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Made in gb
Fresh-Faced New User




Sheffield UK

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

   
Made in gb
Blood Angel Terminator with Lightning Claws





Cloud City, Bespin

New or orb necromunda?

 queen_annes_revenge wrote:
Straight out if the pot, bang it on. What else is there to know?
 DV8 wrote:
Blood Angels Furioso Dreadnought should also be double-fisted.
 
   
Made in gb
Fresh-Faced New User




Sheffield UK

New necromunda

   
Made in au
Wicked Ghast





Australia

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

Nothing to see here, move along mortal.  
   
Made in us
Purposeful Hammerhead Pilot




United States

We always found that most people tend to bottle out around turn 4 or 5 anyway. So it was never really an issue.
   
Made in gb
Leader of the Sept







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!

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 
   
Made in us
Longtime Dakkanaut




 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.
   
Made in gb
Fixture of Dakka






 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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