Sorry folks, not trying to open a can of worms per se. Just wanting to get a wider consensus of what is considered "Beardy".
This covers it for me entirely. I have no problem with an opponent maxing out on any fluffy unit or combination but IMO he must keep the entire army in the same vain. For example if an iron warrior maxed out on obliterators and heavy support I believe he should think twice about fielding a CC Daemon prince or lord with CC retinue. If he is fair he should be willing to take the rough with the smooth, ie take the heavy firepower but at least be vulnerable in CC to some extent.Lord Sinkoran said:I was looking through some of my older brothers white dwarves and found one with a page on gaiming terminology.
Definition taken from white dwarf issue No.216 page 91.
The practice of unashamedly exploiting an aspect of the rules to gain an advantage despite it being out of character for the army and/or gaming background. A unit, vehicle, character, etc. that is so designed.
spooky said:from http://www.sirlin.net/Features/feature_PlayToWinPart1.htm
in defence of Gus, playing to win doesn't make you a dick. building an army specifically because its competitive doesn't mean you're a dick. see below, from a far wiser person than anyone on this forum. (i've replaced the word 'cheap' with 'cheese' for relavency)
In the world of Street Fighter competition, we have a word for players who aren’t good: “scrub.” Now, everyone begins as a scrub—it takes time to learn the game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, that one can become a top player.
In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game before he’s chosen his character. He’s lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win.
(Historical Scrub: Neville Chamberlain. He didn't even try to win, instead offering "appeasement" to Hitler.)
The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing.
These made up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations “cheese.” So-called "cheese" is truly the mantra of the scrub. Performing a throw on someone often called cheese. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack.
As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking.
The scrub thinks of blocking as a kind of magic shield which will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.
You’re not going to see a classic scrub throw his opponent 5 times in a row. But why not? What if doing so is strategically the sequence of moves that optimize his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules.
These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you…that’s cheese. If you throw him repeatedly, that’s cheese, too. We’ve covered that one. If you sit in block for 50 seconds doing no moves, that’s cheese. Nearly anything you do that ends up making you win is a prime candidate for being called cheesy.
The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of “honor” or of “cheese.” The game only knows winning and losing.