Frostglaive Posted February 26, 2019 Share Posted February 26, 2019 This is just too ridiculous for me not to share. Three days ago I played 2 games of 40k against 2 completely different people... and made both of them quit at the bottom of my turn 1. First game, my AdMech (Lucius forge world) vs. her Chaos Marines (Renegades). 1,500pts. Hammer and Anvil deployment, Beachhead mission, Chaos gets first turn. I didn't know what her list was, so I made a pretty nice all-comers list. I should have toned things down quite a bit after I saw her rather... lackluster army (first red flag). But she had already deployed. And she's been playing for a while so I figured she knows what she's doing. Khorne berzerkers in a rhino. Helbrute. Maulerfiend. Some terminators and a lord and sorceror in deep strike. 2 squads of cultists, and a blog of Marines with a couple lascannons... this wasn't going to end well for her. Cultists and Marines hold back in her deployment by her objective. Advances the rhino and helbrute, both pop smoke. Helbrute is badly positioned too far from me and behind the rhino, so no charge. Maulerfiend advances, and she says she's going to charge with it. I told her only Infantry, Bikers and Helbrutes get the legion tactic (renegades advance and charge)... she didn't know that until I pointed it out in her codex (second red flag). She then said this was her first time playing with her brand new Chaos army, and she hasn't played in a few months (third red flag... oh boy...). Her only shooting was 2 lascannons that completely missed... My turn... My kataphrons and a dunecrawler murder her maulerfiend, which was surrounded by dragoons that were ready to 2" charge it. Her rhino gets destroyed and she loses 2 berzerkers from its death by other kataphrons and some rangers with a couple snipers. Helbrute gets blown up by my last dunecrawler. My kastelan robots popped their strat to immediately change protocols to double shooting... right in front of her berzerkers. I didn't even fire them before we agreed to end this disaster of a game.... I felt horrible after that, apologized profusely for bringing an overly strong list against her. In her words, "This is why I quit playing for a few months." Second game.... yeah, I don't feel sorry in the slightest. I'm actually still pretty salty about what happened. 2,500pts Maelstrom of War mission (the one where you can spend a CP and deny an objective for your opponent for a turn), Dawn of War deployment. My Lucius AdMech vs. Deathskulls Orks (with apparently 1 or 2 vigilus detachments, idk for sure. He didn't bother telling me until stuff started happening). Orks get first turn. He's running a bunch of robots and buggies: 2 gorkanauts and a morkanaut (or vice versa?) couple deff dreads, a few buggies from Speed Freaks, and a few other odds and ends. My list was the same as the 1,500pt one, just more bodies this time. All-comers list designed to deal with a bit of everything. Plus a Vindicare that didn't get to do anything. Orks get first turn, advance everything up the board. Lots of shooting from the robots, but hardly any damage. He rolled a ton of 1's and 2's, and what little shooting he did manage to get through, I saved a lot of it. Lost only 1 and a half Dragoons and a couple Skitarii. He charges his warboss on buggy, fails. 1 gorka and 1 morka try charging, both fail. Deff dreads fail to charge. Only charges he makes off is an empty Trukk... into a squad of Dragoons. And a Gorkanaut... into a 7man Vanguard squad. Trukk does nothing, Dragoons murder the Trukk. Gorkanaut murders the Skitarii, piles into some Kataphron Breachers w/ Hydraulic Claws. Breachers take off 2 wounds. Before I go into my turn, I need to point out that my opponent was rolling very badly. And he's starting to throw a temper tantrum about it. My turn... Breachers fall back so the Gorkanaut can be shot. Dragoons move up, prep to charge. Everything else shuffles around and moves into better position to shoot. I had a Manipulus with a Transonic Cannon (basically a 2 damage heavy flamer), a squad of Vanguard w/ plasma calivers and a dunecrawler right by that gorkanaut that was in my face. Manipulus rolls hot, gets 3 wounds off. He fails all 3, so 6 wounds lost. I had also spent 2CP by this point to change Canticles over to reroll 1's in shooting. Vanguard fires, rad carbines somehow do 2 damage. Plasma calivers overcharge... all hit... all wound... he fails all saves. Gorkanaut destroyed. I got insanely lucky with my dice rolls. Opponent throws a temper tantrum and quits the game before anything else can happen. Getting mad at me because my shooting-based army that is very good at shooting did its job as intended, because he had ONE turn of bad dice rolls, despite about to have a metric ton of models charging me on his turn 2, and because I got lucky. Yes, I was going to do a lot more damage with everything else that was about to fire, but he would have easily still had enough left to beat me down and win the game. He was already winning at 3 points anyways compared to my 1 for just First Strike. So yeah, there's my absurd story about how I made 2 people quit Turn 1 on the same day. You guys got any similar stories to this? Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/ Share on other sites More sharing options...
Panzer Posted February 26, 2019 Share Posted February 26, 2019 The first turn against AdMech can be VERY demoralizing. I know that from experience. Especially with Dunecrawler and Kastelans on the board. Especially especially when you make mistakes like the CSM player made. I won't talk much about the first game. She seem to have played it badly due her inexperience. All you can do is offer help and talk about what happened. Post-game talks are extremely helpful for people who don't have much of a tactical mind and don't visit forums that often. About the second game ... well bad dice can really ruin the mood but it was only turn 1 and he could have still turned it around. AdMech shooting is scary as heck (and that's me talking as a T'au player here) but they also die very fast except or the Onager and the Kastelans so their damage output drops quickly as well. You just have to survive the first two turns with enough to finish the game. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264600 Share on other sites More sharing options...
Focslain Posted February 26, 2019 Share Posted February 26, 2019 From my Tales of thread: Knights vs Tau KnightsSHAKnight Castellan - Vorn Des Lowen - Siegecannon x2, sheildbreaker missile battery, 'Cawl's Wrath', volcano lance, twin meltagun x2, Warlord Trait - Ion BulwarkSHAArmigar Warglaive - Unit Alpha 01 - Thermal spear, Reaper Chain Cleaver, heavy stubber vs TauBattalionCadre FirebladeEtheral on hover board w/ puretide chip, Rite of Devastation3x 6 fire warriors5 pathfinders7 Tactical drones - 5 marker, 2 shieldY'varha battlesuit - ABT Mission: The PrizeDeployment: Pointed CenterTwist: Chess DeploymentRuse (Knights): Tactical Reserve He set up his force on this stepped hill (shown in pict below), the Y'varha with the drones behind it. I set the Castellan forward near the objective, the Warglaive just off to the flank. I lucked out and got first turn. The castellan moved laterally to get the Y'varha in sight, the warglaive taking the objective. The siege cannons killed the five marker drones with a direct barrage. Next the plasma destructor fired off and the shield drones took the blasts but perished. The chaff cleared the volcano lance fired, three hits, three wounds, the Y'varha's shields failed and 17 wounds cored the suit. He forfeited at that point. Post-game: His battlesuit is my main worry and his best weapon against me. Unlike the prior tiers, the castellan can in fact out shoot him. Granted the markerlights are my main target, but I wasn't giving that suit a chance if I could help it and if it continues appearing in his list it will stay a high piority target. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264611 Share on other sites More sharing options...
Halandaar Posted February 26, 2019 Share Posted February 26, 2019 This is just too ridiculous for me not to share. Three days ago I played 2 games of 40k against 2 completely different people... and made both of them quit at the bottom of my turn 1. These stories really remind me why I dislike the way 40k plays sometimes. Obviously some armies have to be good at shooting to counter their other weaknesses and that inherently makes them strong on turn one, I get that. But losing a massive chunk of your force (and probably some of your best stuff too) before you've even had a chance to do anything of value sucks the fun right out of the game. It's probably down to the binary nature of the turn system; if it worked on an alternating basis (like the Fight Phase does), you'd at least have the chance to down a couple of guys or ping a few wounds off a vehicle to bring it's profile down before they open up on you, rather than having to suffer the shooting of the entire army and hoping enough survived for you to be able to actually achieve anything. (And no disrespect intended to you as the player, obviously AdMech specialise at shooting and you clearly aren't going to turn up with a sub-par force unless you've planned ahead to pull your punches a bit) Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264618 Share on other sites More sharing options...
Panzer Posted February 26, 2019 Share Posted February 26, 2019 From my Tales of thread: Knights vs Tau Knights SHA Knight Castellan - Vorn Des Lowen - Siegecannon x2, sheildbreaker missile battery, 'Cawl's Wrath', volcano lance, twin meltagun x2, Warlord Trait - Ion Bulwark SHA Armigar Warglaive - Unit Alpha 01 - Thermal spear, Reaper Chain Cleaver, heavy stubber vs Tau Battalion Cadre Fireblade Etheral on hover board w/ puretide chip, Rite of Devastation 3x 6 fire warriors 5 pathfinders 7 Tactical drones - 5 marker, 2 shield Y'varha battlesuit - ABT Mission: The Prize Deployment: Pointed Center Twist: Chess Deployment Ruse (Knights): Tactical Reserve He set up his force on this stepped hill (shown in pict below), the Y'varha with the drones behind it. I set the Castellan forward near the objective, the Warglaive just off to the flank. I lucked out and got first turn. The castellan moved laterally to get the Y'varha in sight, the warglaive taking the objective. The siege cannons killed the five marker drones with a direct barrage. Next the plasma destructor fired off and the shield drones took the blasts but perished. The chaff cleared the volcano lance fired, three hits, three wounds, the Y'varha's shields failed and 17 wounds cored the suit. He forfeited at that point. Post-game: His battlesuit is my main worry and his best weapon against me. Unlike the prior tiers, the castellan can in fact out shoot him. Granted the markerlights are my main target, but I wasn't giving that suit a chance if I could help it and if it continues appearing in his list it will stay a high piority target. That T'au list was grossly outmatched lol Nothing he had was a real thread to the Castellan. The Y'vahra could do some good damage to it but not even close to what the Castellan does to anything he had. That being said it seems it was a ~750p game so I do think bringing an Y'vahra and a Castellan both is kinda a dick move. I can't think of many lists that wouldn't have a hard time dealing with those in such a low point game. ^^ Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264619 Share on other sites More sharing options...
Hantheman Posted February 26, 2019 Share Posted February 26, 2019 I really like this hobby and I really like the game and the community, but my lord do some people have to grow up. It's a dice game, you will lose some games on dice, you will win some games on dice. If you can't handle that, I'm not sure what anyone can do to help. Can't go having a strop every time you roll badly. However, if you make a really bad play and know it and has lost the game first turn (can happen in very competitive games), I get it. But even then, there's a lot to be learned from making the most of bad situations. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264625 Share on other sites More sharing options...
Gederas Posted February 26, 2019 Share Posted February 26, 2019 Well.... There was that one time a Blood Angels player quit my Turn 1 because he made a super dumb play. So, essentially what happened was this. There was supposed to be 4 people at my FLGS so there could be 2 games of 40k running. Unfortunately, one player flaked out. That's fine, the Blood Angel player had enough points to do a 1v2. So it was Blood Angels vs Chaos Marines (me with my ill-fated Emperor's Children force, my buddy Joe with his Thousand Sons). It was a 1750 game. Blood Angels player brought the usual Captain Slamguinius, along with a nice gunline of Intercessors and Scouts, additionally, he had a Stormraven, Jump Pack Chaplain, 10 Death Company and a Death Company Dreadnought. The last part is relevant to the story. I brought Lucius, 3 squads of Noise Marines, my Snake Sorcerer and some cultists. Joe brought Rubrics, Tzaangors, a Tzaangor Enlightented, Ahriman on Disk and an Exalted Sorcerer on Disk. Originally he was going to bring the Scarab Occult terminators, but didn't finish building them. This put us VERY far under the Blood Angels' player's points, so I went and grabbed a Heldrake. So, Blood Angels gets turn 1. He runs his Stormraven, packed with the 10 Death Company and Chaplain, with the DC Dreadnought riding in the back INTO OUR DEPLOYMENT ZONE, but they have to deploy next turn. His gunline shoots, somewhat effective and kills some of my cultists. The Stormraven opens up on the Rubrics, Noise Marines and Heldrake. Does some damage to everything. Then our Turn 1 happens. Joe moves his Rubrics as close to the Stormraven as possible without being in base-to-base contact. Shooting phase, my Heldrake lights the Stormraven up with the Baleflamer, melting a large amount of wounds off it. I had realizes what he's doing with the Rubrics and charge the Stormraven with my Heldrake. Joe then charges with Ahriman and the other Disk Jockeys. I let the boys in blue attack the Stormraven first, and they do a very nice amount of wounds to it. Then my Heldrake finishes the Stormraven off. And EVERYTHING IN IT DIES. Because where he put the Stormraven was literally at the table edge of our Deployment zone, and there wasn't a 3" area where he could deploy his Death Company anywhere in the very tiny bubble that was the Stormraven's original base. He started packing up after that. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264627 Share on other sites More sharing options...
Ciler Posted February 26, 2019 Share Posted February 26, 2019 My kataphrons and a dunecrawler murder her maulerfiend, which was surrounded by dragoons that were ready to 2" charge it. Her rhino gets destroyed and she loses 2 berzerkers from its death by other kataphrons and some rangers with a couple snipers. Helbrute gets blown up by my last dunecrawler. My kastelan robots popped their strat to immediately change protocols to double shooting... right in front of her berzerkers. I didn't even fire them before we agreed to end this disaster of a game.... I felt horrible after that, apologized profusely for bringing an overly strong list against her. In her words, "This is why I quit playing for a few months."2nd game there was nothing you could do, just a salty opponent. But in that first game, you admit had plenty of signals that your opponent was way, way out of her depth. You simply did not need to use that last stratagem, you already at terminally mauled her army, what would have been the point, besides ridiculing her further ? As you said yourself, you were fully aware that you should tone things down. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264654 Share on other sites More sharing options...
Bryan Blaire Posted February 26, 2019 Share Posted February 26, 2019 The first opponent I would definitely quickly offer a second game to, and possibly swap out some army components (maybe play some units you don't normally play for a highly competitive game), but if she refused, that's on her. The second opponent needs to learn to lose with a bit of dignity and grace, that's 100% on him. I would probably not offer a second game to that person. Was there any pre-game conversation regarding the games at all, or were these both conversation-less pick-up "Hey do you want to play?" type games at the LGS? My similar stories regarding Turn 1 forfeits (mine or my opponent's - heck, I've forfeited at deployment prior to starting turn 1 because of what my opponent dropped on the table) have all been these types of things - no discussion of army type/list type/what's included in the army/expectations, and it's why I don't play them anymore. If my opponent doesn't want to have a quick conversation with me about the game beforehand, then I don't want to play the game against them - it takes nothing to have a five minute conversation. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264687 Share on other sites More sharing options...
Frostglaive Posted February 26, 2019 Author Share Posted February 26, 2019 First game, I apologized to her and fully admitted to my mistakes. I should have definitely toned things down before the game started. There wasn't a whole lot of chatting beforehand, mostly because we were both distracted talking to another guy in the store. But again, the fault was wholly on me, I explained that to her. And I offered a rematch and offered to severely dial things back. She said no... pretty sure I fully demoralized her at that point... I still feel bad about that. Second game, I should have known better about that too. Not for how I played... but because I know that guy. He is a very pleasant person to talk to and hang out with... outside of a 40k game. In a game, he gets very salty very fast if things don't go his way. I've heard him straight up yell at someone during their game because his opponent was doing well and he wasn't. There was an event a few months ago, little charity thing. 50PL "tournament," was told to bring a silly list. Nothing competitive, everyone is getting the exact same prize at the end anyway. Just something fun... he literally smashed one of his models to pieces because his opponent got stupid lucky, blew up one of his trukks, that proceeded to kill another vehicle and that one exploded too. It was just really bad luck, but he went off the rails. Thing is, we did talk before the game. I explained my list, he briefly explained his (which he should have done better with as well, because he was spouting off a bunch of stuff that I'm pretty certain he didn't mention beforehand). And we have played games in the past. So he knows how AdMech operates, and he knows what I like to do with my AdMech. Most of the people in our local meta have played against each other a lot, so we're all pretty familiar with each other's armies. He still decided to throw a temper tantrum anyways. Needless to say, I won't be playing against either of them again any time soon. Chaos player because I don't want to risk making that same mistake of going all out against a weaker player. And the Ork player because of his attitude. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264723 Share on other sites More sharing options...
Lysere Posted February 26, 2019 Share Posted February 26, 2019 I've never had a one turn game but I did have a two turn game at the LVO. I didn't feel that bad though because my opponent was well aware of what my list could do but lost due to forgetting about that when the deployed. I played exactly how I should, and he did not. I was running: Valiant (4 missiles one Siege breaker) Gallant Crusader (Thermal, Ironstorm, Warlord) All Hawkshroud Scion detachment Two Tempestor Primes 10 Man Squad with plasma 10 Man Squad with Volley Guns 10 Man squad with nothing (In the Valkyrie) Valkyrie Against Altaioc Eldar (Sort of Remember) Two Hemlocks Two Serpents Two squads of Fire Dragons Three squads of Dire Avengers Squad of Swooping Hawks Squad of Dark Reapers Autarch Farseer Warlock He didn't screen his deployment zone very well so Valkyrie squad and officer dropped on the flank of the dark reapers and blew them off the table turn one. Killed some swooping hawks with the Valkyrie. Put the Crusader in reserve with the strat and was deep striking the plasma, volley guns, and second officer. By the end of turn two the Gallant had nine wounds left, the Valiant had two, and I had lost the squad from the Valkyrie. He had the two Hemlocks, a single Wave serpent, the autarch, a single dire avenger, a five man squad of fire dragons, and one swooping hawk hiding in reserve. I was up on points already since I was sitting on the bonus objective and he had no way to get me off. Two turns and it was all but over simply because he didn't protect his dark reapers. Edit: On the subject of toning down lists people really need to be bringing this up themselves. Even if the list looks solid in the hands of someone who doesn't play a lot that means nothing. I've seen people complain about going up against more competitive lists and I always ask them if they talked to their opponent before hand about what kind of game they wanted to play. Usually they don't, yet act surprised when someone doesn't tone down their list enough. One of our locals is essentially banned from playing against new people because he simply isn't good at toning down his list enough, but they understand that themselves and will make that clear to people they haven't played against before. They even shelved one of their armies because of this. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264739 Share on other sites More sharing options...
Gederas Posted February 26, 2019 Share Posted February 26, 2019 Needless to say, I won't be playing against either of them again any time soon. Chaos player because I don't want to risk making that same mistake of going all out against a weaker player. And the Ork player because of his attitude. Hey, at least you're self-aware enough to realize that going all-out against a newer/weaker player isn't the smartest idea. My FLGS has a Tyranid player who hasn't become aware of that. His Bugs would consistently make people quit turn 1 or 2. So he decided to start a new army..... Craftworld Eldar. And yes, he's building THAT list. :facepalm: Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264742 Share on other sites More sharing options...
Focslain Posted February 26, 2019 Share Posted February 26, 2019 That T'au list was grossly outmatched lol Nothing he had was a real thread to the Castellan. The Y'vahra could do some good damage to it but not even close to what the Castellan does to anything he had. That being said it seems it was a ~750p game so I do think bringing an Y'vahra and a Castellan both is kinda a dick move. I can't think of many lists that wouldn't have a hard time dealing with those in such a low point game. ^^ Actually my 750 list was tabled by the Slannesh player, they trapped the castellan and ripped it apart and the Aeldari player nuked it with his farseer (the game was a draw since my warglaive kept to mission). So it wasn't too OP, a little OP yeah, but not too much. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264747 Share on other sites More sharing options...
shandwen Posted February 26, 2019 Share Posted February 26, 2019 What seems ridiculous is how you managed to realize the battles were going to be one-sided and still refused to pull any punches against what was clearly fluffy players. I remember having a game last edition against a Tau player with my Deathwatch. I warned him on how sub-par Deathwatch was and how there was no real way to even attempt to make them competitive. He thought i was trying to scam him and brought a competitive list anyways. One FW riptide variant walked thru the entire army. That single game convinced me to not bother playing again for months. You really need to realize that the game is about a relationship between players and that curb-stomping someone will only hurt the hobby (outside of tourneys where it is expected). Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264753 Share on other sites More sharing options...
MARK0SIAN Posted February 26, 2019 Share Posted February 26, 2019 I think it’s partly the nature of the game and definitely the nature of 8th edition. Everything seems to die so quickly this edition that it’s insanely easy to do massive, game ending amounts of damage in a very short period, especially with how much of your points big/threatening units take up. I’ve never actually quit at the end of an opponents first turn but I’ve definitely had games that are effectively over by then. It’s incumbent on both players (in a non-competitive setting) to recognise when to dial it back so both players can enjoy the game and obviously if you had your time again with the first opponent you probably would do that. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264754 Share on other sites More sharing options...
Lysere Posted February 26, 2019 Share Posted February 26, 2019 What seems ridiculous is how you managed to realize the battles were going to be one-sided and still refused to pull any punches against what was clearly fluffy players. I remember having a game last edition against a Tau player with my Deathwatch. I warned him on how sub-par Deathwatch was and how there was no real way to even attempt to make them competitive. He thought i was trying to scam him and brought a competitive list anyways. One FW riptide variant walked thru the entire army. That single game convinced me to not bother playing again for months. You really need to realize that the game is about a relationship between players and that curb-stomping someone will only hurt the hobby (outside of tourneys where it is expected). It's also very important for people to communicate. Once the list is made, on the table, and dice are rolled how much do you want to hold back? Do you throw the game you'd obviously win, do you waste time ending the game right there and restarting when most people have a limited time to play? It's even harder when someone isn't very familiar with a particular army. We had a game between a regular Necron player against a Guard player who only plays occasionally, usually playing games on a different day. The guard player has a baneblade and has been running it for some time. Even has a couple psykers to help protect it. Despite this his list is very casual as aside from the baneblade it's mostly just basic infantry and he isn't that good of a player. Our Necron player had never seen him play before and is largely unfamiliar with guard. He had the common sense to not bring his trio of flyers out for that game but the Necrons still steam rolled because the guard player just isn't that good and is aiming more for fun and fluff. At no point did he talk to the Necron player about the game when they were setting up so how much do you hold back against a super heavy? Same thing happened with a game where one player was running knights and a shadowsword. It's a decent big model list that pretty much auto loses missions but he made so many mistakes even with me helping him out a little bit that his list was effectively casual. Without any communication between players how would you know this when playing someone you've never played against. While the more experienced player should always try to remember to do this in the end this is a social hobby, if you want a more casual game you need to speak up yourself. In the OPs first example no one should be having to try and figure out that someone isn't very experienced once the game has already started. The attitude more people need to have is accepting that if they want a more casual game it is on them to ask. Too many people are looking for different things so you need to be clear what you are looking for. If you want a more competitive game to learn and test list ideas you can ask as well. We have a Tau player who has yet to beat our most competitive player and he's never beaten my more serious lists. He tries it anyway constantly refining and tweaking his ideas, and everyone pitches in with ideas and suggestions after the game. His skill in even basic list building has gone up but he is much better at the moment to moment decisions of playing his Tau as well. Not leaving room for deep strikes, when to split fire, when to focus, when and where to deploy units, remembering his more powerful stratagems. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264782 Share on other sites More sharing options...
GrinNfool Posted February 26, 2019 Share Posted February 26, 2019 Would agree with a lot of people that communication needs to happen pre game to establish a few things A) what experience level of player you each are B ) where on the scale of, fluffy vs competitive you want to fall C) just to establish a relationship with your opponent Games don't or at least shouldn't happen in a vacuum, you play 40k WITH someone as much as you play against them. From reading the OP I do think you had plenty of signs you should have put the breaks on and said you know what hold on let me bring something else, or at least not been screwing with your strategems, and as you said that is on you. The 2nd guy eh personally I try never to judge too harshly, you don't know what kind of day or week or even year that person has had, and at some point we all take a little more than we can stand, though I will say I haven't seen some one rage quit turn 1. 40k is a game that can often be decided at deployment though, and I'd say about 80-90% of my games I have a good idea of who will win, or if it will be a real close 1. Some lists, like knights or ynnari, can be super polarizing and you know almost 100% of the time barring random dice who will win because you either have the stuff to counter it and win or you don't and lose based on that. I personally would like to see some of the super polarizing lists like that toned down as the game being decided by a coin flip at the start is kinda silly, but c'est la vie. Sometimes you get lucky and pull a win from your ass due to dice anyways lol. Only 2 things will generally get me upset, cheating, and lying. Was playing a guy once and I had a couple armies available to play 1 was quite weak but fun to play the other more competitive but could be toned to match something. He says he wants to play a more casual fun game so wants to play my weak but fun army. So I put them on the table, and he proceeds to bust out an almost full competive Eldar army and suddenly tell me we are playing ITC. Goes about as you would expect lol, still not sure what the point of him doing that was but to each their own I guess. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264844 Share on other sites More sharing options...
Xwingt65 Posted February 26, 2019 Share Posted February 26, 2019 These stories perfectly illustrates why I am into 40k for the lore and the painting, and not for the gaming. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264859 Share on other sites More sharing options...
Panzer Posted February 26, 2019 Share Posted February 26, 2019 Alpha strikes are a big problem, that's nothing new. GW tries to work on it but it's just a basic design flaw with 40k and all its long ranged shooting I'd say. However for OP there were plenty of different factors that came together here: - AdMech is a very shooty army while Marines are a rather weak elite-ish army currently so the impact of said alpha strike was much bigger than it would've been against AM or T'au etc - The Marine player was inexperienced making big mistakes during the deployment and movement phase - The Marine list wasn't exactly optimised so there was a big power difference between both lists which just tends to happen with pick up games in warhammer It kinda was the worst case scenario for the first game. The second game was just an unpleasant opponent. Those kinds of people exist everywhere and I try to avoid them usually. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264877 Share on other sites More sharing options...
PeteySödes Posted February 26, 2019 Share Posted February 26, 2019 *snip you play 40k WITH someone as much as you play against them. **snip More of this sentiment all around please. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5264878 Share on other sites More sharing options...
sairence Posted February 27, 2019 Share Posted February 27, 2019 Never had a first turn concede happen, thankfully. I'd feel horrible. In our local FLGS group we tend to find games on fb and it'll usually be made clear by the person asking what kind of game they're looking for. Whether an inexperienced player wants a casual game, experiment a bit or whether someone is looking for full on tournament practise...generally both will be aware. I got a game against a complete newbie a few months ago...his psyker-less Conquest-Primaris against some Scions and Sisters of Silence. First and only time the ladies have seen the table this edition. XD Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5265075 Share on other sites More sharing options...
Ciler Posted February 27, 2019 Share Posted February 27, 2019 Only 2 things will generally get me upset, cheating, and lying. Was playing a guy once and I had a couple armies available to play 1 was quite weak but fun to play the other more competitive but could be toned to match something. He says he wants to play a more casual fun game so wants to play my weak but fun army. So I put them on the table, and he proceeds to bust out an almost full competive Eldar army and suddenly tell me we are playing ITC. Goes about as you would expect lol, still not sure what the point of him doing that was but to each their own I guess.Something similar to this has happened to me as well. One of the regulars at my local GW was trying to get his son into 40k, so he invited me and my wife to his house for a 2v2 game with himself and his son. This was to be a casual, easy sort of game, pizzas to be ordered, you get the idea. So We brought my Black Templars, as fluffy and ineffective as ever, they were to play a CC-oriented Death Guard. Except when we turned up, what he had lined up on the table was an Ultramarine Battalion with 12 agressors and Guilliman. Needless to say this was NOT a fun game for us. The kid was delighted tho, which I expect was the whole point. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5265082 Share on other sites More sharing options...
Marshal Rohr Posted February 27, 2019 Share Posted February 27, 2019 This is why you shouldn’t play pick up games. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5265218 Share on other sites More sharing options...
Xenith Posted February 27, 2019 Share Posted February 27, 2019 This is why you shouldn’t play pick up games. should talk to your opponent before the game. Even a simple "casual or competitive?" "the army I have is designed for tournaments, are you ok with that?" I tend to alter how I play if I can see someone isn't having fun. This is usually when I play with my Eldar. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5265226 Share on other sites More sharing options...
Focslain Posted February 27, 2019 Share Posted February 27, 2019 Also forgot that I did get a turn one win against the Aeldari player, report is here Now to be fair for the Tales of Gamers thing I did both my Turn 1 quits I was asked to play knights, the guy running it wanted a nice hard army to test the group against. Also to teach the IF player a lesson that to be fair he never did learn. Never had a first turn concede happen, thankfully. I'd feel horrible. In our local FLGS group we tend to find games on fb and it'll usually be made clear by the person asking what kind of game they're looking for. Whether an inexperienced player wants a casual game, experiment a bit or whether someone is looking for full on tournament practise...generally both will be aware.I got a game against a complete newbie a few months ago...his psyker-less Conquest-Primaris against some Scions and Sisters of Silence. First and only time the ladies have seen the table this edition. XD This is how I get most of my games these days and yeah I make sure we agree on what is being brought. Most end up trials against my knight, but I play pure knight lists and the Castellan is now placed in +1500 pts games only if I can. I love playing with big stumpy robots. (There is not enough mecha anime these days) Last few I did was a 3K against a DA player, nearly wiped him off the table after four turns. Then recently against a Tempestus player (2K game, his request) and he managed to nuke the castellan in a turn with 12 meltaguns. Game was a draw due to time. If I'm at the FLGS and someone is asking for a pick up game I warn them before I even get up what I have. That way they can make the decision on what they are facing. Link to comment https://bolterandchainsword.com/topic/354158-making-my-opponents-quit-turn-1/#findComment-5265233 Share on other sites More sharing options...
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