| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2015/08/02 01:02:19
Subject: What would be a good number for timed turns in a campaign?
|
 |
Rampaging Khorne Dreadnought
|
I'm currently thinking of how my group could run a campaign.
The thing is, we'd only have about 4 hours to play and set up and what not. And we'd have to fit in 3 to 4 players in that time. Plus we only have a single table.
So in order to have some kind of guarantee to get a game in for all payers, I was thinking of timing the turns. But I'm not sure what would be a good measure for this.
Currently I'm thinking a maximum of 10 minutes per player turn. Throw in the odd break for narration or events like sand storms or god knows what and we'd be looking at about 1 hour and 30 minutes for 4 full turns. That would leave us with a full hour of setting up terrain and intermission for 2 games , or, if the games go faster, potentially a third game.
We'd be playing at a maximum of 1000 points per side. Though I could imagine a 2 vs 1 game too. And I'd like to throw in some stuff like the Total war agents to go on assassination missions or sabotage that would affect the setup of the next game or whatever. Those would either be kill team games. But I've also been entertaining this idea where you would have a lone model against a full sized army, and each time they'd move something like 2D6 either straight ahead or left/right. Kind of patrolling like that. So no idea how long this kind of stuff would take.
So yea, what do you think? Would 10 minutes max be feasible to reliably get in two or ideally 3 (hopefully full ) games?
Ideally plus the odd assassination or so. Though I'm thinking if we can get get in 3 games in one evening, then the next evening could be like an agent phase + npc movements or something, I dunno.
|
|
This message was edited 1 time. Last update was at 2015/08/02 01:03:07
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/02 08:00:55
Subject: What would be a good number for timed turns in a campaign?
|
 |
The Last Chancer Who Survived
|
At ten minutes per turn, you won't have time. Play a game with that timing outside of the tourney, as a test. Automatically Appended Next Post: *time to do the full turn
|
|
This message was edited 1 time. Last update was at 2015/08/02 08:01:19
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/02 10:55:26
Subject: What would be a good number for timed turns in a campaign?
|
 |
Longtime Dakkanaut
|
I think 3 games in 4 hours is a bit of a stretch, even at 1000 points.
The probem as I see it, is that not everyone gets to play at the same time. Wouldn't it be better to have everyone play at the same time? What armies are you playing?
|
You don't have to be happy when you lose, just don't make winning the condition of your happiness. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/02 11:42:35
Subject: What would be a good number for timed turns in a campaign?
|
 |
Rampaging Khorne Dreadnought
|
2 games would be acceptable too. Depending on who attacks who, that might still involve all players. Even though it wouldn't happen everytime. But with orks as the campaign enemy I suppose whoever isn't playing can control those. Not ideal but hey.
I would love to have everybody play at the same time, but like i said, we only have 1 table.So the only way for 2 people to play together would be two very small points games like the assassinations thingies, where they can share the same board.
Or 2 v 1 games. As I was thinking of having orks as kind of npcs, but also one of the players has a bunch of expensive stuff like titans, so that would be one way to get them used.
The armies would be tau, eldar and most likely necron and then maybe orks as the campaign enemy of sorts.
If the games feel slightly rushed with 10 minutes that would be ok too, as long as they get the majority done. with those races I think CC would more of a rarity, and it's only really CC that takes up a lot of time.
Also were not playing a tourney, it would just be among a few friends.
|
|
This message was edited 1 time. Last update was at 2015/08/02 14:26:09
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/02 16:42:47
Subject: Re:What would be a good number for timed turns in a campaign?
|
 |
Loyal Necron Lychguard
|
20-30 minutes
|
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/08/02 18:53:58
Subject: What would be a good number for timed turns in a campaign?
|
 |
Rampaging Khorne Dreadnought
|
I just tried a game a tau vs csm.
Tau took about 8 per turn while chaos was sitting at about 15 minutes per turn. Although later turns took only about 5 minutes or less as more and more stuff died.
This is not counting the time to pick up new maelstrom objectives and get you bearing straight on what objective is where. So maybe it could be adjusted to have 15 minutes for the first two turns and then 10 for the rest, hoping they won't be needing the whole 10 minutes.
OR I suppose it would be possible to give each player 45 minutes of total time, and they spend that as they want. that sound better? Like in some digital TCGs I have seen.
|
|
|
 |
 |
|
|