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On average, how long does it take to play a game of Necromunda?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Shas'ui with Bonding Knife






Just curious as time is not going to be something in abundance for me, how long on average does it take to setup, play, and tear down a Necromunda game?

Thanks in advance!

SG

40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrekā€™s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Boardgame or Gang Wars?
The scenery for the 3d game took a good 30 minutes to set up for a game we had, but that was with ladders and scatter terrain.
Using GW scenery and large items, less time to set up. Also, being GW plastic, it'd be easier to pack away, than the home-made buildings and such we used.

The game was around 2 hours for 1000 points, but we were looking up a lot of the rules.

This message was edited 2 times. Last update was at 2018/06/26 15:03:02


6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in gb
Longtime Dakkanaut




2 hours is about right. They are scenarios with less models which are A lot quicker.

DFTT 
   
Made in de
Longtime Dakkanaut





It depends on the expertise of the players, scenario and the number of gangers in recovery. Minimum one hour for a 2D game.
   
Made in no
Longtime Dakkanaut





It used to depend on the leadership of your leader and how fast you need to take bottle tests
   
Made in us
Flashy Flashgitz





Southern California

2D games are quick easy to set up and take down. Gangs start closer together, and the action is fast and furious. Two hours at the most for 1000pt. games. As little as an hour if both players are familiar with the rules.

This message was edited 1 time. Last update was at 2018/06/28 15:01:26


 
   
Made in gb
Fixture of Dakka






I've had games run much faster than that, if one or both sides only have a few fighters.

With Sector Mechanicus games, I tend to leave the table set up and choose different starting points if I'm going to be playing more than one game at a time.
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 AndrewGPaul wrote:
I've had games run much faster than that, if one or both sides only have a few fighters.

With Sector Mechanicus games, I tend to leave the table set up and choose different starting points if I'm going to be playing more than one game at a time.
We had a couple of 2d games end in 30 mins, due to bottle rolls.

We can't leave stuff out for later games Church halls have a thing against taking up space used by kiddies groups. Stuff gets broken if left out.

This message was edited 3 times. Last update was at 2018/06/28 12:30:52


6000 pts - 4000 pts - Harlies: 1000 pts - 1000 ptsDS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK 
   
Made in gb
Fixture of Dakka






Same here, but our club session is 4 hours. If the game ends in an hour, then why would we not have another game? We usually swap ends, move some walkways and scatter terrain around.
   
Made in us
Flashy Flashgitz





Southern California

Again, for a well-developed game with a lot of accessories and on-going support, Necro can be fast playing. So far, the added material in the Gang War supplements, and other additions, like new tiles with new rules, has not added bloat, or appreciably added to play time. Instead, it's a drip-drip approach to fleshing out the game to its original proportions (plus the entirely new 2D Zone Mortalis setting). Granted, the pace and extra cost of this design and marketing approach is NOT popular with everyone.

This message was edited 1 time. Last update was at 2018/06/29 03:05:46


 
   
Made in no
Longtime Dakkanaut





If you don't have a rules compilation, I would imagine it could take some time finding the right pages in the different books. Also weapon stats change between books and are even different in the same book...
   
Made in us
Frightnening Fiend of Slaanesh





I play with a friend and we mostly do sector mechanicus and we did a weekend of games, we got about 7 games in from a Friday evening to midday on Sunday.

We set the table up and just moved the terrain around between games, we have a couple of gangs each (Orlock, Van Saar, Genestealer cult and chaos) so there was some variety.

The most fun games where between Orlocks and GS as they are both the most successful gangs so far and had about 10+ per side and they where straight up gang fights. They both lasted over 2 hours as we where taking our time and not rushing. Some of the missions where very fast and done in under and hour, due to smaller gang sizes so turns happened a lot faster. A four man Van Saar team ambushed 8 or 9 GS cult and that went 7+ turns before GS cult bottled out, that game was under an hour and played very fast indeed.

We mainly found that what sped up game times was the familiarity with the rules for example what the weapon traits did or if someone wanted to jump a gap, the stuff that isn't in every game or just once a game that needs looking up.

"Perfect ecstasy, boundless cacophony excessive agony. I must have more!"

3200
3200
 
   
Made in us
Fiery Bright Wizard





California

I played my first game a couple weeks ago, but spent a lot of time looking in the book. It took over an hour, but less than two. I didn't really bother keeping track of time, but I know it didn't go past 2 hours. But we intentionally tried to simplify things by using the most basic scenario and dropping from 6 gangers per side to 4, and using the less intricate weapons.

I had a lot of fun playing it, my Escher failed their bottle roll but it was a good first time playing.

 
   
Made in us
Flashy Flashgitz





Southern California

It should be mentioned that if one has any familiarity with 40K (any version) or Warhammer Fantasy, the Necro's hit/wound/save combat system is second nature. And, even easier than before. So are most fighter's stats, and most weapons stats and traits.

This message was edited 1 time. Last update was at 2018/06/30 06:16:42


 
   
Made in us
Shadowy Grot Kommittee Memba






I just played my first "proper terrain" game and it took about two hours. Really satisfying though - I was very pleased with the level of deadliness overall and the balance between range and melee, as well as the amount that maneuver really mattered.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Stealthy Sanctus Slipping in His Blade






Our league games usually take an hour. Though terrain is always set up by the Arbitrator ahead of time, our club has four Necro tables so there is plenty of variety on Necro nights. Last months apotheosis culminated in a 10v10 game with no bottle allowed and 19 models out of action and the last one standing down to 1T. That game went about 2.5 hours but was obviously hard fought and not the norm.

Next turf war starts up on the 18th...

This message was edited 1 time. Last update was at 2018/07/01 11:16:20


A ton of armies and a terrain habit...


 
   
Made in us
Flashy Flashgitz





Southern California

 dracpanzer wrote:
Though terrain is always set up by the Arbitrator ahead of time,

Hail to the Arbitrator! Long live the Arbitrator!
   
 
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