Suggestions for activation time limits (Campaign)

By maddmaxx, in Imperial Assault Campaign

Hello everyone,

I recently ran a few campaign missions with a group of mine and ran into an issue. We have good mix of type of players but here also lies an problem that needs to somehow be addressed. 1) The super analytical gamer (aka analysis paralysis), 2) the I-wanna-just-hit-things player, 3) the neutral player. What happens is the #1 type listed of player freezes the momentum of the game. The others get flustered and the flow just slows to a crawl. As the Imperial player what I observe is, #2 getting upset for taking too long, #1 getting too fixated on a movement, and #3 just flipping their activation token over and over while waiting.

So the question, how can I promote a time limit without it hindering the game when tactics are warranted, but also in a way that doesn't cause the game to come to a crawl. Yet, still keep it within the theme of Star Wars. I know many times in the shows/movies/books time is against the Rebels (literally). I have spoken with the group about it and the suggestion was a global time limit that everyone has using a chess timer. I can see this working but I would like to hear some of the opinions of more experience Imperial players beforehand.

Thanks in advance!

Thank you Fizz,

I had searched for something on this topic beforehand, but obviously I didn't search well enough. It looks like timers are going to be the best solution and of course if a decision may be the difference between a win or loss, I'll allow the rebel players a "time out" I guess. Thanks again!

Thank you Fizz,

I had searched for something on this topic beforehand, but obviously I didn't search well enough.

In your defence, the search feature doesn't seem to work very well. I've had trouble in the past finding topics, even when I know they exist.

Lol, sounds like you had the exact same players I did!