One topic that never fails to
get those interweb juices flowing every single year is ETC Team Selection. The
outcries and/or grumpy mumblings on this subject is an annual sound emanating
from communities as disparate as Canada, our beloved upside down colonial
brothers and, without fail, the leaders of team selection grumpiness, England
and the United States.
The clarion cry of grumbles
signals the start of a new year where, along with inevitable international
grumblings about comp (which will be resolved when the teams go to the Denmark ETC Warm-Up and end up copying Germany's lists) and the more localised (unless you’re
American, that dirty laundry gets aired publicly) issues with selection.
This had me thinking, let’s have
a look at how some countries do it, see if there is anything the wider world
can do it. Team selection varies drastically country to country – some do it
directly through rankings, some on past performance, some select their friends (allegedly! – seriously, I jest!), some take the previous year's team plus the winner of this year's Masters (ok, I'll stop now :) ) whilst some take any that qualify, and others focus on “team fit” etc.
To have a look at an interesting
take on this I thought I'd get Bulgaria’s Captain to give us a rundown of their (impressively comprehensive!) selection process. A relatively new team, they are unencumbered by historical precedent and got to design their system from the ground up. And I think countries could
learn a lot from it.
To explain the whole thing in
more detail, here is their proud Captain, Hristo who… well, he introduces
himself. Safe to say he is one of the nicest Dwarf players you are likely to
meet (not to damn the man with faint praise or anything……) and he can be
contacted on twitter on @fnarrr
It seems like ETC 2013 has
only just gone by, so it seems early to talk about organization and preparation
for ETC 2014…but it’s exactly what is happening at the moment for many of the
attendants!
Those of you who know me
will do so either from my “10-from-the-back-take-it-off” shenanigans resulting in picking up best in race dwarf
trophies to a chorus of boos, or from my TWF/Twitter trolling exploits, second
only to the great daddy troll Mr Sewell (all hail!). I’m also the captain of
team Bulgaria WHFB for 2013, and so have the exciting task of designing,
implementing and overseeing the team selection process.
A little bit on team
Bulgaria – we are a relatively new team, hailing from a very small (by UK
standards!) community – 2012 was our first year attending, where we managed our
first performance target (“not last”) and even our second one (“above Wales”);
in 2013 we reached the dizzying heights of midtables. As a trend, this should
set us up as one of the good teams next year, and with a podium by 2015, but
we’ll see how that goes.
So what is an optimal
selection process for a WHFB ETC team? In many ways, working with a small
community is a blessing – my expectations were for between 15 and 20
applications. Having witnessed some of the drama accompanying selections for
Team England, I had a few requirements for the design of the selection:
1)
Process must be fully transparent
2)
Process must be fair to all involved
In addition, since we are
both a very small community and working hard to expand the hobby back home, I
had to keep in mind the following:
3)
Process should not be putting people off participating due to excessive
commitment requirements
4)
Process should aim to allow/encourage new players to get involved, even if they
understandably have less of a chance to make the team
After having some issues
with hobby commitments in the previous year (understandably, when you have 9
people going for 8 places, you don’t feel under a lot of pressure), I had one
last requirement in the design specification:
5)
Process should penalize those who fail to put in the commitment needed (and
remember design spec point 3!)
So what is the solution?
Team
Bulgaria WHFB Qualifiers League 2014
I worked together with the
previous captain Pavel to try out a selection system for 2013, and he suggested
an everyone vs everyone league as something simple to implement and to work
with – and even though there were a few hiccups, the core concept was sturdy
enough to resurrect.
The core concept of the 2014
qualifier league means that each applicant to the team will play each other
applicant once, under ETC comp on ETC maps using pre-submitted lists; the game
will be scored on the 20-0 system, and the 8 people who are at the top are the
new team. The process lasts 3-4 months (so about a game a week required) and
serves both as team selection and as ETC practice – everyone brings filth, and
the best rise to the top, selection done Dark Elf style! Easy! We did however
add a few extra bits in there:
Unplayed
games: last year we had issues with incomplete games; so this
year a penalty system is employed for every missed game as follows:
1 missed game = -2 points2 missed games = -5 points (-7 cumulative)3 missed games = -10 points (-17 cumulative) 4 missed games = -15 points (-32 cumulative)5 missed games = disqualification!
The game itself is recorded
as a 10-10. When disqualifying people due to missed games (which I hope I won’t
have to do!) the ones with most missed games are removed first- along with
their results – so if you have 3 unplayed games against people who didn’t turn
up at all, by the time it gets to you those won’t be there! It also means that
if person A takes person B off with a 20-0, and person B drops out, person A
won’t keep that score – harsh but fair, everyone gets an equal chance at the
punching bags!
Wanted the punishments for
1-2 missed games to be fairly soft as RL happens, but if you are on the verge
they could easily cost someone a spot.
List
changes: last year those were unregulated. Whilst in theory this
is one big long tournament, so the same list should be used, in practice making
someone stick with a list they realise they don’t like for 3+ months of gaming
is neither conductive to good ETC practice nor user-friendly to newer players.
So, you can pay some points to change your list – the cost is the same
regardless of whether it’s a single item or the entire army. -5 points for the
first change, -10 for any subsequent ones.
Minimal
Results: this
is after all marking people on a curve, so we needed some minimum standard –
which is 4 points per game average after penalties. If for some reason there
are less than 8 people above this score, the ones that are select their
teammates by vote.
So how does this design
cover the specification I mentioned earlier?
1)
Process must be fully transparent – Check.
It’s a league; you win games, you get on the team. Simples!
2)
Process must be fair to all involved – Check.
The everpresent luck element of WHFB should average out reasonably well over
15+ games. New players and vets compete shoulder to shoulder, and all you get
scored on is your game skill and some minimal commitment.
3)
Process should not be putting people off
participating due to excessive commitment requirements – Check. A game a week
(excluding any practice you may want – but hey, that’s not mandatory!) is
pretty relaxed for someone wanting to be on an ETC team. As a side effect of people living abroad/in
process of building armies, everyone applying has been told they need to be
able and willing to use Universal Battle
4)
Process should aim to allow/encourage new
players to get involved, even if they understandably have less of a chance to
make the team – Check. Booking someone to play a league game with you is easy,
since those are the games people prioritize their time for; and you have access
to the best gamers the community has to offer. It is possible to change your
list every time if you don’t really care about actually being on the team and
don’t mind the penalties.
5)
Process should penalize those who fail to put
in the commitment needed – Check. Penalty system should take care of this.
Lessons
from the previous league
I’ve already covered
non-attendance and list changes. There is one other item which was an issue
last year, and that was new books – aside from the list changes they prompt,
they also mean that I need to comp them in line with the current ETC comp pack.
Luckily, this year the start
of the qualifiers is right after the DE release, and the end date is shortly
after the release of the next book (fingers crossed for Dawi early next year!)
– just before the new comp pack draft 1 is released. The obvious solution was
to write comp for Lizardmen and DE quickly, and put a blanket ban on using any
new books if such happen to be released in that time.
Writing comp for WoC last
year, I severely underestimated their restrictions – so for Lizardmen this year
I called on some help from the experts (including the owner of this blog) to
end up with the following:
Unit Specific Restrictions: max 1 Salamander Units max 3 Skink Skirmishers max 2 Mounted Scar Vets max 3 Stegadons
General Restrictions: max 3 Flyers max 6 non-character units under130pts & 20 models
Magic Restrictions: Cube of Darkness, Becalming 1 DD each
FAQ: Primal Fury does not work on supporting attacks Pirahna Blade only works on close combat attacksI didn’t quite have the timeframe (or expertise to consult, since it’s a brand new book) for DE, so after some discussion from teammates released the following:
DARK ELVES
0-3 Dark Riders 0-3 Hydra/Kharibdyss Combined 0-4 Pegasi/Sea Dragon Cloaks combined 90 Shots over 12" max count as 5)
Engine of the gods: burning alignment targets units
in Arc only
Other
plusses of the qualifier league
In addition to meeting my
design spec, selecting with a league has a few other benefits. I’ve already
mentioned it acts as practice for the ETC itself, under similar pressure. It
allows opponents to book games with each other at times convenient for both,
lowering the barrier to entry for the team. Last, and more important, is that
it should result in what is objectively the best players for the team –
wunderkinds are given a chance to shine among the veterans, and has-beens are
ruthlessly removed. Even as captain, I’m not guaranteed a spot – I’ll be
playing in the qualifiers along with everyone else!
Problems
with the qualifier league
The process isn’t
fault-free; luckily a large proportion of those issues can be easily policed in
a small gaming environment like ours and dealt with if necessary:
-
There IS a luck element, and if you are not a
candidate for a podium it could knock you out of the team. Not a massive issue,
since I’m not sure how that is different to WHFB in general, but it is there.
-
System isn’t really applicable with any more
than 20 candidates, 25 at a push. It can be used as a second round of selection
after other preliminary requirements in larger communities though.
-
Penalty system is abusable – I will be
policing the below examples (among others) with warnings followed by penalties,
but it would be better if such loopholes weren’t present:
o
If players collectively decide to remove
someone from the team, they can refuse playing them – incurring small penalties
for themselves, but effectively disqualifying them from the team
§ As
games are set up throughout a central Facebook group, it would be fairly
obvious if this happens, as you can see a person’s “anyone up for a game” posts
go unanswered
·
We are all good people and this won’t happen
in practice ;)
o
List changes can be made tactically to play
the meta – selecting certain opponents to play before others, etc
§ Again,
easy to see if someone is excessively dodging people. List change penalties are
harsh enough to stop this to a large extent
Afterword
As a cherry on top of the
best selection process ever, the 8 players who qualify get to nominate and
elect a captain. The qualifiers began as of 14th October – if you
are curious, Raf can post up the lists
Hristo
An
interesting and well thought out system, I think. One that could, in my
opinion, be used as a secondary round of qualification for bigger communities and remove a lot of the "x player is not good enough to be on the team" mumblings you hear every year. You say no to anyone you think is going to be detrimental to the team and then
get the remaining players to confirm they deserve to be there.
A
question occurred to me though: this system is clearly geared to finding the
“best players” rather than “best players with armies x,y and z”. This is an
approach that divides opinion globally, and I thought I’d check if it was
intentional.
Connected
to this, I wondered if there was chance that results could be skewed by less
skilled players picking up a “net list” (for example the German DoC list) and
rolling over players who are maybe using their normal armies? And is this an
issue if so?
Yep, well spotted. It was intentional, and heavily
supported by UB use - since there you can use whatever you want in terms of
models.
I do believe specific army expertise is very
valuable, but I don't think this discussion is applicable in this case for a
few reasons:
- army selection comes after team selection in
terms of timing, due to AR release schedule, and having a team of army experts
locking down the selection before comp release is a problem.
- ETC comp,
as hated as it is, does produce the best army balance I have witnessed in a
comp pack. It’s got its issues, and you can complain it restricts your army
build, but there is little ground to complain you are being pushed out of an
army book as a whole. I.e. the army you like = netlists in powerlevel.
- it is
awkward to select the 'best player of army X' for your team after army
selection, because among other things, your selection metagame would only
contain the 8 armies you have allocated team slots for - so I doubt I'd go down
that path even if I had the final comp available to me right now.
My personal opinion on whether person A (best with
army X, but midperformer average) is a better player than person B (better
performance, goes for latest filth & netlists) is probably highly biased :p
luckily its irrelevant due to the practical concerns above.
In terms of netlisting - not a massive concern;
partly as I mentioned the comp keeps all armies at roughly the same power
level; and secondly the standards for success are higher. Formula can be boiled
down to:
Success = Player Skill + List + Luck, with PS being
relative to the List used.
Cutting Luck out (hopefully law of averages over
time), anyone using a netlist they are inexperienced with is compromising their
PS, which if they were new is low in the first place anyway; as only the top 8
qualify, the standard they presumably set will be of max or near max performance
lists (be it netlists or own concotion) + the max PS they can bring - so
neither the netlister nor the person bringing a terribly suboptimal list they
are good with should make it in. In reality, with a small pool that isnt the
case, but after all list design is a necessary skill - so if you design cack
and get taken out by the netlist, its your own fault!
So,
there you have it – ETC Team Selection Bulgarian Style!
Let
us know your thoughts as ever either on here, Twitter, in person, or by howling
at the moon – whatever floats your boat really!
Until
next time
Raf
Interesting approach and one which probably could have been adopted by Scotland over the last couple of years. We've typically had very few 'serious' players willing to spend the cash to travel to foreign parts and commit the time for all the ETC nonsense which surrounds actually playing 6 games of toy soldiers over 3 days.
ReplyDeleteThat said I don't really know if it would add anything to the selection process. I imagine if we were to ask Hristo he could likely tell you who the top 8-10 players were on that list. And given that knowledge and the knowledge of which armies they typically play with you could pretty quickly find a shortlist of 8 without playing a single game. That said having it decided through a league format removes any issues around 'old boys network' or similar cronyism complaints. Play well = get in the team certainly has some merit.
Scotland's selection process may lack some of the transparency of the Bulgarian approach but what it lacks in transparency it more than makes up for in Simplicity. The ETC is founded on the basis of the teams that have been before get to vote etc so we've basically stuck with that as the underlying principle. The team who have been the year before elect the captain for the next year. That captain then gets to pick the team. Simplez!
I've certainly got my predictions; to what extent they are accurate can be reported here in a few months time. One issue with such opinions is that, being opinions, they are grounded in personal bias; another one is that they do not respond well to the power fluctuation in a small but rapidly growing community - with many new players entering the scene, I don't know who is better than whom; and us traditionally having just enough people for a team, any dropouts from 'vets' will result in newer players on the team.
ReplyDeleteSo, the 'wunderkinds' get their chance much earlier - rather than having to win against the 'vets' for a year before they start being considered - and this keeps the previous players on their toes. I'm certainly worried about not managing a spot!
From a captain's perspective, I'm not sold on the idea of handpicking players; and sure as hell wound't be happy with it if I was a player who was overlooked! I think having it as a tradition helps, as everyone knows what the deals is, and there is a history of it working successfully; are you however not concerned that players will be inclined to select captains who would pick them, and vice versa?
For small communities, in all honesty the Scottish approach would probably work for us without too much hassle and drama; but I wanted to lay some groundwork which can be applied to a larger pool of players, where 'old boys networks' whispers become more of an issue. Hopefully, as we adapt our methods to more and more applicants, they will all stay 100% transparent, even if a full-on league is no longer appropriate.