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How counterpicking affects the GCS2 ruleset

A_E
8 Jun 2018, 08:54 AM
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(This was sent to the players as part of a PM notification, but I thought some fans might want to read it as it helps to understand the mind games in the faction selection)

A note on how the counter-picking affects the map/faction pick logic in GCS2

Hi guys, I'm a big fan of counterpicking in tournaments, I think the mind games and strategy elements are very pleasing.

That said the fact that specific factions are supposedly better against other factions does make the logic a little bit harder to follow in terms of fairness.

I believe these rules work as proven in GCS1 and ESL. They also at this point cannot be changed as they are coded into our tournament engine.

A few players yesterday queried this so I thought I would explain how the rules could be interpreted, and how if I was a player I would use them to my best advantage.

From https://gcs2.org/compete/rules:

GCS2 Faction pick/ map pick for a Bo3

Game 1:

Coin toss winner chooses map.

The coin toss loser then chooses their faction first.

Game 2:

Players swap Allied/ Axis and play same map as G1.

Coin toss winner chooses their faction first.

Ace game decider:

VP leader chooses faction first on a map that has not been played in set preference order as shown in map pool.



Scenario:



(We will use the CoH1 factions Panzer Elite and Brits in this scenario.)

You're a player that loves to play PE.

You have lost the coin toss, meaning your opponent has chosen the map and you have to pick a faction first.

You do not want to pick PE in game 1 as your opponent could counter pick you with Brits - (which you believe hard counter PE).

Solution:



Go Allies in game 1.

This will force your opponent to counter pick as an Axis faction.

Then wait for game 2 where you could have the chance to decide to counter-pick as PE.

______________


If everyone is mindful of this, the mind games can begin, and it will add an interesting layer of strategy to the tournament.
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