How many turns in 3.5hrs
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- Staff Sergeant - Kavallerie
- Posts: 335
- Joined: Sun Jun 07, 2009 6:38 am
- Location: Melbourne
How many turns in 3.5hrs
Sorry if this has been discussed somewhere else. We are struggling to get a result in 3.5 hrs with 800 points. We don't seem to hang back either. Are we playing too slowly? How many turns should we expect to be playing in a normal 3.5 hr game? And are people using the attack/defend restrictions? This does seem to slow up the defenders response and so possibly slow things down?
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- Sergeant - Panzer IIC
- Posts: 192
- Joined: Tue Aug 19, 2008 12:26 am
Re: How many turns in 3.5hrs
In our local group in Maryland we generaly get in 5-6 full turns (i.e. 5-6 attacker moves + 5-6 defender moves) in a 3.5 hour game. Remember, the 3.5 hours includes 35-45 minutes for terrain selection and placement and initial deployment as well. We also find most games are not played to a clear decision, although one side or the other usually has a clear upper hand at game's end.
Hope this is helpful.
Kevin
Hope this is helpful.
Kevin
Re: How many turns in 3.5hrs
I find that the 2 move restriction helps to get things moving. the onus is on the attacker to get himself into a good assault position by the end of 2 moves.
Less than 2 moves can be a severe restricition on the attacker, and in fact even with the 2 move restriction we've found that if the attacker fails his double moves he can be out of position if/when the defencder counter-attacks. Not having the 2moves can make the game slower because neither player wants to over-commit himself early on, maning that both players may be too cautious.
I rarely have an 800pt evening game last more than 3 1/2 hours, and usually over in 2 1/2 to 3 hours. Of course we are more experienced than the average player.
The games usually end on the 10%/30% rule, although last weeks game ended at 20%/40%.
Less than 2 moves can be a severe restricition on the attacker, and in fact even with the 2 move restriction we've found that if the attacker fails his double moves he can be out of position if/when the defencder counter-attacks. Not having the 2moves can make the game slower because neither player wants to over-commit himself early on, maning that both players may be too cautious.
I rarely have an 800pt evening game last more than 3 1/2 hours, and usually over in 2 1/2 to 3 hours. Of course we are more experienced than the average player.
The games usually end on the 10%/30% rule, although last weeks game ended at 20%/40%.
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- Sergeant - Panzer IIC
- Posts: 192
- Joined: Tue Aug 19, 2008 12:26 am
Re: How many turns in 3.5hrs
I think you're on to something there, Terry. If the players do not readily embrace their respective roles as attacker and defender, the game can bog down very quickly. Most of our group embraces the role of attacker with gusto and gets stuck in pretty quickly. We have a couple who are far more reticent, and their games often end badly for them as they are not prepared for the defender's inevitable counter-attack.
And then there are those failed CMTs for second moves . . . These can really fore-doom an attacking player to a long and frustrating afternoon.
Kevin
And then there are those failed CMTs for second moves . . . These can really fore-doom an attacking player to a long and frustrating afternoon.
Kevin