dbecer01 Posted March 4, 2019 Share Posted March 4, 2019 So, I'm aware that Tyranids are a horde, but how are they for turn length? I know even pro players take a long time to play Orks, for example. So, how long is the average Tyranid turn in terms of time when compared to the othwr armies? Link to comment https://bolterandchainsword.com/topic/354315-turn-length/ Share on other sites More sharing options...
Panzer Posted March 5, 2019 Share Posted March 5, 2019 Never stopped the time when playing against Tyranids but let me say it like this: Last saturday I've played a 2k match with my Primaris against Tyranids while on the other table there was a 2.5k match with GK vs DG. If I recall correctly they've finished their game when we were still in turn 3 (though it's partially my fault as well due how tedious the rolling for the Repulsor is with all the different weapon types attached to it lol). Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5269691 Share on other sites More sharing options...
Arson Fire Posted March 18, 2019 Share Posted March 18, 2019 While Tyranids can be a horde, the average list doesn't usually spam all that many gaunts. They're much less of a horde army than orks or genestealer cults. I rarely find myself short on time playing nids. My genestealer cult on the other hand I've been having to practice a lot recently to pick up speed. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5278355 Share on other sites More sharing options...
dbecer01 Posted March 18, 2019 Author Share Posted March 18, 2019 Isn't it 30 guants per squad though? If you want to run a brigade, that's a lot of gaunts ... Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5278369 Share on other sites More sharing options...
Arson Fire Posted March 18, 2019 Share Posted March 18, 2019 It's only 30 gaunts per squad if you want to run that many. You could go with 10 gaunts per squad. Or you could not take gaunts at all, and go with small units of 3 rippers. Personally I have 1 unit of 30 gaunts in my most common lists, as a screen against turn 1 charges. Occasionally I break it up into 3 units of 10, if I feel like running a second battalion. After that it's just genestealers and monsters. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5278375 Share on other sites More sharing options...
tychobi Posted March 18, 2019 Share Posted March 18, 2019 Turn time is dependant on the player not the army. Practice with a chess clock Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5278835 Share on other sites More sharing options...
Xenith Posted March 27, 2019 Share Posted March 27, 2019 A player with 100 gaunts that plans their move in their opponents turn will take less time than a player with 10 vehicles that doesn't plan their moves and fiddles about in their own turn. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5285248 Share on other sites More sharing options...
tychobi Posted April 2, 2019 Share Posted April 2, 2019 A player with 100 gaunts that plans their move in their opponents turn will take less time than a player with 10 vehicles that doesn't plan their moves and fiddles about in their own turn. I do not agree. In my experience the opposite is true. Less decisions do take less time but indecision, rules checking, and distraction eat minutes. Moving models take seconds. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5289632 Share on other sites More sharing options...
Xenith Posted April 2, 2019 Share Posted April 2, 2019 A player with 100 gaunts that plans their move in their opponents turn will take less time than a player with 10 vehicles that doesn't plan their moves and fiddles about in their own turn. I do not agree. In my experience the opposite is true. Less decisions do take less time but indecision, rules checking, and distraction eat minutes. Moving models take seconds. I don't get it, that's exactly what i said! Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5289825 Share on other sites More sharing options...
tychobi Posted April 2, 2019 Share Posted April 2, 2019 Wups my bad! I seem to have misread. Im sorry Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5289829 Share on other sites More sharing options...
dbecer01 Posted April 3, 2019 Author Share Posted April 3, 2019 hehehe Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5289988 Share on other sites More sharing options...
Xenith Posted April 3, 2019 Share Posted April 3, 2019 Wups my bad! I seem to have misread. Im sorry No worries, just making sure I didn't miss anything! I used to unintentionally slow play with my Eldar because I played so cautiously. My movement phases took forever. If the plan is 'run forward and tie them up with gaunts' then turns should be fast. I'd advise colour coordinating your units. I'm varying colours of adrenal glands slightly unit by unit to help tell them apart. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5290225 Share on other sites More sharing options...
dbecer01 Posted April 3, 2019 Author Share Posted April 3, 2019 I guess the only problem left is the setting them up on the board and putting them away. Link to comment https://bolterandchainsword.com/topic/354315-turn-length/#findComment-5290515 Share on other sites More sharing options...
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