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smeborgOffline
Post subject:   PostPosted: Apr 06, 2011 - 05:17 PM



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If this has been answered already, please forgive me, but I didn't see it.

Is there any requirement for Teams (registered entities of 6 coaches) to field 6 different races? Or might we see (for example) 6 Wood Elf teams playing as a Team?

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Darkson
Post subject:   PostPosted: Apr 06, 2011 - 10:11 PM



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6 different races.

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generaljasonOffline
Post subject:   PostPosted: Apr 07, 2011 - 09:00 AM



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      Tiamo69 wrote:
thread seems to have gone off on the 'skill rings' tangent!

The actual Team Rosters will show all Players (Models must be numbered as per submitted Roster) & the Seven 'Additional' Skills should be shown in either a different colour or annotated 1,2,3 in brackets.

We are in 2011 now & most people have easy access to a colour printer (or at the very least 4 different coloured biros!).


My suggestion would be:

Normal Text - Black
3 Skills before Round 1 - Blue

2 Skills before Round 4 - Red (1 skill maybe taken as a Double)
2 Skills before Round 7 - Green (1 skill maybe taken as a Double)

If doubles are selected, these should be printed in Bold & Underlined!

At least this way, more so than the numbers in brackets, everything is clearly visible to everyone, from the start...


All you have to do if you want to add the skills to the bases if buy so cheap stickers that have letters on them and apply them to your base. Only thing that'll suck about that is if you flock your bases. I think numbers and a corresponding roster are sufficient, but I'll roll with whatever.

I'm telling you I really don't want to have to get use to a whole new set of mahjong when colours mean other things to people. I associate colour with position not skills.

If you must use colour though, just don't use White, Yellow, Green, Red, Grey, Orange or Blue. Use any other colour and there are tonnes to choose from. That's all I'm saying.


Last edited by generaljason on Apr 08, 2011 - 05:52 AM; edited 1 time in total
 
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DukeJanOffline
Post subject:   PostPosted: Apr 08, 2011 - 04:53 AM



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      generaljason wrote:
I think numbers and a corresponding roster are sufficient, but I'll roll with whatever.

I'm telling you I really don't want to have to get use to a whole new set of mahjong when coulors mean other things to people. I associate coulor with position not skills.

If you must use coulor though, just don't use White, Yellow, Green, Red, Grey, Orange or Blue. Use any other coulor and there are tonnes to choose from. That's all I'm saying.


Thanks for putting some sense into this discussion. Part of the game is that you remember who's who on your own roster and your opponents. I don't think they make things clearer, actually with 9 skills they can be more confusing.

I prefer people using green stuff and clear paint jobs rather than those awful skill rings. The worst thing is that they can chip your painstakingly applied paint job or worse pulling off a green stuffed part. My paint jobs may be crap, but it doesn't mean I haven't put a lot of effort in and I personally prefer people avoid using skill rings all together. (yes there is some frustration behind this)

Part of the game is that you remember who's who on your own roster and your opponents. I prefer people using green stuff and clear paint jobs rather than those awful skill rings.

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Rabid_BogscumOffline
Post subject:   PostPosted: Apr 20, 2011 - 10:04 PM



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Just a quick question on the team score.
So if a team won all its Tie's (match ups) by 3.5 to 2.5
and another team lost one Tie but won all their others 6 to 0
Just as an extreme example it would be the second team that won the tournament overall? yes (due to more total points).. rather than the undefeated team.

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DoubleskullsOffline
Post subject:   PostPosted: Apr 21, 2011 - 08:40 AM
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That's how I'd read it, and quite rightly too IMO.

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LucyOffline
Post subject:   PostPosted: Apr 21, 2011 - 09:34 AM



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Yes. that is correct.

Lucy
 
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Rabid_BogscumOffline
Post subject:   PostPosted: Apr 22, 2011 - 01:54 AM



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if the individual tie's dont matter then why not average out or total the individual scores to get a teams winner? Works out the same way.

Just my opinion fyi

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DeeTeeOffline
Post subject:   PostPosted: Apr 22, 2011 - 10:01 AM



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Is it just me or are we overthinking the whole skill rings thing?

As long as you clarify what means what (base ring colour, identifying mark/pose etc) on your team at the start of the game than all will be well.

Is this not what happens at every other tourney?

DT
 
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poundfistOffline
Post subject:   PostPosted: Apr 25, 2011 - 01:08 PM



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Numbers are fine. How many people here play in a league, where players rise in experience and often multiple players have several skills apiece? I play in such a league, and I find that having a copy of my opponents' roster is plenty, if the models are numbered. "Oh, #13 is the fellow with tackle; ok I have to watch for him." Colours and letters and whatnot are a nuisance.

I will be adding my skills to my roster with a pen, and will highlight them in three colours on the day. I don;t want anything as final as a colour printer since I reserve the right to change my mind the night before (and I am not taking a coulur printer with me on the airplane). That should do, right?

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DOAOffline
Post subject:   PostPosted: May 16, 2011 - 07:36 AM



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I have a question.
to determinate the matches between players, oyu use the swiss system or captain vs captain, 2nd vs 2nd, 3rd vs 3rd etc etc?
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DoubleskullsOffline
Post subject:   PostPosted: May 16, 2011 - 08:16 AM
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Each team is ordered 1-6 by the captain, then 1 plays 1, 2 plays 2 etc.

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Darth_DreddoloOffline
Post subject:   PostPosted: May 18, 2011 - 04:11 AM



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why can't we keep the Swiss system?

We could even proceed with a randome system like this:
- team captains assign a number 1-6 to each member
- team captains toss 1d6 each and the first couple is sorted
- then they proceed until all couples are sorted

I think no one likes "fixed" sorting..
 
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GrumbledookOffline
Post subject:   PostPosted: May 18, 2011 - 04:25 AM



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it is going to be much quicker and easier to just have the random match ups per team using fixed 1-6 for every round

then teams just have to know which other team they are playing and it makes sorting out who is playing who MUCH quicker at the start of each round

with the amount of players that we are going to have there it is more of a logistics and time saving way of doing things

there is also a high chance of there being quite a few slow players, so anything that helps to keep things on schedule is going to be a benefit

it should also in theory give you a more random mix of races that you play against

if you used swiss or something that it may be quite likely that wood elf coaches on each team start playing the wood elf coach on the other team game after game

that isn't to say this still can't happen but it is less likely to happen, certainly using swiss I'd imagine the poorer teams all playing each other every round, I'd rather go there and play as many different racial opponents as possible

I imagine it is going to be safe to say nearly every team will have at least two of wood elf, undead and orcs on their teams, I'd rather not just play each of them 3 times each over the nine games

while I like the random systems you describe, I don't think they are any more random than teams assigning 1-6 to each of the coaches at the start of the touranament and it again adds a bit of a delay

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Darth_DreddoloOffline
Post subject:   PostPosted: May 18, 2011 - 04:33 AM



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and what if we let Score! randomize the sorting inside the team? isn't it better?

I've got another question:

here in Italy we have been debating since the new rulebook on how the apo works now.
Is it possible to use the apo to let a KOed player play after the 4+ die roll?

Example: my blitzer is KOed, I roll to field it and I score a 3, I use the apo and it become fieldable.
 
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