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2010/05/17 06:07:02
Subject: Ard Boyz...not enough time.????
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Boom! Leman Russ Commander
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Did anyone else find their games only lasting 3-4 turns? I'd have loved an extra 30 minutes each game....
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.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. |
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2010/05/17 06:09:17
Subject: Ard Boyz...not enough time.????
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Fixture of Dakka
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Nope. All of my games reached their natural conclusion, with 15-30 minutes to spare. I was using Tyranids, with a decent number of foot units.
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Quis Custodiet Ipsos Custodes? |
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2010/05/17 06:44:54
Subject: Re:Ard Boyz...not enough time.????
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Hardened Veteran Guardsman
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I think it really depends on the makeup of your attendees. My store had a lot of nids a spawling tau army and an orc so whoever played them maybe made 4 turns. I nearly tabled my SW opponent to end of 6 with like 45 mins left in game 2. Having to play foot based ork in game 3 with a mech army made it impossible to win. I would have never had the turns to table him, its hard to expect a person to play real fast when they know they just have to count out the 2:30 basicly.
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This message was edited 1 time. Last update was at 2010/05/17 06:47:16
Jtw1n
Vostroyan XCIX "The Heirs Apparent" |
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2010/05/17 06:46:21
Subject: Re:Ard Boyz...not enough time.????
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Plaguelord Titan Princeps of Nurgle
Alabama
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Same here. Always got through Turn 6. Except my last game, which my opponent forfeited to me about Turn 5.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
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2010/05/17 06:46:58
Subject: Ard Boyz...not enough time.????
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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I finished all three games with at least 30 minutes to spare, two of them going the full 6 turns.
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2010/05/17 07:21:00
Subject: Ard Boyz...not enough time.????
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Perfect Shot Dark Angels Predator Pilot
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I play a 93 marine SW army, and I never had any issues with time. The closest I ever got to time was game 2 vs a CSM player w/96 models (mostly foot slogging), and even that game was done with 5 minutes to spare.
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2010/05/17 13:40:11
Subject: Ard Boyz...not enough time.????
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Hardened Veteran Guardsman
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I played a 101 model tau army. I finished 2 of my games in about 1 hr and 15 mins each. The other took like 2 hours and 20 mins. All of them went to 6 turns.
2 and a half hours is plenty of time as long as you know the rules and don't stall intentionally.
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2010/05/17 13:52:42
Subject: Re:Ard Boyz...not enough time.????
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Hauptmann
Diligently behind a rifle...
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My first went the limit because my opponent didn't know half the things about his army. I only got 3 turns and he got four.
Second one went 3 turns a piece against a MM heavy Salamanders force.
Third one went 4 a piece against an MC heavy Nids army.
Overall, I felt rushed. I don't stall, I just like to he very thorough.
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This message was edited 1 time. Last update was at 2010/05/18 04:13:01
Catachan LIX "Lords Of Destruction" - Put Away
1943-1944 Era 1250 point Großdeutchland Force - Bolt Action
"The best medicine for Wraithlords? Multilasers. The best way to kill an Avatar? Lasguns."
"Time to pour out some liquor for the pinkmisted Harlequins"
Res Ipsa Loquitor |
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2010/05/17 14:36:59
Subject: Ard Boyz...not enough time.????
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Boosting Ultramarine Biker
Saco, ME
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What the heck is a Medusa-heavy Salamanders army?
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2010/05/17 14:49:15
Subject: Ard Boyz...not enough time.????
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Decrepit Dakkanaut
Mesopotamia. The Kingdom Where we Secretly Reign.
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We only got to turn 5 in my first game(Not my fault), but the other two finished.
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Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. |
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2010/05/17 15:26:57
Subject: Ard Boyz...not enough time.????
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Inspiring Icon Bearer
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MY last one finished 6 turns with 45 mins to spare 17-20 VP total, but when IG and Tau play and the only 2 close combats are very one sided,GK vs FW and Kroot vs Guardsmen. it keeps things speedy.
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3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012
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2010/05/17 15:43:09
Subject: Re:Ard Boyz...not enough time.????
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Hacking Interventor
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1st round I got to turn 5, 2nd round turn 4 and 3rd round turn 6. Though it was weird a LOT of people in my LGS couldnt make it to turn 3 or more on the first round which I thought it was weird. We don't have a lot of expert players but everyones played atleast 10 games in their lifetime so I don't know why it took so long. 2nd round was kinda like the first but the 3rd round everyone made it to turn 6.
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2010/05/17 15:58:58
Subject: Ard Boyz...not enough time.????
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Nurgle Chosen Marine on a Palanquin
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All of my games reached turn 6, I think two were close to the time limit, but I was spending my time working on sportsmanship :p
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2010/05/17 16:43:00
Subject: Ard Boyz...not enough time.????
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Badass "Sister Sin"
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Had plenty of time, even with 100+ models (Sisters and Guard). Only game that went long was the last game against fast demons and that's because his whole army got into assault with me and turns 4 and 5 took like 30 minutes a piece.
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2010/05/17 17:42:49
Subject: Ard Boyz...not enough time.????
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Lead-Footed Trukkboy Driver
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All three of my games were done in under an hour & 45 minutes.
All three were hot mech-on-mech action, though... and I went all reserve in the first two.
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When someone smiles at me, all I see is a chimpanzee begging for its life. |
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2010/05/17 23:50:01
Subject: Ard Boyz...not enough time.????
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[DCM]
Tilter at Windmills
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It’s all about practice and desire. Two of my three games were against 200+ model IG foot hordes. We got 5 turns in round two, mostly because we were constantly in large multi-unit assaults from turn two or three on. Against the second 200+ model IG foot horde in round 3, we had no problem getting in the full game with time to spare, but he has a lot of practice with the horde, he uses movement trays to speed it up, and I was playing full Reserve/avoidance.
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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Maelstrom's Edge! |
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2010/05/18 00:04:46
Subject: Ard Boyz...not enough time.????
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Dominar
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I finished with plenty of time to spare using a Loganwing foot marines gunline. The amount of firepower I put out from turn 1 onwards means that the enemy is quickly running out of models so the game gets progressively faster.
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2010/05/18 00:14:19
Subject: Ard Boyz...not enough time.????
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Executing Exarch
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The first round i played was only 2 hours and I got 3 full turns in.
The second my opponent was doped up on pain meds since he had a hernia operation the day before. So that game also went 3 turns.
The last game we finished all of our turns in under 15 minutes including set-up, so we played a couple smaller games for fun LOL
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2010/05/18 00:23:04
Subject: Ard Boyz...not enough time.????
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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i only had trouble finishing my games once and that was due to massive 5 or 6 unit combat that started on turn 2. Other than that I finished with time to spare. But, only the people who actually knew what they were doing at the store kwere able to finish. Something to note.
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2010/05/18 04:14:17
Subject: Ard Boyz...not enough time.????
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Hauptmann
Diligently behind a rifle...
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TheRhino wrote:What the heck is a Medusa-heavy Salamanders army?
My dumb Phone taking liberties with Auto-complete! I meant Melta and Multi-Melta
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Catachan LIX "Lords Of Destruction" - Put Away
1943-1944 Era 1250 point Großdeutchland Force - Bolt Action
"The best medicine for Wraithlords? Multilasers. The best way to kill an Avatar? Lasguns."
"Time to pour out some liquor for the pinkmisted Harlequins"
Res Ipsa Loquitor |
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2010/05/18 04:30:32
Subject: Re:Ard Boyz...not enough time.????
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Hrm...
I play mechanized orks. The most time consuming part of my game is disembarking, the 2" from the hull part, the subsequent fleet and the assault. Dice rolls take a bit of time, but that's the bulk of it, and the turn I do it on takes a while.
My first game got through 4 turns (the last turn in 5 minutes); my opponent was a bit rusty and I'm not super speedy. My second game got through 4 turns, and my third 6 turns.
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2010/05/18 05:28:20
Subject: Ard Boyz...not enough time.????
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Mutilatin' Mad Dok
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I ran foot horde orks, and only the first game didn't finish out- I was playing a Tyranid player who was just starting back to 40k after a hiatus, so that may have been a factor. It was kind of frustrating, in that stopping at turn 4, I couldn't get the last objective for a Massacre, but not a big deal.
The third round was my 188 model list versus a 95 marine in PA list (plus 4 vehicles). My first two turns were quick, and his were also quick. Then stuff started dying... and we were able to call it at turn 5.
I love playing horde, but if I get stuck with a new player, the game just doesn't reach the full turn length. While I would like additional time in those circumstances, the majority of games get completed, and TOs really have to balance game length with the reality of playing for 9+ hours.
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2010/05/18 13:54:49
Subject: Ard Boyz...not enough time.????
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Confessor Of Sins
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yermom wrote:i only had trouble finishing my games once and that was due to massive 5 or 6 unit combat that started on turn 2. Other than that I finished with time to spare. But, only the people who actually knew what they were doing at the store kwere able to finish. Something to note.
the one game we played... we finished an hour and a half before everyone else :p
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2010/05/18 15:12:06
Subject: Ard Boyz...not enough time.????
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Slaanesh Havoc with Blastmaster
Orklando
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I only got 3 turns in in my first 2 games. I was playing half mech guard, but my opponents were slower than me.
My last game I got all 6 turns in against a BT player. This tells me that if I everyone was playing my speed I would have gotten 5 turns in in the other two games. It would have probably made me get a Major victory in one of the two games instead of a Minor (not sure which one, each of them had a chance for me to improve.)
My second game was against an entirely foot guard army who took 45 MINUTE to set up!
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2010/05/18 15:24:49
Subject: Re:Ard Boyz...not enough time.????
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Focused Fire Warrior
Champaign IL
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Stormrider wrote:My first went the limit because my opponent didn't know half the things about his army. I only got 3 turns and he got four.
Second one went 3 turns a piece against a MM heavy Salamanders force.
Third one went 4 a piece against an MC heavy Nids army.
Overall, I felt rushed. I don't stall, I just like to he very thorough.
all for people learning the game, but during a tourny is the wrong time for someone to be learning to play =-?
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2010/05/18 15:27:39
Subject: Ard Boyz...not enough time.????
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Regular Dakkanaut
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I run a 150 model ork army. I finished both of my first games. The third game (vs other orks) we got through turn four. We couldn't start turn five since we had some massive combats ongoing and only 20 minutes left.
Basically, I think the "I play a horde army, I'm bound to be slow" excuse is silly. If someone can't move their stuff quickly, then they probably don't play enough, horde or not.
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2010/05/18 15:39:54
Subject: Ard Boyz...not enough time.????
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Dakka Veteran
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I ran Nids and every game was done with at least a half hour to spare (usually more), which is not terribly suprising given the CC focus. I did have a fair amount of shooting, compared to last year, however, and did a lot more reserves than before. Two units of Hive Guard and maybe a Trygon Prime are all I ever started on the table.
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2010/05/18 18:10:18
Subject: Ard Boyz...not enough time.????
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Phanobi
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I think every game at our store finished with time to spare. My first game was done with about half an hour left. I play fast and my doublewing only has about 40 models so that helps.
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My name is Ozymandias, King of Kings. Look on My works, Ye Mighty, and despair.
Chris Gohlinghorst wrote:Holy Space Marine on a Stick.
This conversation has even begun to boggle my internet-hardened mind.
A More Wretched Hive of Scum and Villainy |
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