As from previous matches in the past (around 2014/2015) we managed situations like that as follow, which was and prolly still is the best solution in such cases, since you can't preciously set up handicap by game settings.
If somebody drops with worms (hp) beeing at 150 and 145 for example, there was rehost and game ended when both of the worms reached hp beeing at 50 and 55. So worms die at this level of hp.
In that case it would have been:
dt (red):
- 115 dies at 85 hp
- 87 dies at 113 hp
- 165 dies at 35 hp
- 111 dies at 89 hp
TdC (blue)
- 123 dies at 77hp
- 121 dies at 79 hp
- 200 dies at 0 hp
- 135 dies at 65hp
This should be the most fair and precious solutions, even tho it may be a little confusing at first. But this way it's sewing on the most to the time when the drop happened.
Of course it's always difficult if somebody drops within a game and there is no even result, so that you could simply restart with same conditions and nobody gets disadvantage. But handling drops with the above mentioned points there should be no disadvantage to anybody and handle it fairest possible way. No discussions needed after.
Am I wrong? I have had several clanners in the past where this happened and there has never been problems with doing it like that.