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![[Post New]](/s/i/i.gif) 2019/08/21 22:51:44
Subject: Necromunda turn limit
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Fresh-Faced New User
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Hi all just wondered what people did about game length in necromunda. A lot of the scenarios in the book state the game lasts until only one gang is left. In the group I play in we have found the games can drag on. Do others have similar experiences or do you set limits on the number of turns, or are we doing something wrong?
Cheers
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![[Post New]](/s/i/i.gif) 2019/08/22 09:30:27
Subject: Necromunda turn limit
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Blood Angel Terminator with Lightning Claws
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New or orb necromunda?
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DV8 wrote:Blood Angels Furioso Dreadnought should also be double-fisted.
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![[Post New]](/s/i/i.gif) 2019/08/23 08:26:10
Subject: Necromunda turn limit
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Fresh-Faced New User
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New necromunda
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![[Post New]](/s/i/i.gif) 2019/08/23 14:00:48
Subject: Necromunda turn limit
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Wicked Ghast
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We play with a 5 or 6 turn limit on a 3 x 3 size board. Works pretty well for us without leading to entire gangs being in recovery for the next battle
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Nothing to see here, move along mortal. |
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![[Post New]](/s/i/i.gif) 2019/08/23 14:06:31
Subject: Necromunda turn limit
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Purposeful Hammerhead Pilot
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We always found that most people tend to bottle out around turn 4 or 5 anyway. So it was never really an issue.
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![[Post New]](/s/i/i.gif) 2019/08/23 19:25:14
Subject: Necromunda turn limit
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Leader of the Sept
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My games have tended to take a while to.conclude. it's because after bottling your gang still has a propensity to stick around for a while just gradually degrading.as gangers scurry away.
Having said that I did finish a game with the first roll of the dice. Hyper autoloader boosted plasma gun shot straight into the enemy gang relic terrain piece, freeem!
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2019/08/24 05:58:31
Subject: Necromunda turn limit
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Longtime Dakkanaut
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Flinty wrote:My games have tended to take a while to.conclude. it's because after bottling your gang still has a propensity to stick around for a while just gradually degrading.as gangers scurry away.
Having said that I did finish a game with the first roll of the dice. Hyper autoloader boosted plasma gun shot straight into the enemy gang relic terrain piece, freeem!
Remember to spay and neuter your van saar everyone, or this can happen to you.
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![[Post New]](/s/i/i.gif) 2019/08/24 15:53:11
Subject: Necromunda turn limit
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Fixture of Dakka
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JustALittleOrkish wrote:We play with a 5 or 6 turn limit on a 3 x 3 size board. Works pretty well for us without leading to entire gangs being in recovery for the next battle
If you're playing in a campaign, that should always be a choice you have to make - do I play for a phyrric victory or get out before it gets too bad? I'm not a fan of having the game make that choice for you.
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