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"Finish the game or call it." Topic


31 Posts

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13 Oct 2018 5:24 p.m. PST
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Comments or corrections?

peterx Supporting Member of TMP12 Jun 2013 6:03 a.m. PST

When you play a game that is clearly going downhill and one side is definitely going to lose, do you call the game or do you finish until the last trooper is dead?

nazrat12 Jun 2013 6:14 a.m. PST

I will call it if we are out of time, but not in any other case. I've seen too many doomed sides come back and win, or almost win, to let people give up. Seems a bit like bad sportsmanship to cry, "I give up!" when it takes so long to arrange, set up, and play a game. And the guys who are winning rarely want to stop, too.

Personal logo etotheipi Sponsoring Member of TMP12 Jun 2013 6:17 a.m. PST

Mostly, neither. I generally don't play scenarios where you can definitively tell who is going to win until the last few moves. Preferably the last move.

Snatching success from the jaws of Death! Phyrric Victories! Taking down the enemy with his fingers inches from the button! We won … but at what cost?!?! Winning by the skin of your teeth! … that's what games are made of.

I will short-circuit card and board games, though.

On the odd wargame that ends up in a long, unavoidble death spiral, I play it out. And generally "change the game" to make for a spectacular failure. Ave, Imperator, morituri te salutant!

Old Slow Trot12 Jun 2013 6:35 a.m. PST

Sometimes during an Aerodrome game,if there are players still flying but out of ammo,the GM will call it,particularly if everyone's heading back to their home line/base anyway.

79thPA Supporting Member of TMP12 Jun 2013 6:44 a.m. PST

We are generally agreeable about calling a game if it ends up being a forgone conclusion. If someone wants to continue, we will continue. Sometimes we will play one more turn to see if a miracle happens. It really depends on the circumstances.

BCantwell12 Jun 2013 6:51 a.m. PST

Depends on the circumstances. If there is time to reset the game and play it again or play another one, then we will usually call an end to the game. If not, then we'll usually play it out to the end of our available time to see what happens. In either case, we will open another frosty malted beverage.

Jovian112 Jun 2013 7:11 a.m. PST

Depends on the opponent. Sometimes the opponent wants to savor the crushing victory. Most of the time, when it is that lop-sided, we call it and concede defeat.

richarDISNEY12 Jun 2013 7:13 a.m. PST

If it really is a 'no hope' kinda thing, we will call it.
Unless "The Uno Kid" and "Lord Ought Ought" are playing.
I like to see how those two do soooooo badly.
Right, Skrapwelder? wink
beer

Dynaman878912 Jun 2013 7:14 a.m. PST

If it is truly all over but the time has not run out we will stop and call it a day. MAJOR exception – if it is so beyond belief that it has entered the absurd (and everyone is laughing about it) we will play on till the end – or till it is not funny anymore. This is where truly wacko moves and rules lawyerism is not only allowed but encouraged.

Abwehrschlacht12 Jun 2013 7:30 a.m. PST

A bit of both really. It depends on how much time there is left and the situation on the board. Sometimes we play till the last man, sometimes it's agreed that the losing side's remaining forces fall back. I find we fight to the last man in smaller games like Wings of War more often than in, say, Rapid Fire. In an effort to stop this, I am going to introduce campaign rules so players hang onto their pilots rather than go down in flames.

haywire12 Jun 2013 7:33 a.m. PST

Depends on several things. Could be scenario based, could be time based, etc…

For instance playing B5 Wars and Star Wars, I have reached a point of… "yeah, my guys hyperspace out"

Real world battles do not always fight to the death.

Frederick Supporting Member of TMP12 Jun 2013 7:36 a.m. PST

We very rarely play to the last trooper for our Grand Tactical games – usually it is pretty clear what is happening and the losing side will retire with dignity

Now,for skirmish and airplane games it is usually last man standing

Skrapwelder12 Jun 2013 7:54 a.m. PST

The "No Hope" phase usually starts around turn 3 I think for some of us. We can usually armchair it out to a logical conclusion and if everyone is in agreement, we'll call it.

vojvoda12 Jun 2013 8:06 a.m. PST

Never! Let them die a thousand deaths, life is too short not to gloat in victory. But when mom calls us in to dinner all bets are off.


VR
James Mattes

The Monstrous Jake12 Jun 2013 8:14 a.m. PST

It depends on the circumstances.

Most of us have probably known players who only wanted to play on the winning-by-a-mile side but wanted to pack it up and quit the minute they were on the losing-badly side. They only wanted to be the hammerer but never the hammeree.

Example: the players who want to play the Germans on the Russian Front in WWII but only during the first couple of years.

In that sort of case, it isn't fair to the players on the other side to pack it up early.

combatpainter Fezian12 Jun 2013 8:23 a.m. PST

I try and take steps to balance it in some way like adding some extra infantry in the third round.

Ron W DuBray12 Jun 2013 8:46 a.m. PST

If a game does not have the side loosing badly running away, way before the last man standing, something is broken with your rules.

darthfozzywig12 Jun 2013 9:07 a.m. PST

Depends on the players, game, and time of day. Most of my friends prefer to fight to the bitter end. Being a fan of hopeless, last stand battles, that sometimes appeals to me anyway.

45thdiv12 Jun 2013 9:23 a.m. PST

I echo Nazrat. It takes me a lot of time and effort to set up a game. I want to see it to the end. I have called a game because my scenario idea was better in my head than in play, but that was just once.

Matthew

Rrobbyrobot12 Jun 2013 10:33 a.m. PST

If I'm at the game store I'll call it. At home I usually carry on 'till the bitter end.

Personal logo etotheipi Sponsoring Member of TMP12 Jun 2013 1:46 p.m. PST

If a game does not have the side loosing badly running away, way before the last man standing, something is broken with your rules.

If the rules, rather than the players decision, determine who runs away when, there is something broken with your rules.

Sparker12 Jun 2013 2:40 p.m. PST

I have a lot of experience at this, believe me! Personally I will throw in the towel if its late at night and people are suppressing yawns….But its always good manners to check with your team mates first!

The Gray Ghost12 Jun 2013 3:11 p.m. PST

yes

epturner12 Jun 2013 5:40 p.m. PST

Oh, I dunno. Ask The OFM if he threw in the towel when I ran Frenchtown a few weeks back and he was the Michigan Militia…

If only his dice rolls were as intrepid as he is on the tabletop…

Eric

ubercommando13 Jun 2013 2:59 a.m. PST

I've seen games where after six turns both players say "from this point on, side X is going to win. Shall we call it a day?" I feel it's a bit of a cop out and that the battle should be played out until a definite objective is won.

Shardik13 Jun 2013 3:26 a.m. PST

If the rules, rather than the players decision, determine who runs away when, there is something broken with your rules.

because a general can always force his troops to go on fighting bravely until the last man is dead. oh wait

Personal logo etotheipi Sponsoring Member of TMP13 Jun 2013 8:01 a.m. PST

because a general can always force his troops to go on fighting bravely until the last man is dead. oh wait

Ignoring that overwhelmingly in wargames, players aren't taking the role of generals within the force … and that, yes, forces do fight to the last (Sevastopol, Corinth, Thermopylae, Camarón, Masada, etc.) … if the designers don't want a fight to the last to happen in the game, then, yes, I think it is a poor set of rules that forces the behaviour on the troops in the game rather than pressures the players into the decision as a risk trade-off.

Also, a break-and-run rule tends to force the same artificial behaviour in players that it seeks to avoid. Instead of "fighting to the last man alive" they are "fighting to the last man that prevents retreat" thus the plaeyer is making the same cut point decision, just at a different point. What is the difference between "these are my last four guys … might as well stupidly feed them to the enemy hoping for a miracle rather than let them get picked off and loose" and "if I loose four more guys, the retreat rule kicks in … might as well stupidly feed someone to the enemy hoping for a miracle rather than let them get picked off and loose"?

One evidence of the aberrent behaviour is that most military retreats are just the last "fall back" (in this case "fall waaaaay back") in a series. In games with rules that force retreat, you tend to see players push forward until the point that the rule kicks in.

Dasher25 Feb 2014 11:13 p.m. PST

Absolutely call it.
The time wasted crushing the loser's testicles can be better spent setting up to play again.

Bashytubits26 Feb 2014 11:54 a.m. PST

When it is no longer fun and people are getting upset it is time to stop.

Personal logo etotheipi Sponsoring Member of TMP27 Feb 2014 7:38 a.m. PST

When it is no longer fun and people are getting upset it is time to stop.

This describes the second turn of nearly every convention tournament I've played. I pretty much sit back with casual or walk-ups now…

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