Tourney games
Moderators: mjwest, Albiegamer
Tourney games
For those who have played using the tourney rules (in one of the stickies above). Whether in a real tournament or just casually amongst your usual group.
How many turns do you normally get through within the time limit?
How many turns do you normally get through within the time limit?
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wedge_hammersteel
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- Posts: 578
- Joined: Sat Sep 27, 2008 12:42 am
- Location: Lafayette, LA
That is about what we have been seeing, 3 or 4 turns is about average. I think we've been up to turn 6 once or no further than turn 2 another time, but 3-4 sounds a about average.
We were wondering whether we were just playing slow, though I don't really think we are. There has probably been a romulan in more games than any other race, and we have never understood the 6 turn limit on cloaking, given that we so seldom get near 6 turns. To a large extent it is the cloak limit that keeps making us wondering whether we are just really slow players. Surely, we keep thinking, it was set on the basis that games are lasting at least that long.
We were wondering whether we were just playing slow, though I don't really think we are. There has probably been a romulan in more games than any other race, and we have never understood the 6 turn limit on cloaking, given that we so seldom get near 6 turns. To a large extent it is the cloak limit that keeps making us wondering whether we are just really slow players. Surely, we keep thinking, it was set on the basis that games are lasting at least that long.
Typically, in a tournament type setting, our group can get through at least 4, sometimes 5 turns (and maybe 6 turns once or twice) in the alloted time frame.
It's certainly seems quicker when flying Klingons v Feds than when flying Kzinti or Gorn v Romulans.
We have been known to take "liberties" to speedthe game howevr.. i.e, Turn one, Impulse 1... we'll proceed to do the entire impulse moves for each unit w/o calling out hte specific movement sub-pulses as no one is close enough to do anything anyway.
Seeking weapons targetted on other seeking weapons that'll impact before the original targets could possibly impact the ship are removed to reduce board clutter..
etc... etc...
It's certainly seems quicker when flying Klingons v Feds than when flying Kzinti or Gorn v Romulans.
We have been known to take "liberties" to speedthe game howevr.. i.e, Turn one, Impulse 1... we'll proceed to do the entire impulse moves for each unit w/o calling out hte specific movement sub-pulses as no one is close enough to do anything anyway.
Seeking weapons targetted on other seeking weapons that'll impact before the original targets could possibly impact the ship are removed to reduce board clutter..
etc... etc...
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
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wedge_hammersteel
- Commander
- Posts: 578
- Joined: Sat Sep 27, 2008 12:42 am
- Location: Lafayette, LA
I would like to expound on one of scoutdad's comments. Good communication during the game helps speed things along a lot.
If a player is paying attention to the game, it is common courtesy during a phase for the player to say: yes Im moving or firing, no Im not moving or firing, or wait Im thinking.
During our games, one player controls the phase tracking and basically helps move the game along.
If a player is paying attention to the game, it is common courtesy during a phase for the player to say: yes Im moving or firing, no Im not moving or firing, or wait Im thinking.
During our games, one player controls the phase tracking and basically helps move the game along.
Good communication is key.
We have several sets ofthe impulse cards and always have one set for each game going on. One person "calls" the steps, but all involved players tend to concentrate on the game and rapidly provide the necessary comments: I move, I fire... I'm not firing... no impulse activity... etc.
We do try to keep the random digressions til after the game.
We have several sets ofthe impulse cards and always have one set for each game going on. One person "calls" the steps, but all involved players tend to concentrate on the game and rapidly provide the necessary comments: I move, I fire... I'm not firing... no impulse activity... etc.
We do try to keep the random digressions til after the game.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
We also tend to start the game moving the full number of hexes per impulse in one go, until one person says otherwise, then we drop to the proper turn sequence - about the time range 15 looks likely at the end of the an impulse.
We also use the impulse cards etc.
Certainlty some race mean slower play than others - seekers, webs stingers etc.
We also use the impulse cards etc.
Certainlty some race mean slower play than others - seekers, webs stingers etc.
The peg board is nice (Burt emailed me the pdf, so I could make my own...) but we still prefer the impulse Cards... both for proprrietary purposes (it is the Murfreesboro Impulse Tracking System, after all) and for easy of transportability.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
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wedge_hammersteel
- Commander
- Posts: 578
- Joined: Sat Sep 27, 2008 12:42 am
- Location: Lafayette, LA
I will post a photo this evening when I get home. Its basically a way of tracking activities during a game. Its made of wood and you have pegs which you stick into holes in order to track turns, impulses, sub-pulses and such.
Often during a game my group gets caught up in a discussion we lose track of exactly what phase we are in or what impulse. So we made this peg board to help keep track.
Other groups have their own methods of doing this and some might say that a peg board is not needed as tracking the game is easy but we like using the peg board.
Often during a game my group gets caught up in a discussion we lose track of exactly what phase we are in or what impulse. So we made this peg board to help keep track.
Other groups have their own methods of doing this and some might say that a peg board is not needed as tracking the game is easy but we like using the peg board.
In St Louis, we use poker chips to track Impulse and Sub-Impulse. This has proved invaluable. One player will "run" the game...he progresses the Impulses and sub impulses, announcing the sequence of play and asking anyone if they want to accelerate, shoot etc, this player also calls outs who is moving on each sub-impulse. It really helps speed the game along. As you mentioned, it is VERY easy to lose track of where you are in the Impulse, and for that matter what impulse you are on.wedge_hammersteel wrote:I will post a photo this evening when I get home. Its basically a way of tracking activities during a game. Its made of wood and you have pegs which you stick into holes in order to track turns, impulses, sub-pulses and such.
Often during a game my group gets caught up in a discussion we lose track of exactly what phase we are in or what impulse. So we made this peg board to help keep track.
Other groups have their own methods of doing this and some might say that a peg board is not needed as tracking the game is easy but we like using the peg board.
We use the rest of the poker chips to tracks energy on our SSD's. I have made up Baseline Speed cards (0, 8, 16 & 24) for all the players to track and select their Baseline at the top of the turns. These are much like the ones that ADB made in one of their products (Orion Attack?).
