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