Showing posts with label being good at stuff. Show all posts
Showing posts with label being good at stuff. Show all posts

Tuesday Discussion - Inclusion

Mr. Laubersheimer's off in the pursuit of his own mysterious errands this week, and he's been foolish enough to cede this slot to me in his absence. I'd been planning to do a little something about rules bloat, maybe, or perhaps edition warfare, but honestly? Everyone and their dog has some perspective on how we should deal with WFB 8, sixth edition 40K or D&D Next, and I don't see that adding another leaf to the storms in any of those particular teacups is going to do my nerves or your electronic earholes any good whatsoever. Then Sunday's HoP Idol post happened, and now I'm coming over all Gaming Curriculum, so I suppose that means it's time to talk about a teacher word.



Inclusion, in educational terms, is a worldview which "constructs differences as natural, acceptable, and ordinary... a truly inclusive school reflects a democratic philosophy whereby all students are valued, educators normalize difference through differentiated instruction, and the school culture reflects an ethic of caring and community."

To be frank, this sounds like hippy crap even to me, and I believe in inclusion wherever it's possible. Whenever people start talking about 'caring' and 'community' my instinct is to snap and spit and point out that I do care and that's why I'm harsh, because I don't want people to let themselves get away with being rubbish. I always feel guilty afterwards, though, because the gentle, cooing vocabulary that so aggravates my sensibilities is obscuring a valid instructional point.

You see, inclusion in gaming... troubles me. (I'm not the only one, either). There's the big, red-flag, hot-button failures to do this - the ones that invoke discussion-ending power words like "sexism", "racism", "ablism" and so on. This is a Thing. It occasionally stops me sleeping at night, because while I don't think the situation is quite as bad as the piece of hackwork that got Lefteris so worked up, I do see a lot of what I'm trained to call "uncritical engagement with problematic ideologies" in gaming groups. Doesn't matter what groups - some are worse for it than others and some are better. In every group I've ever been part of I've heard racial, sexual and disability-based terms of abuse bouncing around, and I've seen far-right iconography deployed without any apparent thoughtfulness (my American housemate and Coop have both noted the, umm, unfortunate implications of sticking double-headed eagles on everything, and yes, it's deliberate on <i>GW's</i> part, but I suspect the irony is lost on a significant minority of the audience...).


That's not what does my nerves up the most, though. What does my nerves up most is the way that trivial differences, of interest only to hobbyists, and entirely natural in a community of opinionated folks with a lot of choice in their luxury goods, are exaggerated into things that provoke such... such vitriol! Fluff vs. Filth, Fluff vs. Crunch, Tournament vs. Casual, Paint vs. Play, Veteran vs. Noob, GW vs. PP, Industry vs. Indie, Old School vs. New Stuff - on and on and on it goes, this fundamental failure to include effectively.

I've seen this 'un a few times and all.

The argument about pre-measuring always flares this one up for me, because it manages to be a trivial little hobby thing and a wider hot-button thing. Not the hottest of hot buttons, for sure, but there's a creeping spectre of ability privilege lurking around this conversation - and it does have a place here. I've met people who are struggling to play games that are quite clearly beyond their capabilities - people with diagnosable and serious conditions who, in the cause of being Included, are playing the same 40K as everyone else in the room.

I've also met people who think this is somehow the right thing to do - that 'inclusion' is about opening the same one-size-fits-all experience to everybody. Even if they can't reach across the board to move their own dudes or draw lines of sight properly because they're in a wheelchair. Even if their, ahm, "specific learning difficulties" make parsing the rules of the game accurately nigh-impossible for them. Even if there's something different about them which demands that process of "normalising difference through differentiated instruction."

But what does that actually mean? It means accepting that one size can't fit all. Some people are going to need a smaller and simpler game; some people might need some slack cut with the strict terms of measurement because they physically can't interact with the board in the same way as you can. And, moving away from the hair trigger of disability for a moment, it also means accepting that sometimes the veterans need to cut the less experienced/skilled/talented players some slack.

They don't see things like you do. They can't see things like you do. And they're not going to want to even try to see things like you do if you're quibbling over distances smaller than will ever occur in the rules, painstakingly ensuring that you get the most reliable win (the one that comes from winning before the other guy's done anything, or not letting the other guy do anything until you're ready to win) and taking that "gonna smack you down so you LEARN, son" principle to heart.

It's one thing GW has always done right. In their demo games, many staffers do everything in their power to ensure that the new player doesn't get totally smashed without a chance and walk away thinking "man, I blow goats at this game, I guess I should stick to Wii Fit after all." They don't have to win. They just don't have to walk away thinking that this is a game for pedants and sticklers that demands years of honing inconsequential abilities to even participate in.

Okay, so maybe not as inconsequential as some stuff gamerculture deems important...
There's a flip side to this, of course, and it's only fair of me to point it out. Inclusive practice isn't for everyone. Some people are just not going to be able to play games like you can. My arch-nemesis, Mr. Stanford, has been very clear on this issue with me - he refuses to play Magic with me, ever, on the grounds that he is utterly incapable of playing down to the level on which I engage with the game. I don't feel patronised by that. I feel respected. The dude has spotted something that could be annoying and humiliating for me, and he's been courteous enough to warn me off it rather than grinning like a loony and picking up his best seal-splatterer. Sometimes inclusion means you put your Warmachine away for the night and play Zombies! instead. Sometimes inclusion means you tell people you're practicing for a tournament, but that guy in the hat on the end table isn't, and there might be a more fun game to be had with him.

All right, I'm done. Tell me I'm wrong in the comments, and I'll see you on Saturday.

Gaming Moments to Remember

Hey folks, SinSynn here.

You know what sucks?

Getting in that 'hobby funk,' where you get all disinterested for one reason or another, or real life hits you about the head and neck area for a hot minute, or whatever. It's times like these that you might find me in full-blown 'woe is me' mode, flailing my tentacles about in anguish.
A lil' over a month ago, I prolly sounded something like this:
'Waaah! Of all the garages in all the world, why did someone hafta crash their car into the Ultimate Rival's? Why? What are the odds? It's the Dice Gods! I know it is! This is their doing! Curse you, Dice Gods...Curse yooouuuu!'
...later of course, I retracted that statement, and prostrated myself before a cube of Chessex 12mm's.

*Maybe sacrifice the occasional Justin Bieber fan to the Dice Gods. Keeps 'em happy*

You know what feels good?
...
Well...yes, that feels good too, you sickos, but this is a hobby blog, so how about we focus on that as our topic of discussion today, huh? I know what you were thinkin'...

*And this is what I was thinking...wait, no...HOBBY! I was thinking HOBBY!*


Ahem.
So, anyway, like I was gonna say, snappin' outta that funk feels good. Real good.
The gaming garage is back in working order. Better than that, even- it's been improved, and given an all-new, minty-fresh coat of paint and everything.
So this week the Ultimate Rival and I were back in there, cursing mightily at one another from opposite sides of a 6x4 foot table with tiny model tankie-tanks on it, and all was right in the world again.
:)

The game we played that night was beyond epic.
I lost, of course (sigh), but it was a game of such incredibly epic epicness that I know it'll be forever remembered. It was one of those games, and one of those nights, that will make me smile every time I think about it. At the same time, I'll always wonder how I could possibly shoot nine tanks in one turn, but only kill three and bail six.
It's only a lousy 3up to kill 'em, fer cryin' out loud.
Really, Dice Gods? Really?
-_-

Hey, these things happen, amirite? Anyhow, I've got another great addition to my gaming memoirs. File this one under 'bittersweet.'
Heh.

I came home and immediately started fiddling with lists, which led to plotting some new purchases/additions to the army...
Don't you judge me!
This is war, goddammit. I need armored mortars for smoke, see? Sure, I have some other models that could do that, but...but...
Hmmm...I'll need a tighter argument to slip this one past the Crazy Lady I Live With.
:P

I'll hafta ponder that. In the meantime, I thought I'd lay out some of my favorite hobby memories for you, starting from my initial jump off the proverbial cliff, up until the present day.
I'll be forced to update this, once my plan to conquer the world is complete (notice I didn't say 'successful.' Stupid Dice Gods will prolly betray me. Nyah), but here's where I'm at, so far....

*Note- as a bonus, instead of boring old hobby pics, which we've all seen before, I thought I'd include some Katrina Bowden pics. She plays Tina Fey's assistant on television's 30 Rock, and starred in a pretty cool lil' flic called Tucker and Dale vs. Evil.
You're welcome.

*If anyone would prefer like, pics of 40k, FoW, or whatever models, lemme know and I'll prolly ignore you*

The decision is made- I'm doin' this!
The Ultimate Rival described 40k to me on the phone, and I was all like, 'Sure, man, that sounds fun. What do we need to get started? I'll throw in with you.'

Wow, I made 'the decision' so casually...Lolz! Little did I know what I was getting into, huh?
I'll tell you what, though, I had a tingly feeling in my stomach when I decided, though. There was definitely a feeling, a rightness.

Choosing an Army- Tau for the win, baby!
My fishie dudes. I heart my fishie dudes.
After making the decision to play 40k, I figured I better see what 40k is, actually. I go to Games Workshop's website and fall in love with the Grimdark. I stay up all night reading Black Gobbo.
I knew I was goin' Tau the second I laid eyes on them. I'm not gonna lie- I'm an anime guy, and this is a no-brainer for anime guys.
I know the very fact that the Tau exist, and are blatantly anime-ish (and not exactly grimdark-ish), bugs some old-school 40k players, but whatevs. They're friggin' cool and I luvs 'em.

There goes the rent- First trip to the place of wonder known as...the Gamestore!
Oh, man. This is a big one. The sights, the sounds...there were games being played, models being built and painted, gamers hanging out talking games, and, and...the stuffs.
So.Much.Cool.Stuffs.
What got me was the models. So many...all so awesome. From dragons to tanks, spaceships and sexy warrior women...
My brain explodes, and when it did, it emits a long, very high-pitched girly scream of joy that only dogs could hear.
Thankfully. Woulda been awkward, otherwise.
*Imagine an 'interior of gamestore' pic here. Or don't.*

Learning 2 paint- Thank the heavens for online tutorials!
If it wasn't for the internet, I never would've gotten anywhere. Like every aspiring Golden Demon winner, I had big schemes, big plans...now if only I had a friggin' clue!
To the interwebz!
Aaaaagh! New terminology to learn!
:)
I still have some of my 'revision one' models. They're so bad it's hysterical, but it makes me feel pretty good about my abilities now! The rev. one models look like they were finger painted by a blind man with leprosy.
:D


The learning curve- from noob to 'at least I haven't poked my eye out with a burst cannon...yet.'
Well, this one is kinda bittersweet, I must say. Simply put, I learned to play 40k by getting my butt kicked. No one offered to play 'gentle, friendly' games. No tutorials, demo games, or anything like that.
I learned the Dangerous Terrain rules when one of my Crisis Suits jumped into it. I went to move another model, and my opponent grinned and said 'Dangerous Terrain test.'
I rolled a one.
Figuring there's no way that could happen twice, and needing to get my suits away from incoming Black Templars, another Crisis Suit hopped in.
Hey, guess what? It can not only happen twice, it can happen three times in a row, as I found out moments later.
Sheesh. My tactics eventually improved. Maybe one day I'll sacrifice enough Hobos and/or Justin Beiber fans to get some love outta the Dice Gods.
I learned more terminology, I memorized stats, rules and fluff. I'm more of a 'learn by doing' type, however, and getting seal-clubbed repetitively was trying, for sure.
I got through it, though, and I do my part nowadays by helping the new guys. Good karma should give you re-rolls in game, right?

*Pretty good homage to the genre, actually*

The next level-off to a tournament we go!
I've come to treasure these days of pure hobby. A tournament is basically the biggest 'gaming fix' you can get and still have it be legal. Cool armies to ogle, cool people to meet, and games, games, games!
The night before my first tournament, I got zero sleep (I may have been a tad nervous, and still painting a ton of stuffs), but my army was fully painted when I arrived (although a few models may have still been tacky). I got spanked in all three games, but it was so much fun that I go to every one I can now.
The internet sorta casts a bad light on 'competitive events' nowadays, but for a knucklehead like myself, it's not about the competition. Besides, the Dice Gods are clearly punishing me for something I did in the past life, so...yeah.
I go for the lolz, the friends and rivals, and to see the cool armies and whatnot. Most times I don't embarrass myself too bad!
But then there's those other times...

And you may ask yourself, 'How did I get here?'- SinSynn goes blogging!
So there I am pestering Brent over at Strictly Average, and Lauby hits me up in the comment section....
;)

*As much as I like Brent's 'Empty Digital Headache,' this is easier on the eyes*

Well, I'll leave it at that for now. Thanks to Lauby, and all of you wonderful, weird folks out there, I get to share my madness with you...
But I bet some of my experiences are pretty darn similar to yours, aren't they?
I wonder if there's a one-eyed hobbyist out there, who during his first game, bent over to check Line of Sight and misjudged the height of that custom banner...
I'm glad I'm not that guy!


Until next time, folks- Exit with catchphrase!

-SinSynn

The Path to Victory is Paved With Hobo Corpses



The best laid schemes of mice and men, go often awry
-Robert Burns

Lil' story...
At the final Version 2 FoW Tournament I attended, I missed placing in the top three because of a failed bog test.

As the two hour mark approached, and the TO announced '15 minutes remaining,' I left one of my Tiger tanks guarding the approach to my objectives, along with a somewhat battered Engineer platoon. The Tiger platoon leader and a teammate made a mad dash for an unguarded enemy objective.
The enemy was a Russian Mech list, which spent the majority of our game pushing the west flank. The eastern side of the board was empty, with the exception of the single Grenadier platoon I had protecting my own objective on that side of the table.
They were chillin,' drinking coffee and Schnapps, observing the fireworks from the comfort of a wooded grove.
The enemy east objective looked awful tempting, since the mission was Free-For-All. I suspected my opponent would play for the draw when he realized he wasn't going to take the west flank, so I went for it.
All I had to do was cut through a lil' patch o' woods.
...
Sigh.

*Friggin' potholes*

Naturally, the teammate passed his bog check, and the platoon leader failed.
Wide tracks? Fail.

The game ended in a draw, and I went outside to bang my head against a wall.
Repeatedly.
Thank goodness one of the things included in the lil' tournament 'goodie bag' was a cube of dice, because the dice I  had been using that day didn't survive long following the game. There was a drainage grate in the parking lot.
:)
Don't you judge me...I didn't have a torch handy.


Wide Tracks free a bogged tank immediately on a 4up. All I had to do was roll a 4 up.
Oh, how the Dice Gods must have had a merry chuckle...

*My scream was heard in space*

I know the Dice Gods smile upon the Ultimate Rival, and this fact vexes me to no end. It's hard not to hate on someone when they routinely make 5up saves.
I don't mean 'makes them sometimes,' or 'gee, that's unusual.'
No, I mean like, 'just go ahead and roll it, you son of a...'
...and he does. Every time. We both stand there aghast when he doesn't make them.
Meantime, I can't buy a roll of four or better.
Hmph.
-_-

Ultimately, I think the Dice Gods have done me a favor. As a result of their continuous derision, a while back I just decided to say 'screw it,' and started attending tournaments strictly for the lolz. I gave up any pretense of winning.
I think maybe some kind of ego thing was occurring. I had thoughts like, 'hey, I'm good at this game! I've got a good list that I've tested. I should do well.'
Maybe I was a lil' cocky, I dunno. Maybe I should've remembered I was there for the lolz in the first place.

Regardless, ever since I've thrown up my hands in frustration and submitted to the whims of the Dice Gods, I've actually played better, and won more games than I used to.
I'm at a loss when it comes to understanding why this is.

*This sign had better explain itself*


Has taking a more cavalier approach towards victory somehow helped me to...actually win?
Certainly I've taken a second to re-consider some decisions with the understanding that the Dice Gods wait to mock me, and chosen another course.
I've also learned to do quick 'game-maths' in my head, always a very helpful skill, and one that gets honed over time. The more familiar one becomes with the core calculations of a system, the easier it is to avoid bad moves, and make good ones.
Tempering the wrath of the Dice Gods with cold, hard numbers,if you will.

I understand the statistics, but I still trust my instincts. 
Sometimes, though, you gotta to run the numbers.
It's an odd dichotomy, but there ya go. That's my insane theory, and I'm sticking to it.
Nyah.
:P

What is encouraging, however, is that I suppose I'm getting better at playing something I've spent time trying to get better at. I've put in the time , and now that effort is producing results.

I know there's lot of gamers out there who, like myself, know that the Dice Gods are out to get them.

I know it's easy to get discouraged, and start looking for hobos to sacrifice. The truth is, you'll probably only need to sacrifice one or two.
:)

(you see that smiley? that means I was making a joke. i'm not actually suggesting you sacrifice hobos to win miniature wargames. also, i have no idea of the whereabouts of any hobos that may or may not be missing from my neighborhood, or neighboring neighborhoods. thank you)

*You can explain those sixes to the judge, pal*


In all seriousness (i have alibis), I just wanna give a shout-out to all the unlucky fools out there. 
I want you all to persevere, to grind through the incessant stream of snake eyes knowing that it all serves a purpose. Every bad die you roll acts as a lil' jolt of electroshock aversion therapy in your subconscious, and eventually this has effects beyond making the inevitable ones and twos physically painful to see.

It'll get better, just stick to it. Have Hollywood underdog tales taught us nothing? Just think of your losing streak as the longest montage sequence ever, and it won't be so bad in retrospect.
;)
You may wanna keep an eye out for unwary hobos, though, in case you've got a frenemy like the Ultimate Rival.


 Until next time, folks, exit with catchphrase!

-SinSynn

Always Have a Battleplan...

There is an old saying that goes something like "No battle plan ever survives contact with the enemy". Of course this is a fair point but even the most poorly organised of military forces have at least a vague idea of what they're going to do.....
Many 40K players however seem to have no idea about what their units are going to do once their on the table and that's if they've even bothered to work out where on the table they need to go....

Unfair?


I don't think so. How many times have you had to wait while an opponent spends twenty minutes deciding where to plonk down his units? Or had to wait another twenty while he/she decides where he or she going to then move them on their turn?
This is my thinking face.....
Quite often, I'd guess...

The above is one of the reasons why I recommend play-testing a new army extensively before taking it to a tournament. Against an unfamiliar army, on a table with a unusual terrain layout or with a mission that was seemingly made up on the spot by some random fuckwit then a bit more consideration may be needed but generally deployment should be done fairly quickly. Most units have a very specific purpose and are designed with a primary 'job' in mind. Anyone who doesn't know what to do with their Khorne Berzerkers, Long Fangs or Beastmasters (or other single role units) shouldn't really be using them ;-)

Perhaps an example is in order...

My current Blood Angels army has the following elements,

1x Librarian with a Defensive Power (Shield of Whatever),
5x Dual Melta units in Assault Cannon Razorbacks,
2x Combat Squads with longer range weapons (Plasma Cannons),
2x Anti-Infantry Predators,
2x Anti-Tank Predators.

Most of my units have a certain measure of flexibility but their primary role is fairly apparent. The Combat Squads with the Plasma Cannons sit on my objective and take pot shots with their weapons at whatever comes into line and this job doesn't change even in missions without objectives. The anti-infantry tanks sit somewhere with good lines of fire, the anti-tank ones position themselves so they can get side shots into armour. That leaves a bunch of Razorbacks with short-range troops in them and a Librarian with a fairly short range 'shield' power who's obviously going to go in one of the Razorbacks that are in the middle.

So I have a basic plan worked out and an idea of where things are going to be deployed that can be implemented fairly quickly. I'd expect any-one who's been playing warhammer for even a brief amount of time to be able to give a similar summary of their own army when asked......but unfortunately many people don't which is a bit irritating.

Even more annoying is the briefly mentioned issue of 'decision delay' which is a polite way of saying 'why the fuck didn't you decide what you were going to do with your shit during my turn you cunt.....'. Small 'Elite' armies can be forgiven for this as they are by design more reactionary due to the limited number (and often the high cost) of the available units so they are often unable to implement a plan till their opponent has completed his but this is countered by the fact that the guy probably hasn't got that much to move.....however.....

If your army consists of 180 bits of infantry or 25 tanks of various descriptions I'd expect you to have a nominal idea of what your going to do with them. The fact that it's probably going to take half an hour to move your units isn't a problem in of itself unless you add another twenty minutes delay to that while I wait for you to start fucking moving anything.

The simple solution to this issue is two-fold...

1) Have a plan.
2) At least consider what your going to be doing while your opponent has his turn.

That's not a lot to ask for now is it?

Thoughts and Comments are (as usual) most welcome.

User Content Wednesday - The Two Skills of 40K

3++ is the New Black is a pretty amazing blog.  Good writers, a good vibe and a deep archive perfect for mining User Content Wednesadays from.  While Kirby is the front man and absolutely bends over backwards to make sure that the it's 2 in the pink and none in the stink, he also has a pretty good team of writers to help him out with that.  This post by AbusePuppy is a perfect example of the all pinkness, non-stinkness that hangs around 3++ in almost the same way as thinly veiled allusions to the shocker hang around hastily written intros.

There are a lot of big names in the 40K internet scene- I'm not going to even try go to into naming them all, because I will inevitably leave someone out and there will be hurt feelings and crying and internet rage and a great and bloody war will start and the streets will echo with the cries of lamenting women and dying men and quite frankly I don't want to have to worry about all that when I go out to do my laundry.






This brings up an interesting question, though: what does "being good at" 40K mean? I posit that it essentially breaks down into two very separate skills that tend to get clumped together, resulting in much of the internet arguments that abound.

Those of you who have played other games, especially Magic: the Gathering (which, yes, I will continue to mention in my articles because it is an excellent example of a "mature" competitive game system, both in terms of design and of player base) you may recognize this division, and I think it exists in many games where there is a major element of customizing a (list, army, deck, etc) from a range of available choices. Essentially, there are two kinds of "good" players- list-writers and generals; being a good general will help somewhat with list-writing, but not a lot, and vice versa. Many people are good at both to varying degrees, and the very best of players have to master not only each of the skills, but how to intertwine them. However, for a majority of players, we can differentiate them as two distinct abilities.

Generalship is the common perception of someone who is "good" at the game; we could further break it down into an incredible number of sub-skills, such as distance estimation, feinting, reading, general strategic awareness, etc, but for our purposes this single class alone is sufficient. It is the ability of a player to effectively utilize a list on the tabletop and bring it to victory, even in the face of poor odds, awkward dice rolls, poorly-placed terrain, unfamiliar missions, etc. it covers not only familiarity of one's own list and the minutia of its capacities but also the enemy general's and how best to defeat it.

A good general has a feel for how and when to move his units, and how to position members of the squads; of how far he can expect to move and thus how close he needs to be for various gambits; the rough probabilities of various rolls and how likely things are to go awry as a result of poor luck and thus what kind of risks any given move should entail; a thorough knowledge of the rules and how best to use them to his advantage in a legal manner; and many, many more. Generalship is an active skill, one gained mainly through play experience- all the internet talk in the world won't make you any better at playing the game. It comes from layers upon layers of intuitive understanding built up over previous games such that the player does not have to consciously think about many of the details of what he is doing, greatly freeing their mind to consider more long-range implications or details.

To contrast, the skill of list-building has absolutely nothing to do with experience on the tabletop. (That's a bit of a lie- there are limits to list-building skill born out of generalship because if you don't know what works, you can't build a good list. Still.) List-building is the other half of the game of 40K: creating effective armies from the options available in the various codices. Whereas generalship is an open-ended skill entailing vast numbers of interrelated choices, list-building is much more finite, but also much more precise; the addition or removal of a single Meltagun is a much more important decision when it is multiplied over the course of every game in a tournament.

List-building is a skill of interactions of a list of elements: do I have enough anti-tank to serve my purposes? Can I expect to move quickly enough to get to objectives? How do I deal with each of the major army archetypes in the game? (Metagame is a factor in list-building, but not to the degree that many people seem to think. You want to avoid being grossly disadvantaged against common foes, but building to beat them is just folly.) Do I have a sufficient selection of tools to allow me many solutions to different problems? Am I sufficiently resilient that my army will still be functional after a round of bad luck? Notice the repeat of the word "sufficient" above: wringing every last drop of efficiency out of a list is the goal of list-building, and that always involves making choices of balance of the different elements. There are no "perfect units" that do everything we need without weaknesses for minimal price; there are always tradeoffs to be made. Whether these trades are worth it or not is largely the determiner of whether a unit is good or not (in a particular list.)

Good list-building is born more out of theory than generalship is, although it still involves plenty of experience, albeit of a different type. Like generalship, it comes from extensive practice writing various kinds of lists and assessing their success on various fronts. Skill at list-building does not come without some testing, as it is important to determine what works and what doesn't, but it is not particularly dependent on the actual quality of play involved. (Always remember: winning a game doesn't mean you played well, and losing doesn't mean you played poorly.)

Is list-building really a different skill than generalship? Yes, it is. You can have a strong sense of how elements interact with each other and how the game functions without having the presence of mind and intuitive knowledge to be a good general. Likewise, one can have acute strategic instincts and an exhaustive list of strategies to use without really understanding the numerics of how different units compare in terms of efficiency. Of course, in the real world you will virtually never find someone who is extremely good at one without at least some skill in the other, but in theory it is possible- more commonly, there will be varying degrees of imbalance between the two. A good general with poor list-building (and that refuses to use other people's lists) will consistently win with subpar armies; a good list-builder with poor generalship will do mediocrely with good armies- undoubtedly most tournament players have met one of these people at some point.

So how does all of this result in internet arguments? In my eyes, it all comes back to the "I won therefore I'm right" fallacy, or in more general terms, "Army XX has done well therefore that proves it's awesome." Good generals can take poor (or, more commonly, mediocre) armies to victories, thus "proving" that they're good. I have long said that I don't accept the validity of individual results without a good structure of theory to explain them- this is why, despite CSM, Orks, and Daemons having taken many victories at top tournaments, I do not believe they are good armies. It's not simply a matter of "It shouldn't be good in theory therefore I must invent a new theory"- I am well aware that the factors that make for a good army are varied and complex; what is worthless in one codex may be gold in another, and what appears terrible may actually be quite useful. However, all too often these explanations boil down to "you just don't understand my army," with no further description of how these factors work- and I am a firm believer that if you can't explain how something works, you're not making a convincing argument about it and very well may not fully understand it yourself.

(And just to make things clear: this article is not intended to be an offhanded jab at Fluger, Jarelli, or any of the other people I have argued with recently or in the past. I am not trying to imply that they are bad at one or more of the above and thus, by elimination, that I am right. While I may consider myself to be a pretty reasonable list-writer, I am by no means the best and there are still many, many things I am trying to wrap my head around. I am wrong just as often as anyone else and my words should no more be taken as gospel than anyone else's.)