ITAKLinus -> RE: What makes a good opponent? (12/12/2019 9:25:21 AM)
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ORIGINAL: sh0nyu Well I think both opponents must be fair in their style. On the other hand it is nice to have a stubborn opponent not willing to give up if his strategy does not develop properly. I take part in a game as Allied Commander. We had a heavy carrier battle near Milne Bay on Dec 27th 1941. This battle developed accidently because the Japanese Player took Ambon and Namlea really early. Since he already took Rabaul and Kavieng he decided to pass Torres Strait with a two carrier group. I managed to ambush his force with CAs and CLs and was able to damage Shokaku (heavy damage, heavy fires). Then my cruiser force was mauled heavy by his aircraft and heavy escorts. Since the US carriers were near by I tried to intrecept his heavy escort (thought the carriers were hurrying to Rabaul). First I got a heavy attack from his carrier aircraft. Result: two bomb hits (250kg)on Saratoga (one no explosion), one hit on Lex (60kg) - no more damage than 6 points sys on Saratoga and 4 sys on Lex... pure luck! The American carrier force retaliated and managed to hit Zuikaku (heavy fires, heavy damage), Ryujo (heavy fires, heavy damage, Ammo Storage) and Zuiho (on fire). We made some more turns and my opponent discovers that he had serious difficulties with the Japanese economy (first time player for Japan). Long story short: I suggested that we go on until the holidays and he may consider if he wants to start over. I had a really good start and I know he will not make the same mistake twice (unfortunatelly). But The game is a long time engagement - and I would like to see both opponents having fun with this game. He took just half an hour to answer: No, we are going on. That's what I mean. My opponent is stubborn enough to suffer the consequences of his mistakes (same with me) and I think it is good to give him the possibility to exit out and start over during an early stage of the game. Okay... sorry for this wall of text, just my 2 ct ;) Oh you stubborn Germans [:D][:D][&o][&o] I completely agree with your state of mind. I think you touched very relevant elements, especially the idea of "suffering the consequences of his mistakes" but, being on the other side, giving the option to just surrender. Especially for Japan, it can be difficoult. It's hard to come back after a lost carrier fight. Still, it's important to pay for the mistakes because it's the only way in which someone can actually learn and improve, avoiding these mistakes in the next game. If it wouldn't be the case, everybody would simply begin a game and then surrender after the first problem, making games both short and qualitatively mediocre. If you pay for your mistakes, you think twice before getting into mad positions and you grow as a player. Finally, I guess that one of the most important elements is the willingness to improve as a player rather than just winning.
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