Time Hacks



  • I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.

    So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.

    15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient. 
    30 minutes for combat rolls and retreat decisions
    5 minutes for non-combat moves
    5 minutes for reinforcement
    5 minutes for placement -> diplomacy -> tech rolls

    Does your experience validate this?


  • 2018 2017 2016 '11 Moderator

    You allow players to carry unused time to the next phase?


  • 2017 2016 2015 Organizer '14 Customizer '13 '12 '11 '10

    I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.

    So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.

    15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient.
    30 minutes for combat rolls and retreat decisions
    5 minutes for non-combat moves
    5 minutes for reinforcement
    5 minutes for placement -> diplomacy -> tech rolls

    I am quite sure its a tendency that will solve itself as soon as those players have played AARHE for at least 3-4 complete games. IN our groups playing all the axis moves never lasted longer than 20-25 minutes total, because we clearly understood the rules. I would make a cheat sheet to present to new comers on those rules that require some memory, while most of it is intuitive.

    Id say 20 minutes for combat rolls and retreats



  • We used to play so a person had 12 minutes to do their entire turn.


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