Just wanting a discussion due to recent events at a local regional tournament, but it occurred to me that I had never really thought about specific rules of thumb regarding the pace of activations/rounds/etc...
So, I broke it down like this: my own list has six activations, but I've seen more and less, so I went with 7 for an average, per player. Round time is 65 minutes.
If 14 activations take 2 minutes each, that leads to a 28-minute round which leads to JUST 3 rounds total overall (considering setup and between round counting/shenanigans, this is a 'barely'). This also only considers that each activation has one figure to deal with (often not the case, but I don't think it would take any of us 2 full minutes to decide where each of our troopers or weequays are going individually)...
3 rounds is not a lot, but many games at this local tourney weren't even getting to round 3. Since this sort of thing has never really come up in the past (for me at least), I had no idea how to reason it out. How do you tell as a judge if someone is deliberately slow-playing without sitting and staring? And how long is just too long for an activation, regardless of the stakes?
Anyway, I've come to the conclusion that you should be moving your dudes no later than 90 seconds into your activation. This gets you almost always into round 4 on average. And if you're taking longer than 2 minutes consistently, you're a problem and need to speed it up...
What say you all?