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		<title><![CDATA[Latest posts for the thread "Game ending too soon"]]></title>
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				<title>Game ending too soon</title>
				<description><![CDATA[ Okay, so I've been reading through the rules, and apparently the game ends from turns 5-7 on a dice roll.<br /> <br /> what the hell is that?<br /> <br /> I mean, sure it gets lengthy after 7 turns, but thats when it starts to get interesting.<br /> <br /> the other day I was playing a game and we were just about to break Miche, and he says that the games over because turn limit has been reached.<br /> <br /> Personally, I find that to be redundant<br /> <br /> I mean, what, do the soldiers just say hey! we can all be friends now the turnlimit has been reached.<br /> <br /> I find that stupid.<br /> <br /> opinions?<br /> <br /> - thanks, solon.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 11:25:22]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ 5 turns is typically all it takes for one army to be decimated.. Any longer and it makes it hard to hold objectives.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 11:38:32]]> GMT</pubDate>
				<author><![CDATA[ MasterSlowPoke]]></author>
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				<title>Re:Game ending too soon</title>
				<description><![CDATA[ random turns can indicate anything from everything occurring to finish the game.<br /> <br /> Your trying to capture an abandoned outpost before the enemy can crack the coding of a control console,<br /> Overwhelming reinforcements causing you to withdraw,<br /> Orbital bombardments kicking off and ruining your fun,<br /> You withdraw to keep you loss's to a minimum,<br /> <br /> i could go on. but how the hell do your games last so long? i usually table an oppenent by turn 3, turn 4 at a push.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 11:41:24]]> GMT</pubDate>
				<author><![CDATA[ dayve110]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ The random game length prevents last turn captures. In 4th ed with fixed game length, the one that went second had an advantage for getting the last turn, therefore being able to decimate some control points held by the opponent.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 11:42:53]]> GMT</pubDate>
				<author><![CDATA[ Rewision]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ If you have no turn limit, then what's the point in objectives at all? You might as well line up and shoot until one side is dead and the other has something left.<br /> <br /> As others have said, the idea is to simulate a situation in which an army only has a limited time to complete their mission. You might want to break the enemy's back before they can call in reinforcements, or you might need to secure an area before calling in an orbital bombardment, or set up beacons so said bombardment avoids your position, and so on.<br /> <br /> Personally, I find the armies to be largely depleted by the time turn 5 rolls around; by then it's really just a matter of driving the last enemies off objectives or consolidating what I've got or making last-ditch attempts to pull the draw.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 12:28:32]]> GMT</pubDate>
				<author><![CDATA[ Cheex]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ I find it fantastic, in the objective based games it makes fro some really tense gaming. The other day for instance was playing a guard player, was a  little risky and charged most of my army into his - bar my plague marines, managed to take out all his scoring units - bar one lone guardsman.<br /> <br /> So turn 5 lone guards man miles away from objective 7 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s on mine (I win) , turn 6, lone guardsman moving closer, 2 PLague marines, and banewolf contesting (draw) turn 7, no plague marines and he reaches his objective (win) so close, so tense, brilliant fun!]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 12:39:21]]> GMT</pubDate>
				<author><![CDATA[ Reaver83]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ <blockquote><div><cite>Reaver83 wrote:</cite>I find it fantastic, in the objective based games it makes fro some really tense gaming. The other day for instance was playing a guard player, was a  little risky and charged most of my army into his - bar my plague marines, managed to take out all his scoring units - bar one lone guardsman.<br /> <br /> So turn 5 lone guards man miles away from objective 7 <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s on mine (I win) , turn 6, lone guardsman moving closer, 2 PLague marines, and banewolf contesting (draw) turn 7, no plague marines and he reaches his objective (win) so close, so tense, brilliant fun!</div></blockquote><br /> <br /> Your example is what I see occur in most tournaments.  If the game ends on turn 5, one player wins.  If it ends on turn 6 they typically draw.  If it ends on turn 7, the other guy wins.  For me, thank goodness for random game length or else my opponent would still be kicking my teeth in.   <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 13:30:11]]> GMT</pubDate>
				<author><![CDATA[ AdeptArtificer]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ well sure, but I was more aiming at annahilation type missions.]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 14:10:45]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Re:Game ending too soon</title>
				<description><![CDATA[ Not really sure if this is <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span>, I mean, there is no ruling needed... I think it's perfectly reasonable, you want there to be more turns? Then objective missions would be screwed... really screwed... If there were more turns in matches, most of the tournaments I go to, would be, so unreasonably long...]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 14:16:25]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor_Syphonious]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ If you're playing an annihilation game with a friend, and you want to keep playing, then keep playing.<br /> Like others have said the random factor is important in objective games, but theres nothing stopping you from agreeing beforehand to play 8-10 turns instead of 5-7... assuming both armies last that long.<br /> <br /> -<span class="glossaryitem" onmouseover='gp(19);'>CC</span>]]></description>
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				<pubDate><![CDATA[Mon, 21 Dec 2009 21:00:34]]> GMT</pubDate>
				<author><![CDATA[ Crimson Cobra]]></author>
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				<title>Re:Game ending too soon</title>
				<description><![CDATA[ Sigh.  Christmas trollin'?  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> <br /> <br /> Many wargames, not just <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, have a convention of limiting turns.  The scenario ends, a section of a battle winds down, a crucial moment has passed -- whatever narrative you'd like to invoke.<br /> <br /> In friendly games, you can play <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> style and just have the turns stop when a real-life time limit is reached.  In competitive games -- do you really have anything left on the board after seven complete turns?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Dec 2009 02:59:23]]> GMT</pubDate>
				<author><![CDATA[ ghost11]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ * sigh *<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 25 Dec 2009 03:25:03]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>* sigh *<br /> <br /> G</div></blockquote>I actually agree with GBF here  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Dec 2009 03:33:04]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Game ending too soon</title>
				<description><![CDATA[ I like it as is. Beside usually by turn 3/4 I know how the game ends.<br /> <br /> Playing tau either:<br /> A.) They have very little left after I shot them to hell so I hop into my Devilfish & drive to objectives.<br /> <br /> B.) They have outmaneuvered me or gotten lucky & have enough forces in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that I'm boned.]]></description>
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				<pubDate><![CDATA[Fri, 25 Dec 2009 04:52:49]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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