r/WarhammerCompetitive • • 1d ago

40k Discussion What is considered standard time limit for a game, and what does your local meta do for RTTs?

Where I go for tournament, my local place does 30 minutes deployment / rules discussion. And then 2.5 hr chess clocks with 75 minutes each.

That's 15 minutes per turn.

I'm probably just not good enough yet, but I am yet to finish a game after multiple RTTs with 15 mins per turn. I don't even see how that's possible unless you're like playing knights or somehing. .

Not complaining, if this the standard that's what it is. And I also understand stores need to fit games in and close etc.

For me personally I'd rather play 4 games over 2 days than 3 games in 1.

I am struggling to enjoy the game when I literally have to not speak to my opponent and just rattle through my turns as fast as humanely possible as if i am just repeating pre determined moves rather than playing the and reacting.

What's everyone else's experience?

Edit: to clarify, my store does not allow to start early if you deploy fast. You must wait until TOs signal the chess clocks start with 2.5 hrs. I never asked why, but I think their logic is to prevent people skipping rules discussions etc.

Edit 2: also savage with the downvotes. As someone new to tournament meta I was not complaining, moreso asking what the overall expectation was timewise. Jeez.

84 Upvotes

99 comments sorted by

71

u/AwTomorrow 1d ago

Getting quicker at deployment is key. If you can take 10 mins on deployment after 5 mins of swapping the big important rules and gotchas of each army, then you have a lot more time to work with.

But nah, my local usually does 30 mins for terrain setup, rules talk, and deployment, then 3 hours for the game itself.

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u/09044595134151602468 1d ago

The rules for my local is that even if you setup fast, the chess clocks do not start and you don't start turn 1 until the 30 min deployment is complete.

I thought the same as you, if we rattled thru deployment we'd get more of the 3 hours but they are strict that even if you deploy fast you must wait for the TO to signal the chess clocks start.

39

u/kipperfish 1d ago

Wow, that's pretty bullshit.

Everywhere I've played has been 3hrs flat. Including set up. Chess clocks start at start of deployment.

Usually start of day you know your pairings, so your often all set up and playing before official round start. Round 2 is after lunch so, like start of day, you know your pairings so get there and get set up asap. 3rd round is the rush round to get table set and deployment going - but usually by this point your in the groove of things and goes faster anyway

6

u/benjamus_maximus 1d ago

So 3 hours for the game is pretty normal, but enforcing 30 minutes for deployment is very not normal. I would complain about that honestly.

I know even at 2:45, what'd you get with more reasonable deployment times, it might not seem like a lot. But remember, your turn time isn't evenly distributed. Turn 1 is often very quick, unless they're happy to get shot. And turn 5 and often turn 4 are quicker by virtue of dead models. So turns 2 and 3 get to be longer.

0

u/Deltronius3030 18h ago

It takes roughly 10 minutes tops to setup terrain and go over lists. Hell, you can do both at the same time.

I would hate to finish a game under 2 hours, then have to wait for 90 minutes, wasting my time.

1

u/Deltronius3030 18h ago

30 minutes for setup AND a 3 hour round is way too much. As a TO. I am not getting paid for this time, so strict round timers to get everyone out by 8:30 pm. Instead of 10 pm.

1

u/AwTomorrow 17h ago

I guess you’re running bigger events than I’m attending. Happier to go till 10pm and get three full games than go to 8:30pm and get three unfinished ones! It’s a day spent either way.

1

u/Deltronius3030 16h ago

Mostly for my own sanity, I generally have to take a couple hours setting everything up the night before, then get there before everyone, and make sure all is set. Not to mention, creating all the terrain, templates, etc.

1

u/AwTomorrow 15h ago

Ah, so your sort Game 1 matchups beforehand to let you set up terrain the night before, smart. Doesn’t help for Games 2+3 though I guess?

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u/Deltronius3030 12h ago

I used to setup everything in 10th the night before, for 11th I do not, but it is a very active store, and I have clean off all the tables and put terrain away for all the different games.

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u/Over_Flight_9588 1d ago

My area has pivoted to 3:15 for rounds from 3:00 to allow for terrain setup. 15 minutes to setup the terrain and run through armies. 3:00 with 90 minutes each on the clock to deploy and play.

As an experienced player, I generally use an hour from my clock to play my game. It's been a long time since I finished with less than 10 minutes of my time. My tips to speed up are:

  • Plan your turn. This is the biggest one and will make the biggest difference. Identify what you need to do in your next turn during your opponent's turn. "I need to keep them from holding center, and I need to deal with that staged threat to my natural expansion". Then in your command phase, before you move a model, figure out exactly which units will do what to accomplish those things. Then just execute the rest of your turn.
  • Plan your deployment. You should have a very good idea of how your army deploys for each of the 5 potential missions. I practice deploying against armies that can or can't threaten me T1. I also know what abilities I need to be wary of and possibly adjust for in deployment. If you take more than 30 seconds to deploy any one unit except for maybe your last 1 or 2, you're taking too long.
  • Learn your data sheets. Having to lookup unit profiles really slows you down. You'll always have to look-up a couple things, but if you're looking up more than 2-3 things a game you should learn your list a little more thoroughly.
  • Army walkthroughs. Your opponent doesn't need every stat and rule from your army and you don't need all of theirs. I run through army and detachment rules, main stratagems, any particular gotchas. Then I run through Death Star units with details "These guys go 12" with advance and charge and +1 to advance and charge. They'll likely kill anything under T6 in a single activation. T7 and above may survive if there's enough wounds and an invuln. They're fairly durable too as they're terminator equivalents with -1 to hit always and -1 to wound in melee". The trash units get a description like "Marine equivalents. Only OC1. They'll kill other trash well but won't hurt anything with a save".
  • Don't roll things that don't matter. Just pick-up units that are super dead. Don't roll attacks that have a tiny chance of taking a wound off a model with 20 wounds.
  • Keep your dice ready. I clear my dice tray and cluster my dice in 5's. That way when I need to roll I can just sweep the right number of piles into my hand and roll. No counting out 30+ dice.
  • Let your opponent roll your dice. When you hand your opponent a mountain of saves don't count out your wounds and then have them count out their dice. Just pull the failed wounds and pass them the tray to roll your dice.
  • Call the TO. When there's a rule discrepancy or debate if something is 7" or 8" just call a TO. Don't waste your time fumbling through the rules to find that obscure subsection that explains something. Don't debate your opponent if a measurement is on the line. The TO can pause the clock if a deep rules read is necessary or just quickly adjudicate a debate.

Expanding upon planning your turn in your command phase, it also really helps you layout intent and to declare measurements so there's less arguments later which also speeds the game up. It allows you to communicate "Unit A is 18" from Unit B. They're going to charge them. They move 12" so it'll be a 6" charge. Double check me on that measurement if you like". Then I figure out the next unit while they measure. Assuming they agree, I then move the models. Then when the fight phase rolls around and you forgot to charge them and the measurement is now somehow 7.5" because something got bumped the turn doesn't fall apart because intent was all communicated based on that pause for planning.

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u/Gaudron 1d ago

Practice makes perfect and I'll be honest, it takes A LOT of practice to play 40k competitively in the timeframes tournaments go by. Tournaments kinda need to happen over a single day as it's a lot harder to get people all gathered for multiple days compared to one. Friend groups are different, naturally.

It has taken me about a year and a half, about 100 games, to start getting at the stage where I know how to play 80% of the match-ups and have a gameplan for them.

33

u/Complex210 1d ago

100% same experience, I hate the clock and its impact on socializing and the meta. I also prefer 2 games per day and having some more time to actually have fun, not grind my games because the venue is closing.

10

u/AwTomorrow 1d ago

I mean if you’re playing to socialise then a tournament isn’t really the right format, no? Just organise a two-game Games Day with people at the club at take it easy

20

u/Complex210 1d ago

I'm not playing TO socialize, but it makes the entire experience more enjoyable for me, and for most people, I would imagine.

5

u/TheBack80 1d ago

I really feel the onus should be on GW to shorten the game.

3

u/Complex210 1d ago

They've been trying, have you seen this eradicator+impulsor combo?

3

u/WLLWGLMMR 1d ago

The Game is generally more fun when you have some room to BS with your opponent and double check some rules. But also sometimes you get a fish or a that guy and it’s nice that it gets over with quickly

1

u/Curious-Tea3242 1d ago

It's exactly the right format. Most people attending a tournament are there for fun games against new opponents.

A tragic minority actually care about the scores.

6

u/AwTomorrow 1d ago

Nahhh given the clock/schedule limitations you’ll end up with unsatisfying unfinished games or else you won’t have time to chill and chat. And everyone’s so tired from three games in a row that the socialising afterwards in the pub or whatnot is much reduced if it even happens!

Games Days with only two games per day are a miles better format for socialising.

1

u/Curious-Tea3242 22h ago

Absolutely agree, but that's not what people actually run. There are just more tournaments than open gaming days or narrative events. So players who want to play games against new people go to tournaments.

1

u/AwTomorrow 21h ago

that's not what people actually run.

That’s the neat part, you can run Games Days yourself incredibly easily! I just ran one myself last month with people I’d met in pickup games and a few new faces. 

Almost no planning or organisation required, compared to a tourney. Be the change you wanna see!

1

u/EarlGreyTea_Drinker 14h ago

I think it's wild that, at least in my area, the main social aspect of 40k, the competitive tournament scene, is based on 3 games a day that usually takes up at least 11 hours of your day with proper breaks. The number one hurdle to even approaching this scene is spending game after game reducing your turn time and memorizing things that were never really meant to be memorized. The entire secondary card deck, the primary missions, your entire army unit profiles, exact wording on strats, etc.

IMHO, 40k as a wargame was never really meant to be played 3 times in one day, and the general community is shoving a square block into a round hole by making 3 hour games the defacto standard

22

u/LoS_Jaden 1d ago

I'm the opposite, I wish it was 2.5 hours flat including setup. I'd like to play a 16 person RTT in one day with one undefeated at the end.

15 minutes per turn isn't really how it works either, it's usually like 15-20, one BIG turn on 2 or 3, and then the rest of them are like 10.

7

u/QuantumTheory115 1d ago

You should have your deployment and turn 1 basically ingrained in your mind, they wont really change much unless your opponent blitzkriegs you turn 1, in which case the game will over quickly anyway. This saves alot of time in the gran scheme of things, giving you 30 minutes to play turn 2 instead of 15

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u/09044595134151602468 1d ago

This is where I know I need to get better. Now with standard terrains and with my army list locked in I need to just dry practise my deployments at home so I don't from memory.

2

u/Choleric90 1d ago

I got great use of of using Hutber's TTS maps to get deployment reps with the ability to check all the firing angles. Once that's all done its just a rote process.

2

u/Cats_Cameras 1d ago

Print the map and cut out tokens for the base size of each unit and then create an 8” scaled deep strike circle for your sheet of paper. Play around with different deployment spots and what they can screen.

2

u/ishotthepilot97 19h ago

Way too much work. Just use TTS

1

u/Cats_Cameras 15h ago

I use PowerPoint, but not everyone is fluent.

1

u/ishotthepilot97 15h ago

For sure. If it works for you then that’s great. Table top simulator is just a fantastic resource.

1

u/Iknowr1te 1d ago

i use TTS for this. in generaly i should know where i want to be for depoyment you just have to translate that to the table.

4

u/Cats_Cameras 1d ago

I use PowerPoint shrug

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u/TotalChili 1d ago

Legend!!! PowerPoint for the win!!

0

u/CalligrapherFun2413 1d ago

No way im prepping 12 maps for different matchups, aint noone got time for that.

Not even when taking warhammer tournies somewhat seriously

3

u/QuantumTheory115 1d ago

The maps are "almost" all the same 3 basic layouts, practicing the most popular matchups will be enough

3

u/_ewar_ 1d ago

Your maths is a bit off. Turn one should generally be under ten mins, maybe only 5 if going first. That leaves you 65ish mins for four turns, with T5 generally being pretty short as well. Plan for longer turns 2 and 3 and treat time like a resource, same as anything else. I generally skip incidental stuff like random bolt pistol shots unless absolutely critical.

Once you get the hang of it you'll be fine. It's much better than sitting watching an opponent deliberate for fifteen mins not doing anything and then only playing a three turn game with feels bad results.

3

u/Cats_Cameras 1d ago

Two things:

30 minutes is way too long for deployment. No one is going to remember 30 minutes of intimately describing detailed datasheets, and it’s killing your play time.

When you’re new to RTTs, list simplicity is just as important as list potency. Limit your number of datasheets by duplicating units. Don’t take units with 5 different weapons profiles. Pick units with straightforward rules instead of 4 or 5 different choices each turn. If you can’t finish a game within your allotted time, it doesn’t matter how meta your list is or not.

2

u/Dmitry_Leyt 1d ago

As a Deathwatch player, I fully agree. It’s very hard for newcomers to memorize all the weapon profiles in Kill Team right away, especially when there’s a hodgepodge of models involved.

1

u/Cats_Cameras 1d ago

Something similar in DG with all of the PM and BLT weapons.

3

u/Ratattack1204 1d ago

Id say the trick is just reps. Are you still at a stage where you have to look up your stat lines and abilities on occasion? That time adds up FAST!

Take some simpler lists with a few datasheets to start. Or make a list well in advance of the tournament and only get reps with that. In no time you’ll be flying through your turns.

I also play on a chess clock for myself even in casual games. Encourages me to be fast at all times

3

u/Osmodius 1d ago

3 hours including deployment/terrain etc is standard for tournaments in my area.

It's very doable if you know your army and can focus on playing and not chatting.

A non tournament game can take 4-5 hours though.

4

u/Survive1014 1d ago

2 1/2 hours for a full game? On what planet is that enough time.

When my club runs tournaments we usually plan about 3 hours for the match, 30 min for setup.

4

u/RJMrgn2319 1d ago

Because nothing screams “enjoyable social wargaming experience” like shaving seconds off your play time.

2

u/Curious-Tea3242 1d ago

What are you talking about. This isn't a GAME, this is a SERIOUS SPORT! /S

1

u/Deltronius3030 18h ago

It isn't hard to finish a game within 75 minutes. Just need to know your rules.

2

u/bloodyparadox 1d ago

I have my first RTT this weekend and I feel a bit the same. For me, I know that memorizing stats and being able to quickly roll dice will help a lot but it's going to be hard to keep within the time I think.

2

u/Usual-Goose 1d ago

3 hours total as standard, including setting up terrain, although if you get to your table early you can grab a few extra mins for setup and pre-game chat.

It is doable, I play marines and sisters and finish within time, sometimes even a little early, without it feeling rushed etc.

Key things I'd say are:

  • have a deployment plan for each matchup before you play; no thinking time wasted. Very little deployment should be reactive to your opponent.
  • have a clear T1 plan for whether you go first or second. You can adjust according to your opponent, but you're not thinking it out from scratch.
  • memorise all of your own stats. You shouldn't have to check unit or weapon profiles or abilities during the game, unless your opponent asks for clarification.
  • play with your opponent, and play by intent. Instead of spending 5 mins trying to perfectly position a model to not be visible, ask your opponent "where do I need to be to avoid being shot/charged here next turn?"
  • keep your dice tidy. Every time you finish rolling, regroup them into rows of 10. It makes a huge difference to counting out dice
  • plan your next turn during your opponent's turn, note it down diagrammatically in a book if needed

2

u/FeartheTouman 1d ago

The best way to spewd up is to have a general idea of what you want to do for the game. I try to know where I want to go and what each units plan is before the game starts. Other than that, even of you can't start early by rushing deployment, you can still go ahead and pre measure everything for your first turn

2

u/Thewhimsicalsteve 1d ago

Like everyone else is saying, get more reps in. My fastest game of 10th was an hour give or take ten minutes. It was me on custodes my opponent on guard amd we played each other 20ish times so we knew the match up well.

2

u/Ascendance4FS 1d ago

The main thing is to know your rules. Once you never need to check the app for anything 2.5 hours is lean but reasonable.

Most GTs in my area dont quarantine deployment time, that's odd, and we end up with starting clocks of 1:25 each after table setup. My deployment is usually done with 1:20 left on clock. First turn takes about 3-5 minutes, especially if I go first, then I take ages on turn 2 and 3. I try to leave at least 10 minutes for T5.

2

u/libertyg8er 1d ago

You’ll figure it out, but what can really help speed up the game is to be essentially having an ongoing conversation throughout the game with your opponent to be very intentional about each play, and you’re basically just setting up the board state to reflect the conversation and then roll dice.

2

u/Ok_Yesterday1370 1d ago

Playing against newer players was a lot more enjoyable as a semi new player myself, as we took time to talk about it. Going against veteran players that aren’t social felt like playing against a robot on hard mode. It sucked the fun out of it. This is at a super causal rtt. I wouldn’t enter a serious tournament unless i felt i mastered all my shit first.

3

u/09044595134151602468 1d ago

I feel this.

Don't get me wrong I'm not the dude pretending im an ork 'waaagh'ing at my turn and making voices. But I enjoy the themtic part of 40k where we make jokes about what's happening on the tabletop in the sense of the lore.

Kinda like you know if you fluff something up and your main HQ does something stupid you crack a joke about him being useless or whatever.

But in the super competitive scene it's just like roll, roll, roll, roll, roll, pick up model, roll, pick up models, pick up models, uppy downy, your turn with minimal to zero social interaction.

Which for 40k feels weird to me.

2

u/Ok_Yesterday1370 1d ago

Lol right! I end up just rushing bc i want the game to end already lol.

I like making jokes about those situations too and make light of my bad rolls but the dude was just “ ok” and didnt look up at me or do anything besides talk rules and/or stare at me with a hurry up face lol

I like to respect the effort that they put into learning the rules and painting their armies so sometimes id rush decisions on missions bc i wasnt familiar with them but didnt want to lag the time.

Meanwhile, theres a dude whos yelling screaming laughing across the way, and im like damn i should’ve played him lol

1

u/MurdercrabUK 18h ago

I relate. I am a veteran, as it happens, but the super brisk experience of getting five rounds played out in three hours isn't really what I come to the table for. I can do it, but by the middle of game two I'm disassociating.

Narrative events, at least the Warhammer Open ones, skew to smaller games in the same time frame, and that gives me the breathing room I need.

2

u/uncertainopinions 1d ago

So the trick is not 15 minute turns, but short and long turns, you need a 10 min turn 1, 20 min turn 2 and 3, 10 min 4 and 5, if you even need a turn 5 in such a killy edition. Thats 70 minutes so give your go turn an extra 5 minutes.

I use and dislike this formula, becuase it encourages "scooping" units that have no math chance of survival, even when you and I both know that the dice rarely obey statistics when it counts (rolling 7x 1s and 2s on 8 attacks hitting on 3s) but it is the easiest way to play fast, especially with T3 bodies

2

u/Macktrucker809 23h ago

I give my players 1.5 hours each on their clock, 3 hr rounds. Its not my place to dictate how they use that time. They can deploy for 2 hours amd play the game 30m each or, more reasonably, deploy in 5 minutes and talk about their army as they deploy like normal folks.

Also its not really 15 minutes per turn. Its 11th edition so turn 1 2 or 3 depending on the match up you all in and spend most of your clock, while 4 of your turns take ~5 minutes

5

u/The4thEpsilon 1d ago

15 minutes per turn is more than reasonable even for a horde faction, the key is that you need to memorize your own rules and have to check stuff less and less. Realistically, either shooting or melee is going to be the majority of your turn, with Movement and Charging being relatively quick. On top of that, remember that if you are playing death clocks, any action the opponent takes on your turn (more than just popping a stratagem) should stop your clock and begin theirs.

0

u/Beckm4n 1d ago

Agree with almost everything, some factions have a greater emphasis on a certain phase while everyone needs to focus on the movement phase because that is where the majority of the decisions are made. My movement phase in my go turn can take up to 15min but the rest of the turn is much quicker since I already made most of the decisions for the shooting and charge phase by thinking about my average dice rolls and eventualities (Plan B so to speak)

-1

u/Weekly_Interview_936 1d ago

That's an unreasonable ask given how many layers of - often conditional - rules apply to every unit at any given moment. If the expectation is that then GW needs to dump the TCG-style "everything has special rules and rules get layered" design and go back to a primarily stat-driven system.

2

u/philoktitis 1d ago

I think as a community, we decided that 3 games in a single day is what we "need", and then we built on top of that perceived requirement with store hours and TO endurance/preferences determining what that means in terms of actual play time per game and breaks.

I have seen people play full games with friendly chit chat in that time frame, but only very experienced players with hundreds of games under their belts. The rest of us screw things up in different ways (not playing past turn 3, messing up rules left and right, playing into lunch break, etc).

Unless we revisit the idea that we need 3 games per day, or stores start running 16 hour days, I expect things to stay the same.

1

u/ViktusXII 1d ago

I thought it was:

• Deployment & Turn 1: ~20 minutes

• Turn 2: ~20 minutes

• Turn 3: ~15 minutes

• Turn 4: ~10 minutes

• Turn 5: ~10 minutes

2

u/Macktrucker809 23h ago

Deploy and 1: ~10 min

T2/T3: 45 m

T4: 2m

T5: 2m

Is my 11the edition experience largely

1

u/ViktusXII 22h ago

This seems more accurate.

0

u/[deleted] 19h ago

[removed] — view removed comment

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u/ViktusXII 19h ago

I would but ... it says you don't exist.

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u/[deleted] 19h ago

[removed] — view removed comment

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u/GenX-ican 1d ago

Most competitive tournaments are 2:45 - 3 hours per round. Friendlies and some team events do 2 games at 4 hours. Even at 4 hours though players are still not finishing their games.

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u/PopInevitable280 1d ago

I've always felt that 3 hours not including setup is a fair solid amount. Unfortunately my local meta likes to do 2:45 with setup so 2:30 to actually play. It's definitely possible but if your in a horde mirror than your NOT finishing that game without rushing

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u/09044595134151602468 1d ago

Honestly I'd prefer flat 3 hr per game after deployment. I find myself getting to about turn 4 with 2.5hr.

But I guess I just need more reps in and tighten up.

I also am a very social player. This is the part where even tho I love competitive , I dislike the removal of the social aspect.

I have to remember not to shoot the sht with my opponent or make jokes etc.

But being an older player from 2nd Ed, it's ingrained in me.

1

u/Independent-End5844 1d ago

Our Rtts/gts give 15 minutes for set up and you have to use that time to discuss armies too. 3hours for a game, hard dice down.

1

u/veryblocky 1d ago

Pretty much everywhere here does 3hr rounds including setup. I’m quite comfortable finishing in that time, but I know a lot of people struggle not to time out

1

u/liveviliveforever 1d ago

My local just does a flat 3 hours. Setup usually only takes ~15 minutes.

T1 tends to go a bit faster as you are just rolling advance and staging. T4 also goes a bit faster as people are running out of units. T5 can usually be talked out with minimal rolling, “these are the only units that could affect scoring, roll those battleshocks, see if you make that one charge, see if you can bring, that unit to the threshhold where the point flips” ect. T5 usually doesn’t take more than 5 minutes unless it was a super uneventful T2 and T3.

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u/Throwaway525612 1d ago

You gotta get reps in to get your time down.

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u/Valynces 1d ago

My local does 3:15 per round and it works pretty well. 15 for terrain setup, 15 for pregame discussion, and you get about 2:45 to play.

1

u/AltruisticWay6503 1d ago

I have played in lots of tournaments and not all turns take the same amount time. Sometime a turn will take less than 5 minutes and sometimes they will take more than 30 minutes. You have to have a plan for your game and adjust your plan during your opponent's turn.

1

u/La_Maraviglia 1d ago

Very doable - takes some practice though, you'll get there

1

u/TwoMinuteNotice 1d ago

Including set-up, people get 3.5 hours at our local events. Very playable, tbh.

In the RTT, people get 3 hours (not including set-up). It's not hard if you lock in, tbh.

1

u/No_Investment_2091 1d ago

Just put the reps in, i can say personally when i play someone in the same team as me at an event the game lasts 1.5 hours max vs an average game of 40K lasting 2.75 hours imo.

You shouldn’t be worrying about pre determined rules, think on your opponents turn (unless you are thinking about a reaction then it’s on your time obvs)

The more you play the faster you get at navigating the decision tree and running on the spot mathhammer for actions

1

u/NathanaelTendam 1d ago

It’s 15 mins a turn if all turns are equal but realistically turn 5 is only taking you 5 minutes depending on how much you have left on the board. Second turn can take over 30 mins depending on what’s going on.

1

u/10leej 18h ago

Color me weird I've only ever used the chess clock for myself and even mention that for my opponent. We just get a 3 hour round and 15min between rounds with a scheduled lunch break.
I started slow but really picked up pace doing this. Just let you opponent know your using the chess clock for yourself and I actually make use of different colors of dice for weapon profile attacks.
For example I play admech and still too lazy to paint my 3rd autocannon so I still field a lascannon. That's a 3x unit so that's 8 white die and 2 black die for my basic weapon attacks. I also have a set of blue and red die as well.

1

u/WinterWarGamer 16h ago

75 minutes per player is not 15 minutes per turn. It's 5 minutes for turn 1, 10 minutes for turn 2, 25 minutes for turns 3 & 4 and 10 minutes for turn 5.

Of course it can vary a bit, but the point is, that you should not divide the time you have equally for each turn, as each turn there aren't as many important things to happen. The biggest reason people can't finish a game in their alloted time at tournaments I see, is they are taking too long thinking about things that do not matter.

You're going to need more time as the game progresses, go through your turns 1 & 2 as fast as you can.

1

u/Pantheron2 1d ago

I don't think I've ever played a game that took more than 2hrs total in a tournament setting, from deployment to final scoring. My approach is to already know how I will deploy for every match and every mission setup,, against every faction. Practice makes perfect! I have some empty bases that I use for my "opponents" army, and play against myself to nail everything down, using the top lists I find online. my thought process is, if it works against the top of the meta, it will probably work against the bottom, and at the very least I can make minor adjustments based on what threats they bring, what is an easy target, etc. that I learn from my practice games. I do this mainly for Age of Sigmar, but as I've gotten back into 40k, im beginning that practice now with my EC army.

1

u/Crypto_pupenhammer 1d ago

If you’re struggling to enjoy playing the game in tournaments…. Why do you continue to play tournaments instead of match play

0

u/09044595134151602468 1d ago

I play both.

Problem is, at least where I live. Matched play folks err on the beer hammer style, fun lists.

Where as I kinda default to trying to make the most synergistic list I can.

So that doesn't mesh.

But at the same time, a huge part of enjoying 40k for me has always been the social aspect and competitive 40k, even though I do enjoy it, just feels like a sanitized version of 40k.

As people have said - gotta get the reps in and the muscle memory down to play a game in 2.5 hours. But then the game just becomes like a chess style game where all the moves are memorized and you're just going through the motions as fast as possible.

Rather than, like, yolo'ing a big charge with an HQ and somehow taking out a chunk of your buddies army in a rare, crazy, lucky, fluffy game of chance.

3

u/Cats_Cameras 1d ago

You can play quickly and still make volatile plays; that’s a false dichotomy.

Yes a 3 hour match removes time for the banter and mini gazing, but it’s good for pushing you to make crisp decisions and really learn the game instead of stumbling through your rules.

0

u/howlong-princess 21h ago

Sounds miserable, who tf forces chess clocks?? Hate them

-4

u/Weekly_Interview_936 1d ago

Why do you think it's so easy for people to cheat in even top tier events? The time crunch is so insane that people just have to trust that their opponent, and they themselves, remembers all of the rules and abilities that apply to a unit at any given moment correctly. Taking time to lookup datasheet, detachment rules, and army rules every time you interact with a unit takes forever. So does carefully picking through the masses of dice that now get thrown, so it's easy to "accidentally" nudge a couple.

Best I've gotten with a 2k game is 4 1/2 hours after setup was complete. And that's a game that was all but over by the bottom of 3. GW has turned 40k into a bloated mess that cannot be played quickly without being played sloppily. 10th was bad enough for this, 11th is looking far worse.

Oh and a lot of games don't finish. They get "talked out" for the last 2 turns.

3

u/MobileSeparate398 1d ago

4.5 hours for 3 turns? This is common but not the norm. Often finish the whole game including setup and casual pre game chat in 4 hours. Rtts often have 3 hour limits and most games conclude by then.

This isn't a jab at you, but the more you play and memorise the faster you go. Especially being more proactive in your moves (knowing what you plan to do and predicting their moves) and less reactive (responding to surprise moves they made and coming up with a game plan) .

0

u/Weekly_Interview_936 1d ago

4.5 for all 5. 3.5 hours for the first 3. Then one player is all but tabled so it's fairly quick to get through the last 2 since it's just moving what's left around to try to max score.

And as far as memorization via experience goes, that went out the window with 10th and the semi-living rules. When dataslates are dropping often substantial changes 4+ times a year memorization is no longer possible. And that's on top of the issue of there just being way too much way too poorly written text to memorize in the first place. This isn't 5th edition where you memorize your statline and 2 or 3 total special rules for your army plus your USRs.

2

u/WLLWGLMMR 1d ago

Almost every event is around 3 hours. So I’m not sure why you’re making comments about what happens at competitive events if you have never played one

-1

u/Weekly_Interview_936 1d ago

And those games don't actually play to the end. They "talk out", i.e. guess, at how the closing turn(s) would go.

So discussing how long games that actually play out to the end is relevant.

2

u/WLLWGLMMR 1d ago

I have played at like 5 RTTs in the past six months. I finished most of my games completely as did most people. And talking it out is often not because you’re out of time but because there’s so little stuff left on the board that what matters is which cards you draw and if the units would be able to do them

1

u/DetroitTabaxiFan 4h ago

I'm surprised most tournaments don't just do pre-planned layouts.