tokens on the ships and set up a solid wall, he slowed down instead of speeding up, so I was able to get some really good long range shots off in round 2 and 3, by the time he was in blue range, at the beginning of round 4 I was able to finish off his VSD with my first shot. Consequently, one of my mc80s had also suffered enough from both raiders and the ISD to finally bite the dust. We had to call the game there... the store was closing.... one MC80 untouched and my unactivated Mc30 with a navigate next in it's dial ready to set up a devastating double arc on the ISD for next turn, the Motti ISD with no brace and no shields and only 10 hull remaining.
I forgot to draw in my GR75s (I had 2 left)
Basically he won because we had to leave but the very next activation could have made the game mine. (the Mc30 had expanded launchers so a double arc (and the con fire it had ready for this turn) would have been 4 black 2 red then 4 black 1 red.... Easily enough to finish the ISD. His raiders would have only had their 2-3 blue dice to attack my mc80 and with my comms net gr and my repair crew/leia gr there's no way I couldn't out heal them long enough to deliver a finishing blow.
I guess ultimately I shouldn't be so bummed I lost to time, I had a great time, and it was good to see my friend again. lol
losing to time...
The question here really is if you knew the game limit was 2 hours before you started. If so he played better than you this game.
He may have planned it or timed this play so he would win when time runned out.
then he jumped into hyper space before you could take your revenge:-)
8 minutes ago, Wetaas said:The question here really is if you knew the game limit was 2 hours before you started. If so he played better than you this game.
He may have planned it or timed this play so he would win when time runned out.
then he jumped into hyper space before you could take your revenge:-)
based on the situation I'm going to figure no, we played until the owner said we needed to pack up. We had an estimated time of about 2 1/2 hours starting out. Set up took a little longer 'cause the owner was discussing the possibility of regionals at our store with me, and we ran to about 5 'til they closed up. There'd of been no way to calculate that. lol
He got lucky lol
Oh man. TWO MC80s and a MC30. Gorgeous. Now that's a fleet.
inb4 request to raise tourney standard to 600. sorry im off topic.
Edited by Blail BlergOn 10/8/2017 at 4:14 AM, Blail Blerg said:Oh man. TWO MC80s and a MC30. Gorgeous. Now that's a fleet.
inb4 request to raise tourney standard to 600. sorry im off topic.
I tell ya, it was FUN to play too. 600 points with a 100 point squad cap is an engaging balance.
1 hour ago, Darth Sanguis said:I tell ya, it was FUN to play too. 600 points with a 100 point squad cap is an engaging balance.
only 1/2 the norm? That's like having 400 and 67 squads.
20 minutes ago, Blail Blerg said:only 1/2 the norm? That's like having 400 and 67 squads.
Well, yes and no, yes it's only half, but it's not like having 67 points worth of squads. Having 100 points of squads is just about the minimum to make squadron play fulfilling but not overpowering. Consider how many ties can fit into 200 points, by putting that cap at 100 (sometimes 150) you hit that peak area where squads are fun to play but won't add extra redundant weight to an already hefty fight. 100 points gives you room to add some bombers or some strategic or maybe just a strong screen and forces the players to focus on ships play.
Our group loves having big battles where there's 3-5 large 2-4 mediums and 4-6 small ships on the table at a time, and while some players will forego squadrons entirely if possible, 100 points lets you bring along a comfortable compliment.
13 minutes ago, Darth Sanguis said:Well, yes and no, yes it's only half, but it's not like having 67 points worth of squads. Having 100 points of squads is just about the minimum to make squadron play fulfilling but not overpowering. Consider how many ties can fit into 200 points, by putting that cap at 100 (sometimes 150) you hit that peak area where squads are fun to play but won't add extra redundant weight to an already hefty fight. 100 points gives you room to add some bombers or some strategic or maybe just a strong screen and forces the players to focus on ships play.
Our group loves having big battles where there's 3-5 large 2-4 mediums and 4-6 small ships on the table at a time, and while some players will forego squadrons entirely if possible, 100 points lets you bring along a comfortable compliment.
True that, squadrons multiply in power exponentially, 200 points of squadrons all attacking one thing could easily over kill any large ship in one turn.
I've lost plenty of games to Time. Tourney games and casual. I've advocate a Death Clock to fix this.
10 minutes ago, Hawktel said:I've lost plenty of games to Time. Tourney games and casual. I've advocate a Death Clock to fix this.
We had less than the standard time to play. Store closes early on thursdays. Dunno if it've helped.
Most tournaments I play rarely play the last 1-2 rounds cause of time