Results 1 to 9 of 9

Thread: Length of SBG games with the new Scenarios

  1. #1
    Brother Sergeant
    Join Date
    Jan 2012
    Location
    London
    Posts
    71

    Length of SBG games with the new Scenarios

    My friend and I are hoping to enter the UK SBG doubles tournament this year and played our first couple of practice games over the weekend. These were our first games using the Warband system and the new scenarios. We played ‘To the Death’ and ‘Hold Ground’ using the force sizes and restrictions laid out by the tournament pack. Whilst the games had some highlights (we particularly enjoyed the slightly chaotic deployment of Hold Ground which led to both forces being completely split up and resulted in several mini-battles - good fun) we came up against several frustrating issues on which I’d appreciate your input.

    The pertinent tournament rules are:

    All games are played on a 4 x 4 table.

    Each doubles team will have 4 separate 500 point army lists, 2 of evil and 2 of good.

    These armies all have to stand individually and meet all the normal force selection requirements. Whilst playing in the tournament, your 2 evil armies are allies and your 2 good armies are allies. Thus in every game you will be playing with either a 1000 point good army or a 1000 point evil army.

    You play ‘To the Death’ ‘Hold Ground’ and ‘Reconnoitre’ twice each, once with your good army and once with your evil army.

    Each game is scheduled 2 hours (including set up time).

    These are the conditions we used for our practice games (except we finished the games rather than capping them at 2 hours) and we came up against a few issues.

    The first and most prevalent was time. It’s generally agreed that the ideal force size for SBG is around 600-750 before the game becomes bloated and slowed down by all the individual combats. It’s hard to accurately measure because we had a few breaks here and there but our game of ‘To the Death’ lasted around 6-7 hours! I’d like to stress at this stage that we know the game rules and were playing pretty fast with minimal book checking. The main reason seemed to be the victory conditions; the game doesn’t end until one side (in the tournament that means one 1000 point army) has been reduced to 25% of its starting numbers or less. With such big armies this became a complete slog. We were both playing pretty well tactically but a lot of times, even when we won fights, a lot of troops wouldn’t die due to high Defense and Fury rolls etc. This made the game drag on and on until neither of us were having that much fun, the player who lost the fight was almost hoping for his troops to die just to move the game forward! It’s obviously possible that we could shave a bit of time off the game length but I can’t see how you could break (25%) a force of this size in 2 hours.

    The other deeply, DEEPLY frustrating issue with this scenario is that when it finally ended, the victory conditions in no way reflected what had happened in the game. You get points for breaking your opponent (both were broken so they ruled each other out) and points for wounding/killing the enemy leader and having a banner left. After slogging it out for 7 hours this felt completely unsatisfying and unreflective of what we had achieved. In a game called ‘To the Death’ it’s possible that 2 players could go at each other for a while until both were broken and then whoever was reduced to 25% of their numbers first could win the game if they had hid their banner and leader in a forest. It seems crazy to me that in a game where the objective is to kill everyone and reduce their force to 25%, no bonus is given for reducing your enemy’s force to 25% or for the amount of models killed. This made both players come away from the game deeply frustrated and feeling that very little we had done over the course of the game had had any great effect on the outcome of the battle.

    We then played ‘Hold Ground’ which had similar issues. The length of this scenario is decided by rolling a dice every turn once one force has been broken (50%), if you roll a 1-2 the game ends. This game was quicker (4-5 hours) but still dragged on and felt like a bit of an effort towards the end with each player hoping for a 1-2 just to end the game! The big issue here of course is that you could (potentially) never roll a 1-2 and the game could go on forever or until one side is utterly wiped out, conditions that don’t lend themselves well to 2 hour games. I will say that the victory conditions in this scenario are better thought out, the 1VP for every model within 6” of the objective made a lot of sense and was actually the deciding factor in the game, producing a satisfying conclusion.

    Hopefully this sums up the issues that we had, I suppose my main questions are these:

    Roughly how long would you expect each of the three named scenarios to take with 1000 point forces?

    and

    Is it possible to play these scenarios with 1000 point forces to anything approaching a satisfying game in 2 hours (including set up)?

    My friend and I are now just worried that we’re going to pay to go along for the weekend and end up playing 6 unsatisfying, unfinished games that are all called to an end after a few turns of uneventful manouvering and some opening shots. The tickets go on sale Wednesday morning our time (about 48 hours) so any help/opinions ASAP would me much appreciated.

    P.S. In case anyone was interested the forces were an Uruk Hai infantry-heavy Isengard force, a Moria goblin horde and 2 Rohan forces split roughly equally between infantry and cavalry.

  2. #2
    Librarian
    Join Date
    Oct 2011
    Location
    Moncton, NB, Canada
    Posts
    355

    Re: Length of SBG games with the new Scenarios

    I don't see you really being able to finish any of those games in 2 hours.
    At least by running practice games you have an idea of how to play, though. For instance, while your opponent in a "To the Death" match might try to kill as many as your forces as possible, you will know to go for his captain and banner. You can use gambits to sacrifice your regular troops to draw him away from your banner, or to open his to attack, etc. You could even consider sacrificing regular soldiers to end the game sooner, once both sides are broken and you're sure you're up on victory points.

  3. #3
    Librarian
    Join Date
    Apr 2009
    Location
    Richmond, VA
    Posts
    346

    Re: Length of SBG games with the new Scenarios

    Well, for our group this is not a problem. Out minimum game size is 700 points. Which we do not have a problem finishing in 2 hours. We also play 2v2 a lot of the time with 1400 pts a side. Even then we are finishing within 3 hours. One thing that will speed things up if you are not already doing this: Roll all your shots from each type of missile weapon at one time, i.e. if you have 10 elf bows roll your 10 dice, then pick your targets. Then if you have throwing weapons roll those, then pick your targets etc. You will run across this in the tournament. Otherwise roll two dice at once, one for the to hit and the other to wound for each shot. Make them two different color dice for easy identification.

  4. #4
    Librarian
    Join Date
    Oct 2011
    Location
    Moncton, NB, Canada
    Posts
    355

    Re: Length of SBG games with the new Scenarios

    Nice tips. We are not so quick, and I don't think you'll be able to predict how the other players will be if you haven't faced them before... as well, there may be newer players checking the game out at this point.

  5. #5
    Brother Sergeant
    Join Date
    Jan 2012
    Location
    London
    Posts
    71

    Re: Length of SBG games with the new Scenarios

    Thanks for the tips guys.

    @ Jobu - The rolling to hit and wound at the same time is a really nice idea and something we could certainly incorporate to save a bit of time. However, I'm a bit confused about the roll to hit and then pick your target thing, could you not enter a situation where you have 10 archers, 2 can see Aragorn and the rest can only see warriors, roll 10 dice to hit, score 5 hits and place them all on Aragorn? I'm almost certain I'm missing something here so apologies for being slow!

    @Peregrin - This is all true and good advice, I thin my main issue is just how it encourages you to play the game. Surely in any game where you're really trying to win (not just competitive matches), you'd be mad not to essentially hide your leader and banner at the back and send everything else forward to attack the enemy. I'm not saying this is fool-proof by any means and you could still lose but I think it would be the sensible way to play. That being the case it seems strange for a 'To the Death' scenario to encourage your leader and banner bearer to hide near the back, particularly in a game like LOTR which has always been about the glorious heroic actions of famous heroes! Ah well...

    Thanks again for the quick responses, nice to have some feedback!

  6. #6
    Librarian
    Join Date
    Apr 2009
    Location
    Richmond, VA
    Posts
    346

    Re: Length of SBG games with the new Scenarios

    Quote Originally Posted by Dr Grant View Post
    Thanks for the tips guys.

    @ Jobu - The rolling to hit and wound at the same time is a really nice idea and something we could certainly incorporate to save a bit of time. However, I'm a bit confused about the roll to hit and then pick your target thing, could you not enter a situation where you have 10 archers, 2 can see Aragorn and the rest can only see warriors, roll 10 dice to hit, score 5 hits and place them all on Aragorn? I'm almost certain I'm missing something here so apologies for being slow!
    No, archers still could not hit what they can not see nor can they make multiple shots. So you can pick those two guys to roll to wound aragorn, but only those two. The other three will have to be rolls to wound on those warriors.
    Another thing I do is go through and place a dice next to the archers who can actually see something to hit( or multiple dice if I have more than one archer). That way, if I have 4 shots on one part of the board and 4 in another I just roll those two sets of four. I then leave the amount of dice that I have "hit" with next to those archers. Then come back after I have all my "hits", pick targets that those archers can see and roll to wound. I roll heroes with a separate die ( dice, die?) due to the ability to use might.

  7. #7
    Librarian
    Join Date
    Aug 2007
    Location
    Notts (UK)
    Posts
    493

    Re: Length of SBG games with the new Scenarios

    So far played
    500pts hold the ground and domination
    800pts to the death.

    None took over 1 hour 30 mins. At 1000pts I expect a 2 hour game for some (to the death) or a 1 hour 30 for others (take and hold)

    Remember you meet in combat much quicker. Combat is far deadlier than shooting so no more "5 turns of shooting, killing 10 men" it will be a few turns then BAM blood every where.
    - Yellow Snow -
    White Scars 2nd founding, unfortunately these guys grew up in a cold place with no toilet.

  8. #8
    Chapter Master fracas's Avatar
    Join Date
    Mar 2005
    Location
    Richmond, VA
    Posts
    2,845

    Re: Length of SBG games with the new Scenarios

    the games are faster because you get into melee sooner with most of the scenarios.
    shooting less of a factor when forces are deployed so close to each other

    i actually favor us going to 1000 points rather than 700 its


    rolling all your shooting hits and wounds is ok. but i would make sure that wound designation is done similar to volley fire
    Warmaster: Kislev, Khemri, Dwarves
    BFG: Pacification (IN), Expeditionary (Tau), Battlefleet (Chaos), Corsairs, Crusade (IN)
    DW: EotBS, FSA
    LotR: Khand, Gondor, Mordor, Rohan, Easterling
    WHFB: Kaihuanotl, Caxuatn
    40k: Daughters of Cacophany, Sept Kel'tyr and Ukos'Va, Stormwatch, Kher-Ys
    Warmancer & NeoModernism

  9. #9
    Brother Sergeant
    Join Date
    Jan 2012
    Location
    London
    Posts
    71

    Re: Length of SBG games with the new Scenarios

    Thanks for all the input and responses guys, God only knows what we're doing wrong but I can't help but wish I could come and watch you guys play a game to see just where we're wasting all that time! :-)

    Anyhoo, we decided to go for it so bought our ticket this morning and are off to the tourney, I've just posted a breakdown of our current army lists here:

    http://www.warseer.com/forums/showth...37#post6123337

    And would appreciate any feedback or opinions about any of the armies. They're all obviously work in progress and will probably change a fair bit over the next 13 weeks or so but any input would be much appreciated.

    Thanks again guys, it's nice to have input on these issues form outside our (fairly small) group.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •