There have been a few threads about slow players so I thought I would see what is the minimum and maximum turns people have had in a tournament.
How many turns?
5 and 10
Both guesses but I am generally a fast player even with 5 ships. But I did play a very slow player once and he would take at least 5 min to place his dials. I normally take about 30 sec's which based on my lack of winning maybe I should take a bit longer.
Speed of play depends largely on skill of the player and composition of squad. A difficult squad to fly can be rather time consuming when flying. For example, Echo with a 5 ship tie swarm can be very difficult to fly once engagement is made. Plotting out 5 ties to prevent bumps in a furball while figuring probable optimal moves for echo can fry your brain, and even experienced players can require an extended time to figure out moves and more importantly, sequencing. If someone is inexperienced the time required will inevitably increase. So before you accuse a player of slow play think about what they are flying and how hard it is to fly before you make the accusation.
I do understand how it can be complex with some squads. I am just asking how many turns people min/max. And would it be OK for a tournament game to have 3 or 4 or 5 turns?
I have no idea. There is enough stuff going on in a game that I don't bother trying to keep track (I would probably fail anyway).
One of the many things I truly love about this game though is that there isn't a turn limit. I get pretty annoyed at wargames that just arbitrarily declare a game only lasts X turns.
I agree about not limiting turns but is it ok for only 3 turns?
3 turns seems way out of the norm, even if both players have "tricky to fly" builds. I would say that I'm average in my pace, and I think I get 8 plus turns in, unless it's a slaughter. My first turns tend to be pretty quick, if there's a lot of bumping after the first engagement things can slow down as you have to find safe flight paths. After that when ships tend to get thinned out things should speed up again. If you have your dials down and you have to wait multiple minutes for your opponent, I think it's fine to ask them to pick up the pace. If they continue that's when It's time to call a Judge.
so does anyone think it is OK for 3 turns
3 turns in 60 min?
I think that's a little slow
Especially since usually the first turn or two there is no combat
Edited by Krynn0073 turns, then it is not a game.... just a race.
I've never counted how many turns I've had in a game, but the least I'd guess is about 6 or 7, I was flying 3 A-wings and faced a swarm. The game ended in a draw with no ships destroyed. Mauler Mithel took a crit that would've killed him hadn't he had Determination.....
The most I'd guess is probably somewhere around 15. In most cases I've already decided what to do when I pick up the dials, then I merely check if those moves are optimal while selecting my moves. Mostly it's up to how fast my opponent is.
It really does depend on that individual game. Movement and the dice essentially decide how quickly ships are removed from play. Even with builds reducing this variation (such as turrets, dice modifying skills and accuracy correctors etc) things like extremes of green dice rolling can hugely influence the length of a game. I've played tournament games (obviously lasting their set time) with, at a guess, anything from 5-15 turns. Taking out the time limit used in tournaments and this range can be expanded seemingly exponentially (i have had casual home games taking several hours as ships have refused to die)
For me three turns seems very short though and outside of my playing norm (although it is possible if ships get 1-shotted repeatedly)
and yes player speed will influence the number of turns played but not drastically (in my experience)
I am not a 'slow player' but I am indeed someone who doesn't play as fast as others (its a running joke in the current group that in the time it takes me to play one game, someone else can have two) I just like to take my time and enjoy myself, I don't purposely delay but every now and then I need to have a think of what I am going to do.
I get it when you have someone intentionally running out the clock it can be infuriating, however when it comes to me, someone who just takes his time getting caught in the crossfire or being accused of 'slow play' then I get angry and annoyed. That being said I have noticed I've started to speed up.
Im not proud of being a faster player or a hater of slower ones. But for 75min's I would be disappointing with only 5 turns irrelevant of lists.
The last tournament at our store had a 3 turn game that went into time. Part of it was that they were disagreeing over rules and it took forever for them to get the TO. I think that is a bit ridiculous. I played both players of that game later on and had no issues with the speed of the game, though they are two of the slower (not entirely a bad thing) players of the group.
On average 2-3 turns before firing in most of my games, then I lose track.
Are we counting the first turns where you make your approach or only those once the first fire is shot? It usually take 2-3 turns just to engage the enemy so, if we count them, 5 turns seems low for a 75 minutes game and 10 the average.
I may take my turns fast, but I usually run full time anyway. It's not uncommon that the table next to mine are done with their match before my table has lost even a single ship, but that I'd credit my list for. People seem to have trouble catching three A-wings upgraded to the teeth. ![]()
Wait. Were you asking about X turns then a game gets called for time? I thought the question was how many turns to kill all of your opponent's ships.
I have never seen a (non epic) game go for 75 minutes.
Wow I must have a few slow players in my area because I would be making a guestimation but it would be just below half for the ones I have been in. That is 75min games at tournaments about the same for friendly ones for different reasons obviously. But I have another tourny coming up soon so Ill try and record this and the squad types. I think lots of D so most if not all will be finished.
Does anyone know how many games went to time for worlds or nationals?
Turn one is only ever movement and only having two turns of combat would not work at all.
Eight to twelve is more realistic.
Yep 8-12 would be about right but do we need a minimum number of turns.
I have had combat a few times turn 1, large ship moves max forward then boosts. Sometimes catch people out and they may not be in formation or no actions when they don't think they will be in range. Likewise I have been caught out by interceptors like that.
An advanced sensors Phantom cloak then decloak forward 2 followed by a 4 forward can get a round 1 shot off. If you're facing an opponent that doesn't do actions on their first turn because nothing is going to have shots and they think it's a waste of time you could catch them on it, lol.
3 turns is ludicrous. I get more than that when I fly 8 ship swarms in 60 minute tournaments. You guys want to know why a round limit is better that a real time limit? The potential for obnoxious stuff like that is why.
Edited by ParaGoomba SlayerThe fastest game I've ever had was for turns and it was an absolute slaughter. One turn off movement, one turn each to kill two phantoms and a Fighter.
Maximum turns? God only knows. Dozens?
An advanced sensors Phantom cloak then decloak forward 2 followed by a 4 forward can get a round 1 shot off. If you're facing an opponent that doesn't do actions on their first turn because nothing is going to have shots and they think it's a waste of time you could catch them on it, lol.
3 turns is ludicrous. I get more than that when I fly 8 ship swarms in 60 minute tournaments. You guys want to know why a round limit is better that a real time limit? The potential for obnoxious stuff like that is why.
That's illegal though, even with AdvS. Check the FAQ.
Are we counting the first turns where you make your approach or only those once the first fire is shot? It usually take 2-3 turns just to engage the enemy so, if we count them, 5 turns seems low for a 75 minutes game and 10 the average.
Oh... I must be doing something wrong - I typically engage in R1. Go go Tycho with 5 straight, boost L, DD R, ptl F! It's like moving 9 straight.
An advanced sensors Phantom cloak then decloak forward 2 followed by a 4 forward can get a round 1 shot off. If you're facing an opponent that doesn't do actions on their first turn because nothing is going to have shots and they think it's a waste of time you could catch them on it, lol.
3 turns is ludicrous. I get more than that when I fly 8 ship swarms in 60 minute tournaments. You guys want to know why a round limit is better that a real time limit? The potential for obnoxious stuff like that is why.
That's illegal though, even with AdvS. Check the FAQ.
Are we counting the first turns where you make your approach or only those once the first fire is shot? It usually take 2-3 turns just to engage the enemy so, if we count them, 5 turns seems low for a 75 minutes game and 10 the average.
Oh... I must be doing something wrong - I typically engage in R1. Go go Tycho with 5 straight, boost L, DD R, ptl F! It's like moving 9 straight.
Notice that I used the word 'usually'. Going all-in from the start can payoff if you know what you're doing. But it is not an approach we often see. Hence, it usually take 2-3 turns just to engage the enemy.