Keef wrote:At the end of the day, this debate requires answering a question that may simply not be possible to answer (nor gain a consensus): on what basis would we say that someone was the best player at a competition ? And it does seem clear that we'd all (?) like it to be the person who was the 'best' player - but whether that is someone who can win all their games no matter what the losses, or someone who can inflict the most damage with the least losses themselves is a matter of personal values/perspective.
Even without resolving the philosophical issue about what "winning" a tournament means, there is still a strong element of "all other things being equal" in this debate that will remain chaotic by the very nature of gaming. Ignoring the <luck> element inherent in the game, other variables that can/will have an effect on final competiton placings include such things as . . .
* notwithstanding Swiss Chess draws, the 'luck of the draw' (or the "dang, how come I ended up playing him" factor) alongside the results of all the other games - ie: the mix of who you played and at which point in the competition, when compared with who other folk in the competition played against, does matter - and more so in a larger comp
* the various choices made within an army mix pre-comp (including OoM) compared to the choices others have made - scissors, paper, rock - will strongly influence the shape of individual match ups and the resulting games
* initiative and terrain placement over the course of a competition will make a difference (bad/good luck will influence the shape of each game)
. . . and for these (and other similar) factors, no amount of regulation or structure will provide a satisfactory result for differentiating the 'best' player.
Better, IMO, for the individual competition organisers to decide which gaming philosophy/approach to reward and incentivise the results accordingly. Potential players considering attending those comps can then make their own choice about their army/game approach (or attendence) depending on their preferences.
I suspect there is no universal 'truth' here . . . the experiences of the ghosts-of-rules-past led to FoG; the deign philosphy (as said by others within this debate) is to address some of those past issues . . . so, let's suck it and see.
And, anyways, FoG does provide for a very adequate "score" that feels right when considering the outcome of a stand-alone game.
I have been reading this debate, and I see this as coming down to 2 seperate arguements:
1: How can we make it easier for the "Tournament organiser" to work out who has won and lost their competition.
2: How do you adjudge who is the best/luckiest wargamer on the day.
JD originaly asked for assistance with the first question, but this is tied to the second.
My suggestion is look to the "sporting world", and see how they determine who win/loss, as they have been doing this for the longest time. They all in the end to award "score" in 2 ways -
1: Determine who won/lost, or where no-one had an advantage. this determines the major score or points
2: A tiebreaker such as goals scored, which is used where there are 2 participants on the same score.
The 3/1/0 score system used in football, was suggested by Jimmy Hill to encourage attacking play, and has much to recomend it. Then you need a way of determining our equivilent of "Goal Difference", based on casulties inflicted probably as a percentage of BG's lost against those you distroyed.
Last point with all this is though what is a "win", is it army routed or based troop's/resources lost - Now that is a different arguement to be answered
Finally
If we have too many draws it is because we either don't allocate enough time with the resources for the competition or We give the players too many resorces for the time alocated. If 800 points and 3Hrs gives too many draws either extend the playing time or reduce the points.
Spike