We have a player in our area who exclusively plays imperials, almost always either Palp aces or Triple aces. It has become apparent that his primary win condition is playing for time after sniping a ship or maybe half points on a large base. Invariably this then leads to his opponent over committing to try and get a win in the allotted time which often ends with them out of position and often losing more ships while pressing to get shots on target. Very much a "playing the player, not the game" situation.
He also takes longer than his opponents to set dial by quite a margin of time, and takes even longer when considering boosts and barrel rolls (particularly now he has started playing PTL Kylo with Adv Sen).
So my first question is, do you think playing for time was ever intended to be a legitimate strategy intended by FFG? or simply a by-product of needing to arbitrarily end a game at a certain point for the sake of wanting to fit 5-6 rounds tournament play in a single day? Noting also that FFG extended the round times from 60-65 mins to 75 mins.
Secondly there seems to be quite a bit of stigma around calling a judge if you think your opponent is taking too long on their dials and boost/barrel rolls. Do you think that if you are about to play an opponent that takes a lot longer than you consider sufficient time to set dials and perform boost/barrel rolls to talk with the Judge prior about what their definition of acceptable time is for these decisions to be made and executed and have them monitor the match more closely?
I dislike personal confrontation so am unlikely to ever call someone out on it directly, but I feel sometimes this can be what players like this often count on when 'Fly Casual' is cited so very often.
Edited by Mace Windu