LoboStele wrote:
And finally....I somewhat hesitate to even further this part of the topic, but I feel it needs to be said, and the other side of the coin needs to be shown as well. Tempo control. IMO, anyone blaming their slow play on tempo control is simply just not playing their squads correctly. If your opponent is playing tempo control, and they have 12 activations, it should take them the exact same amount of time to play those 12 activations as if they didn't have tempo control. Furthermore, I would argue that it should take LESS time. 99% of the time I play tempo control, I use enough activations so that while my opponent activates his whole squad, I've done nothing more than "Touch Dodonna, Touch Rieekan, reposition Obi-FG, Touch Ugo, Touch Ugo, etc." All moves that should take no more than 5 seconds in most cases. And then when my opponent is done with all their moves, it does not mean I can take all the time I want to move my big hitters. It means that it should have taken absolutely no time whatsoever to think about "touch Dodonna", and instead, I should've been using all that time to plan my moves for my big characters. So, it should take LESS TIME at that point to move my big pieces.
So, I will reiterate. If your opponent is using tempo control and they are playing too slow (use the 10 minutes per round guideline if you have to), then it's simply a situation that they don't know how to play their squad properly yet. That is slow play, and you should call a judge over. There's no reason to rid the game of tempo control. I agree, it's annoying to play against. But it just means we have to learn our squads and tactics better. Don't blame the piece. It's the player's fault, not the piece.
Sorry. /rant
I don't really think you understand what is happening in the situations being described. It's not about how fast it takes to activate characters on a tempo control squad.
It forces the opponent to position a lot more carefully than if there is back-and-forth engagement. Only a moron puts his pieces in a position to be unloaded on by the opponents' forces at the end of a round, and a tempo-control player - most of those I have fared against, anyway - can move their pieces into a new hiding position very, very quickly to wait around for the next round in the hopes that I - the non-tempo control player - will make a poor move that allows them to unload then. But when I don't the hiding game continues, right up until the final 10 minutes of the game when time is called.
So my choices are to commit suicide with my squad by positioning for a strike on the next round that I will never get to take, or force my opponent to come to me at the end of a round, which he won't do either because my pieces are perfectly placed to prevent him from seizing the end-round strike.
It's not really slow play in the sense of taking a long time to figure out which pieces to move. It's just a lot of boring inaction that neither one of us are really in a good position to overcome without handing the game to the other player.
In cases like these what usually happens is we get down to the last 15-20 minutes and then one of us is close enough to force the action in the middle of the round, but odds are time will be called before the game is over at that point.