Was wondering if anyone has any tips for playing faster multiplayer games.
As it stands now, we generally get about 4 turns in about 3-3.5 hours, I'd like to do a few more if possible.
I'll have another dice rolling tray for our next game, which should hopefully speed things up a bit, but overall its still quite slow.
Some ideas I've had, and used, are simultaneous turns, but possibly in two different ways. Although there are some issues with them both.
1. simultaneous movement, simultaneous shooting, simultaneous assault
Movement will only have an issue with deployment and first turn, effectively making it useless. Unless you both deploy at the exact same time, people will likely be moving their crap around to counter how you are deploying.
Shooting can have some discrepancies. In the past I've had wounded models put to the side until the unit fires, so you only have to remove casualties at the end of the shooting phase. Obviously, this can be good and bad in some respects. You'll never lose a model until the whole shooting phase is over, letting you shoot with everything. Of course, your enemy will also not lose a model until the end of the turn.
Assault is probably the strangest, as you can be assured your opponent is not going to want your blood crazed warriors slamming into his
IG line with furious charge, so will then assault you as well. In the past I've done an initiative test to see who "gets the charge", so only one side will get bonuses. Or, I suppose both sides could just get the charge bonus if they decide to both launch assaults, although how would this work with counter-assault? (not that anyone I am playing with has it currently)
2. I move, you move, I shoot, you shoot, I assault, you... assault?
Movement here would effectively work correctly with the standard rules. One side would deploy, then the other, then the first deployment side would get the first movement turn. The only problem here would be, is this too much of an advantage per turn for the rest of the game? or would it balance out?
Shooting would be the same, but like I said before, would this be too powerful for the whole game. I'm not sure if it would be, since in most normal games I rarely remember who even went first after a few turns in, but it could be different with this kind of altered phase rules. The first turner would obviously strike first with his weapons, then the other team would respond. Models would be removed when they are wounded, just like in normal play.
Assault would be totally borked, as the first turner would ALWAYS have the advantage to assault first. This would totally have to come down to an initiative test, or some kind of test, to see who gets the bonus for the charge, otherwise it is always going to go to the first side.
3. ?
Any suggestions from people out there that play bigger games?
Automatically Appended Next Post: After talking some of this over, these seem pretty bad.
"I move, you move" would totally f over the whole shooting dynamic of the game.
Oh well, still open to suggestions to make multi-team battles go quicker, other than getting another dice tray