SinK wrote:I've fixed my post with regards to komi and scoring. What are the advantages and disadvantages of the tie breaker and what are the other options (is there a standard option) for it?
Disadvantages - It's not really go. Many games are complicated games that end in resignation because of a very close fight between two large groups, and one was always destined to die. By tiebreaking on score a) you don't allow resignations at all, unless you have a default score difference, and b) it makes very close games where this happens very unfortunate for the losing player, as it could end up an unfairly large score difference. Some people end up playing hopelessly passively to avoid losing groups, others go crazily aggressive in the hope of maximising as many group kills as possible - either way you don't end up with Go the way people would normally play it.
Advantages, it can lead to some interesting games when tiebreakers become important - strategic decisions to maximise potential win margin or minimise risk of win margin could be interesting meta-gaming for some.
Other options:
Double round robin means no SOS, but SODOS (or S/B) is possible and commonly used. Head to head is another obvious tiebreaker, but over 2 games can often lead to ties, in which case a secondary tiebreaker such as SODOS is useable.