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It's a Long Way to Tipperary Round 1
8 hours ago,
#11
RE: It's a Long Way to Tipperary Round 1
(Yesterday, 03:47 AM)Steel God Wrote:
(03-14-2025, 10:44 PM)Outlaw Josey Wales Wrote: As I said before, if you have 1 Axis and 1 Allied winner, balance doesn't matter.  If you are Axis, your points are only ranked against other Axis players.  Allied against other Allied players.  There is no comparing of Axis to Allied.  I am Allied.  I don't have to be better than Axis.  I just have to do better than other Allied players.

 But I don’t believe that is the case is it?  It’s one winner overall from either team, therefore it would kinda matter -  not for enjoyment factor, but in terms of scoring the tourney.

I know the way it is.  I'm saying the way it should be.  You will never actually have balanced scenarios unless you have a force facing an exact equal force of the same Nationality on a blank map or half mirrored from the other half like Chess.  But these are way better, balanced or not.
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8 hours ago, (This post was last modified: 8 hours ago by Outlaw Josey Wales.)
#12
RE: It's a Long Way to Tipperary Round 1
(Yesterday, 05:58 AM)HMCS Rosthern Wrote:
(Yesterday, 03:47 AM)Steel God Wrote:
(03-14-2025, 10:44 PM)Outlaw Josey Wales Wrote: As I said before, if you have 1 Axis and 1 Allied winner, balance doesn't matter.  If you are Axis, your points are only ranked against other Axis players.  Allied against other Allied players.  There is no comparing of Axis to Allied.  I am Allied.  I don't have to be better than Axis.  I just have to do better than other Allied players.

 But I don’t believe that is the case is it?  It’s one winner overall from either team, therefore it would kinda matter -  not for enjoyment factor, but in terms of scoring the tourney.

I agree. I would really like to have 3 prizes, 1 each for the Allies and Axis team winner, and one for the random draw to keep participants from dropping out. However, I am limited to 2 prizes per tournament

I will consider my options in balancing out the issue once  Round 1 is complete.  
1. Drop the random draw and use the two prizes for the Axis and Allies winner.
2. Curve the results to award the Tournament Points for this scenario. 
3. Pay for the 3rd prize out my pocket. 
4. ?

Option 1 would be the only consideration.  Option 3 would be totally out and would not be a consideration to begin with.
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4 hours ago, (This post was last modified: 2 hours ago by HMCS Rosthern.)
#13
RE: It's a Long Way to Tipperary Round 1
I have come up with another solution.

The scenario lists 5 objectives with a value of 100 points, for a total of 500 points. The scenario Victory Values are

Major Defeat-----1200
Minor Defeat-----1500
Minor Victory-----1800
Major Victory-----2000

Even if one were to take all 5 objectives it would still be a Major Defeat.

I propose that we raise the values for each objective:

14,15 300 (A)
24,23 300 (B)
27,9   700 ©
32,8   100 (D)
42,31 700 (E)

That means if the Allies take C D E they get a Minor Defeat/Draw. Taking one of A or B Allies get a minor victory. Taking both A and B gets the Allies a major victory.

If we adopt this house rule, it would require the pairings to also report which objectives they took so i could apply the points. 

Given your gaming experience for this scenario to date, do these seem like reasonable victory conditions? I am looking for feedback.
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1 hour ago,
#14
RE: It's a Long Way to Tipperary Round 1
It's maybe the best solution but it's not a perfect one. I'm sure lot of axis players, including myself, gave ground for time.
In our game, with Steel god, i gave (E) and (D) without fighting and it look like Steel god decided to not attack ©.
If we knew the value of thoose objectives before we certainly would play it differently
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1 hour ago,
#15
RE: It's a Long Way to Tipperary Round 1
IMO, the emphasis is far too much with winning and not enough on the enjoyment of participation. I don't even put that much effort into winning anymore because I think it spoils the experience of the sim. In this scenario, I am playing like Paul had pointed out earlier, to divert attention of my enemy to the south.  In trying to achieve this objective, I am not pursuing objectives vigorously because force preservation seems far more important if we were thinking realistically, and achieving that with a minimum of losses would be the ideal situation.  Playing to win changes how one plays the game and is the single main source of gaminess, disputes, distrust, hurt feeling, and abandonment of games, not to mention the continuous changing of rules. The concept of playing the game more as a sim and not as game with the focus on conduct more than on winning may seem sacrilegious to some but after years of play, I find it a most relaxing approach. Trying to accomodate by changing rules and conditions midstream may satisfy some, but there is an equal number that will probably be discouraged no matter what one does. The game can be a lot of fun without a focus on winning.
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1 hour ago, (This post was last modified: 1 hour ago by vLuttwitz.)
#16
RE: It's a Long Way to Tipperary Round 1
[quote pid="456993" dateline="1742072934"]
IMO, the emphasis is far too much with winning and not enough on the enjoyment of participation. I don't even put that much effort into winning anymore because I think it spoils the experience of the sim. In this scenario, I am playing like Paul had pointed out earlier, to divert attention of my enemy to the south.  In trying to achieve this objective, I am not pursuing objectives vigorously because force preservation seems far more important if we were thinking realistically, and achieving that with a minimum of losses would be the ideal situation.  Playing to win changes how one plays the game and is the single main source of gaminess, disputes, distrust, hurt feeling, and abandonment of games, not to mention the continuous changing of rules. The concept of playing the game more as a sim and not as game with the focus on conduct more than on winning may seem sacrilegious to some but after years of play, I find it a most relaxing approach. Trying to accomodate by changing rules and conditions midstream may satisfy some, but there is an equal number that will probably be discouraged no matter what one does. The game can be a lot of fun without a focus on winning.
[/quote]

I agree with that, playing should be mainly for fun. Of course, winning is nice, but it shouldn't overshadow the main idea, which is good entertainment. When I start playing this scenario, I knew my chances as an Allied Player are small, but I have no problem  with that.  

IMO, changing the rules during the game is not a good idea
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