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When playing 40k my group has the problem that we never manage to finish our games... we'll give ourselves 8 hours to play a 2000 point game and only get to turn 3. I know playing a lower points value or using the Escalation special rule will make things move faster; can anyone suggest any others, especially house rules that help move it along?
It eliminates much of the "crazy" happenings of the game but you can work out average dice roles and use those for the first few or half, or even 3/4th of the game to speed those turns along. E.G. Tau have average BS and hit 50 percent of the time, so you simply assume half their shots hit, and then work out what the average wounding would be and just use that instead of rolling everything. It can take out some of the fun but it definently moves things along if you are already good with the common math of the game.
Sig by:Knape, The Celestial, and Marlinspike, thanks guys!
well how new are you to the game? i find because i know all the rules pretty well i can speed things up a lot. i pretty rarely have to look up stats of rules for anything so i can get a 1500 pt game done in about an hour (against IG and nids its longer)
You said that your 40k group plays and it takes a long time. How many of you are playing on the same table at once? The more people on the table at the same time, the longer the game will last.
If you play an 1850 point game on a 6'x4' table, and you both know the rules reasonably well, then the game should only take like 2 hours.
We're not *too* new, but we do have to look up a couple things each game. Weird things like "If I have a vehicle squadron of 3 Walkers and they charge a tank but only one of them is in base-to-base, do the others get to contribute their attacks? If so, is it within the normal 2" or is it 4" (squadron squad coherency)?" Or "if I move my Land Raider 6" and then unload troops, can it still fire all its guns?" Or "If a spore mine drifts into a friendly model, does it still explode?" That kind of "gotcha" stuff.
You just have to keep memorising the rules and practicing playing until you get fast enough.
"DICE FOR THE DICE GOD!"
And the almighty Dice God said to his followers "Thou shalt not speak ye words "anything but a one" For thou whoever'st speaketh this blasphemy will be cursed with thy rolls being of one".
In the old 3rd editon rule book they had a "rule" called the Hand Of Fate. It was pretty much a 'rule dispute' dice roll.
It works like this say you come to a point in the game in witch your stuck with a rule question like, my deepstriking Terminators are touching a little piece of terrian are they all dead or just the ones touching the terrian? At this point you roll the Hand of Fate. You state the out comes, "on a 1-3 all the Terminators die, and on a 4-6 just the ones who are touching die." Then you roll a single Dof6 (six sided dice of cource) and this determins the outcome.
This really saves time on rule lookups. You could just flip a coin, but dice will be more common while gaming.
Hopes this helps.
The guilty laugh while the innocent suffer.............WELL WHO'S LAUGHING NOW!!!