"Game too long"- what to do?

By DUR, in Star Wars: Armada

I really like armada. I really want my friends to play. I don't think the game takes too long and I think the game mechanics do a good job of keeping players engaged- however, I'm wondering if y'all have suggestions on speeding up play- whether setup, takedown, or everything inbetween. The number one complaint I get is it takes too long to play. Do any of you manage <1 hr games? Even shorter?

Not anymore. But I also doubt that's a feasible limit for Armada at 400 points when any Squadrons are involved...

Squadron movement and involvement is a bottleneck to the game - it does slow things down a chunk - outside of that, the more ship activations, the slower things are...

1 or 2 big ships on each side. Much lower point limit. Quite feasible... But not a regular gaming side of things.

As it is, I have built my own command trays that carries everything the ship needs, with the ship on top of the ship card, so I can go from Table to Table in a tournament - but that's about as "quick take up and down" as I feel you can.

I enjoy the longer more contemplative beard-stroking game, though...

Edited by Drasnighta

I have everything organized well in a large tackle box and a card binder, it allows me to be ready to play in less then 5 minutes usually.

Take down is a little slower but being organized means I can maximize playing time.

Take away premeasuring. Many games that allow premeasuring are somewhat longer.

Practice does help. I'm a slow player, admittedly. By that I mean I tend to go to time a lot. But its also a two player game so my opponent adds to that as well.

I think if you encourage awareness on the speed of the game (before and during) the game can be played faster.

I'd definitely enjoy the game less if the main focus was speed of play though. I know that's not what you meant, I'm just adding it in.

Take away premeasuring. Many games that allow premeasuring are somewhat longer.

You could go my route and premeasure on your opponents turn. Then announce where things stand.

My games at 400 points take about 1.5 hours on average. It is not possible to get this under an hour at that point level.

Honestly, I am not sure why people say this game takes so long. Sure, compared to X-Wing this is longer but any other miniature games take far longer. Try and get a 40k game done in an hour and a half. . . yeesh!

I say initially limit a game with a friend to just 3 ships and hardly any squadrons. This should keep it around 1.5-2 hours or even closer. You could also limit the play area to more around 3x4. Once your friends start to like games without much squadrons maybe they will be open to longer games and adding in lots of squadrons and more activations.

Somebody plays one game and says Armada takes to long ... well I'd remind them of their first game of X-Wing. I believe strongly, however, that there's a certain resistance to Armada from some members of the X crowd. Like, I refuse to enjoy another game because X-Wing is everything!

This happens in all games. Some people only want their one game. I'm fine letting FFG take 100% of my paychecks rather than the mere 99% I'd spend if I was only playing one of their games.

That said ... I even find myself guilty now of ignoring other perfectly fine games with the justification that I can't be bothered with non-FFG when I'm currently all-in on IA, X-Wing, Armada, Rebellion (soon) ...

Guess I'm just a gross fanboi now.

We're used to games like coup, settlers of cataan, etc.

Part of the problem is when I'm hanging out with friends, there's usually too many to play armada- I suppose some good team rules would be nice too.

Something I remember from back in the day that I recall with great fondness is team Risk- when any player was eliminated, game over. I may try doing 2 on 2 that way with 200 pts each.

Nothing greases the wheels like practice. The more people play, the faster they'll get at playing.

I'd suggest playing with a lower points cost (to temporarily ameliorate the time issue, but to be playing), for a while. Get everyone on board with the game (even if it's just "everyone gets 100 or 125 points," get everyone involved and playing/practicing), play some, and see if gameplay speed increases. Then look into adjusting the points values to let everyone have a few more squadrons, or a second small ship, or to upgrade a corvette to a frigate, or whatever; slowly build up the points values a little at a time, and I bet they'll be playing 400 point games faster than they are right now.

Run 300 points and limit the squadrons to 75 points....and watch the hilarity ensure.

If you're trying to transition your group from board games to war games you need to find a way to include everyone (so team battles, or just get multiple tables!). It's a big transition when everyone is used to playing the same game around the same table. Maybe start by taking your friends and attending a local store instead of playing at home? Or arrange a separate games night where you make sure it's even numbers and just play team battles.

There's no way to reliably cut the game down to less than an hour. If that's a deal breaker, then maybe just save Armada for game-store nights, and get your friends to play X Wing instead.

Play.

Faster.

Find its not the points or the fighters that slow things down its the players himing and hawing over moving things.

had a player take 20 min trying to not ram one of his own ships when there was clearly no way to not ram and I kept telling him just that.

These are the things i do to shorten the game as much as i can that i normally apply with my group at tournaments...because hell we want to go home early sometimes!

- If you out deploy someone with squadrons just place your 1 ship and all your squadrons down so the other guy can place all of his ships in one go and then you can follow suit

- Turn 1 have all Nav Tokens pre placed, unless there is of course something else being planned there!

- Turn 1 as soon as your opponent locks in the maneuver tool, lock in yours and do the same (because the nav has already been pre placed). Repeat until turn 1 is over.

- Move in all squadron activations, then roll them one at time. Rather than moving and rolling them one at a time.

In saying that if you are trying to introduce new players to the game, its naturally always going to take longer. That holds true for any game really. How many times have we played that new RPG board game for the first time and the 1st 1 hr mission takes 3 hours to complete!

- Move in all squadron activations, then roll them one at time. Rather than moving and rolling them one at a time.

I'm not a fan of this one. I think you're better off easing new players in with smaller games, or even with limited options (like two squadrons each as a cap, or even just 'no squadrons' when you really want to streamline things), than you are teaching them the game wrong.

Moving and firing one at a time is a good practice to get into, because sometimes you want to move and shoot one at a time, placing your second, third, etc, squadrons based on how the first guy did. It can have a very real effect on the game if folks feel pressured to move all their squadrons at once, and could get 'em into a bad habit that could mean no shooting at all (if you move, then move another guy, then another, a tournament opponent is well within their rights to say you ended that first squadrons activation, after all).

Play 200 points. :). Like me.

They last about 35 to 45 minutes. Super awesome fun too. So far balanced.

I find the only way to have a fast game is if I take a list loaded with bombers and my opponent fly 3 ISD with no squadron support these games don't often go over an hour maybe try that. :D

IMO, the best way to get faster is to just keep playing. The 2nd best thing to do is reduce the # of points played. There isn't quite as much pain in moving from a 200 pt game to a 300/400 one as there is by modifying core rules.

I'd also suggest setting a timer once you get comfortable with the mechanics. But this would be a last case thing. This way you can force two shortened games in one day than one long drawn out one for example.

- Move in all squadron activations, then roll them one at time. Rather than moving and rolling them one at a time.

I'm not a fan of this one. I think you're better off easing new players in with smaller games, or even with limited options (like two squadrons each as a cap, or even just 'no squadrons' when you really want to streamline things), than you are teaching them the game wrong.

Moving and firing one at a time is a good practice to get into, because sometimes you want to move and shoot one at a time, placing your second, third, etc, squadrons based on how the first guy did. It can have a very real effect on the game if folks feel pressured to move all their squadrons at once, and could get 'em into a bad habit that could mean no shooting at all (if you move, then move another guy, then another, a tournament opponent is well within their rights to say you ended that first squadrons activation, after all).

Sir, i refer to a squadron command activation. Not the squadron phase activations.But in the case if you were as well i say this, all of those points i listed are all 'wrong' to the game. Like i said its something i do with the agreement of an experienced opponent who likewise wants to increase the speed of the game and knows that we'd only do those points if we knew the overall outcome was the same as doing it 'right'.

The purpose of that list was to provide maybe some ideas for the OP to leverage of to try introduce the game to his newer group who have a dislike for the normal time it takes to play Armada.

I would normally demo the game by the book and let new guy work out if they like the game or not even if it took a long time.

My only advice is be willing to concede someone may just not enjoy the game. Not everything is for everyone.

we have also started doing a fun thing with the tools. to push the other side into starting/taking their turn. we do the Microphone drop thing with them to kick the other side into taking their turn. :) because sets face it sometimes you have to ask "so? are you going to pick a ship and activate it or are you just going to stand there talking to X ??" Now this eats time more then any other part of the game

we have also started doing a fun thing with the tools. to push the other side into starting/taking their turn. we do the Microphone drop thing with them to kick the other side into taking their turn. :) because sets face it sometimes you have to ask "so? are you going to pick a ship and activate it or are you just going to stand there talking to X ??" Now this eats time more then any other part of the game

I get frustrated by excessive measuring of firing arcs. That drives me bonkers.

we have also started doing a fun thing with the tools. to push the other side into starting/taking their turn. we do the Microphone drop thing with them to kick the other side into taking their turn. :) because sets face it sometimes you have to ask "so? are you going to pick a ship and activate it or are you just going to stand there talking to X ??" Now this eats time more then any other part of the game

I do that. Most people hate me for it because they feel like I am rushing them from thinking their options through. In reality, I have thought 90% of their options through already. . .

I hear you on that. There are times when an opponent really has like one good option, and it kills me when it takes him forever to come the conclusion I came to before he even activated the **** thing.

Maybe I'm a little too practical but if the game is taken too long, crack open another fine beverage and toast the fact that you're actually getting to play as compared to wishing you were.

Sure people take too long doing this or that but if you're not under the pressure of the clock is it that big of a deal?

Slow tournament play... Now that is unfortunate....different movement tool lengths help, as do different length range rulers and last a laser pointer... All can sure help speed things up.