gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on May 1, 2017 15:48:23 GMT
I wasn't sure where to put this thread - I'm not a new player, but this is as good a spot as any.
I think that for the most part, we're all pretty much self-taught when it comes to Warmachine. Someone else might tell you the rules, and guide you when you're not sure about one, but then you teach yourself and develop your own style.
For myself, the playstyle I've developed involves planning out my turn just before I allocate focus so that I know how much focus each jack might need and what spells I plan to cast that turn. For me, this involves determining the order of activation of each model, even if I don't know exactly what they all might do, and laying out my cards (yes, I use cards) in that order to help me remember what I was planning. It works well and leads to well-organized turns with sometimes complex plans. I know what I'll be doing with 90% of my models before I move the first one.
The problem I'm seeing is that my turns take longer than they should. I might spend 15 minutes planning a round before moving a model. My turns take way longer than I'd like - I would never survive a deathclock game.
I'd like to speed up my game without ending up in situations where I'm screwed because I planned poorly and without enough thought.
My question to everyone here is this: how do you plan your turns? To what extent do you plan your turn before allocating focus? And if it's not 100%, how can you guarantee that you'll have the focus you need to cast the spell(s) you'd like and/or have the necessary focus on a jack to do what you need with it?
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on May 3, 2017 0:28:15 GMT
1) The best thing I can think of to speed up your time is to plan your turn during your opponent's turn. This will save you lots of time.
2) Focus on key priorities. Some pieces require immediate attention (Hello Stormwall!) others aren't as important (Deciding exactly which of your Errants will charge which of your opponent's Trenchers). Once you have your top 1-3 priorities, then focus on execution. You just waste your own time trying to plan every charge, every gun shot, every placement... Key questions to ask yourself would be: - Can I assassinate this turn? - Which of my opponent's models need to be dealt with immediately. What can I do? - Can I score this round?
3) Expect bad dice. I don't mean to over-commit to particular actions, but when you plan your turn all out in the beginning, you don't leave room for "what if things go wrong?" This forces you to change your carefully-thought plans half way through the turn, which means you wasted too much time thinking.
4) I'm going to receive a lot of gruff for this one, but play some games with Timed Turns. This will speed up your game!
Just a few thoughts from a fellow slow player. Hope this helps!
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on May 3, 2017 1:42:08 GMT
Some things I also do are to prepare all of my spell tokens (with how much fury it costs to cast) and animus in advance. As the enemy Turn is going on I will reorder them in front of me to help me recognize who needs to be activated and when.
I'd like to see a notes section in War Room that would allow me to take/save notes before and during a war. If it could drag and drop bepending on what order I need to activate it would be even better.
Until then... I've been making and saving notes of my expectations for my most popular armies. It sounds strange but having a thought out and written expectation of what I might do beforehand helps me dramatically during the game.
For instance... in my Calandra list I want to activate her last so she can cast soothing song and take a fury of each beast. I still want my runebearer to go before her of course, but if he's befuddling something into range I want him to go before my beasts. I have a separate note for feat turn. I want Calandra to activate first so everything has access to her feat that turn (including the runebearer if befuddling).
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Post by celeb on May 5, 2017 7:06:41 GMT
So, I am kind of like the polar opposite of you, gmonkey , in regards to time. I am usually up on time in deathclock games and the only time I lost on Deathclock was a 9 or 10 round game where my opponent had 20 seconds left. The first thing that is important to understand is that you can't have a series of perfect turns in a deathclock environment. Usually, you play a quick T1, take a chunk of your clock for T2 and 3 and get quicker from T4 onwards. The way I go about my play is usually: 1. Set a goal for the turn - this usually involves "kill this thing" or "clear this zone". 2. look which models can contribute to the goal and which models could, if supported by any means like being unjammed or a chargelane cleared 3. Think ybout how to maximize the odds of the goal happening (things like giving a damage buff to kill a heavy etc) 4. Activate the support models first, then the unjamming models and then the models contributing to the goal. If the goal gets achieved and Î have models left to activate, set a small goal for them for some extra bonus. When setting a goal, have a backup goal ready if you need a "hit confirm" and it fails. For example, if you can assasinate the opposing caster, but you need your Krea to paralyze him to make it happen, the Paralysis shot is your hit confirm.That means you want to have the Krea with Puppet master from the Willbreaker activate early so you would know which goal to pursue. If the Krea fails, the backup plan kicks into action. Let's look at an example from my faction: I am playing Issyria and facing a Nemo3 list with double Lances. It is Turn 2 and I am looking at the board, the Lances are pretty far up the table, but Dynamo is also in range of my guns. So, my plan: 1. Blinding Light both units of Lances and shoot Dynamo. If Blinding light fails, Shoot the lances 2. Issyria can Bliding Light both unts if the Arcnode is in position, my AFG, Hyperion and a unit of Stormfall Archers all can shoot at Dynamo. 3. In order to hit both Blinding lights and maximise damage on Dynamo, I should feat. Also, Hyperion should be loaded up on focus first by my Arcanists. 4. Activation order would be Chimera->Issyria-> look for hit confirm on Blinding lights -> Arcanists(can also be activated first) -> Afg,Archers, Hyperion with Hyperion likely acting last.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on May 5, 2017 16:21:47 GMT
Well, celeb, I guess I'm jealous of you because I've been playing the game for about two years and I'm still slow as a wheelbarrow on the freeway with my turns. I do prepare tokens and try to plan during my opponent's turn, but more often than not, his final move will change everything, requiring me to re-plan anyway. I think I'm basically doing your 1/2/3/4 technique, and in doing so, I'm deciding which models need to activate in which order. If I don't think my jack will be able to get to an opponent, why would I max out its focus? Allocation by its nature requires some degree of planning ahead. I'm actually planning less than you lay out, but it takes me longer. I just wish I knew how to do it more quickly. Thanks for the tips though.
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Post by jest on May 13, 2017 17:37:11 GMT
Another approach is to play simple, low model count lists and start timing your turns on the side. See if you can get to 10 minute, then 7 minute turn 2s and 3s with a simple list. Find hueristics that accomplish your turn goals 90% of the time rather than deep diving and exhausting all the possible options that are most likely worst and at best get you from 90% to 100%. For example, I know I can kill my opponents heavy 90% of the tine with a debuff and anywhere from 4-5 grunts in my armor cracking unit. I also know committing 4 grunts isnt over committing. To save time I just run that executable most of the time rather than look at how I can maybe eek out the last 10%.
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kaernak
Junior Strategist
Either pray to Menoth or feel his fury. You'll burn either way.
Posts: 172
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Post by kaernak on Jun 4, 2017 23:25:23 GMT
I'm in the "plan during your opponents turn" camp as well as "play some timed games". You've let yourself play slow because you had the "luxury" of doing so. Forcing yourself to play a couple deathclock or timed turns games will make you play faster. Nothing worse than being a player who is used to playing on clock and your opponent taking 40 minutes on one turn.
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Jun 5, 2017 17:28:29 GMT
That's part of what I'm trying to avoid - up until this point I've only ever played warmachine against 3 friends, and I've known them for 20+ years. I've (probably) got a game Wednesday against someone I don't know, and I'm worried that I'll play too slowly and make it a miserable experience for the other guy. That's really the whole reason I started this thread.
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Post by Torhment on Jun 27, 2017 14:40:39 GMT
How did the game go?
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Post by Torhment on Jun 27, 2017 14:41:19 GMT
How did the game go?
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gmonkey
Junior Strategist
I, for one, welcome our Infernal Overlords.
Posts: 313
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Post by gmonkey on Jun 30, 2017 20:23:18 GMT
He was a cool guy, and I got to see Ret on the table for the first time. I brought Nemo1 in Heavy Metal and he brought Issyria. He conceded after his turn 5 because I'd taken out so much of his army and I still had four heavies on the table. I got to learn how badass two units of House Guard Halbardiers are, and ended up glad that I'd brought a cyclone, which I rarely do.
In terms of the time thing, since I took photos, I can analyze turn lengths by the photos' time stamps, but since I missed a turn 2 photo, I don't know how to divide up the 58 minutes that our turn 2s took. As for the rest, his turn 1 took 13 minutes and mine took 18 minutes. His turn 3 took 27 minutes and my turn 3 took 35 minutes. His turn 4 took 17 minutes and mine took 24 minutes. I was consistently taking 7-8 minutes longer than he was. Given that I'm a horribly slow player, I'm counting "only 7-8 minutes more" as a victory here. I took a total of 77 minutes plus turn two, and he took 57 minutes plus turn two.
So I need to continue to improve in terms of time. At least I took a relatively low-model count army, and the one I'm most familiar with.
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Post by dicebedamned on Jul 5, 2017 12:40:15 GMT
18 minis for a turn 1?!!!
OK, my advice for speeding up your turns, is to play Deathclock. I believe it is the standard now for SR 2017 anyways, so you may as well embrace it early. By playing to clock always, you will start to subconsciously learn when you are over thinking and when you can afford to spend a bit more time. It sounds to me that you are over planning. Try to make your goals simple. Things like 'Clear that zone', and to do that identify the models that can do that, and then do it. You can worry about the other models after you have achieved or messed up on the goal.
Turn 1 should be no longer than 5 minutes, less if you went first. Try and aim for 10 min turns max. The only time you should expect to see a 20 min turn is the turn you go all in. This will normally be the feat turn, or the alpha turn.
A regular opponent of mine is similar to you, he takes approx two hours to play just his turns in a game. He says it is because he wants to make sure he isn't losing due to silly mistakes, but that is what WMH is about - improving over time by making less and less silly mistakes. Given infinite time, you will always make the right choice.
Try and do 5 deathclock games. Record your turn times. I will be surprised if you do not see them fall.
* edit
As a nice way of easing into deathclock, try playing it this way: Play to deathclock, but should one of you clock, resolve the game anyways as a -what if scenario. This way you get to have a full game, get to see if your plans would have worked, and see how far behind on clock you are to your opponent or vice versa.
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demonic
Junior Strategist
Posts: 649
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Post by demonic on Jul 31, 2017 2:01:17 GMT
throwing in my few pennies even though the topic is pretty much obsolete... Newer player games at 75pts generally take 2-4h as they are constantly running through all the rules and thinking of all the possible things they can do with these cool new pieces that have been laid out for them! People who play at tournaments generally have almost the entire rule book as well as all of their stat cards memorized, including combinations between the pieces while taking into account different possible board layouts that might change your actions (like whether you should engage a ranged unit or focus fire on a bonded jack). They also do this... with 2-3 lists x.x (why I've never been to anything but steamrollers) This cuts the time of games in half, as each time someone does something you don't need to go "wait a second" and pull out the rule book or bring up a card. This "pre-pre planning" for even post events really keeps your turns flowing. It also works REALLY well with people, such as yourself, who has to have everything set up before even playing a turn... now you have the entire GAME planned before the GAME even happens Some people need to lay out their pieces on a board to do this. Others (world tourny players anyone?) actually set a board up in their head and keep playing through possible scenarios every night. I even know a guy who reads the cards in the warroom every night like it was the bible; he's the second best player in our group. TBH, most games on the "death clock" level are generally over by the 3rd turn. First turn is set up, second turn is baiting and set up for the 3rd round, third turn is alpha and assassination. The games that go over that are STILL generally over by the 5th round and are scenario point based. This means, with an assassination list, you can still spend 15 minutes a turn and safely make it into the 4th round if you still need to clean up your mess. It's when you make a list for point based purposes that you really need to cut down your time, as even taking 10 minutes a turn can be cutting it close. The way to end games by points without breaking the 1h death clock (major competitions are 45-1h for the first round, then 1h until the final match which generally gets a bit extra) is to speed up your dice rolling, distance measuring, and mechanics of that nature. An example is when you are facing a Menoth fire based list; every one of your units can be ignited on the same turn. This means you first have to roll to see if the fire goes out, then roll again to see if you take damage and how much. 30 infantry models? that's a minimum of 30 rolls you have to do on your turn BEFORE you even activate. Even at 1 second per roll, that's 30 seconds with 1 additional roll every time you fail to roll out the flames, and everyone knows it's going to take longer than 1 second a roll. A player in my meta made a roll box for his dice to speed up this process. Basically, every time he needs to roll, instead of rolling on the board, he rolls in a condensed box. Instead of the dice "rolling" he tosses them into the box and let the banking do the rolling for him. He also has multiple colors of dice so he can roll "if it hits" and "what damage it deals" at the same time; he claims which color is what and starts rolling. Other players have metal rings that are exactly 3 inches, 4 inches, or 5 inches. The fact that they are rings makes it much easier to determine what is "in" and what is "out" of the circle. Wooden bases to determine movement without someone thinking you're proxying, pre-measuring distances after your opponent has settled on his course of action, and being able to judge length by eye (within 1/32nd of an inch is pretty good) is also a great way to shorten the time. (my father, a former inspector at a sterilization equipment plant, was able to measure things by 1/100th of a millimeter, roughly the thickness of 1 sheet of notebook paper, by eye. However, he had been using calipers to measure things for over a decade before he could do that)
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Jul 31, 2017 2:40:54 GMT
Just to add 1 more item...
Practice Deployment and Turn 1 "unpacking" at home. Typically, your Turn 1 isn't going to vary by much, regardless of what your opponent has. The only difference would be how far you advance. I say this as someone who played Kreoss2 Tier 4 list back in MK2 and was able to Deploy 50 models, Advance Move 18 models, and complete Turn 1 all in under 10 minutes. And yes, I practiced this at home... not so much for the time of it all, but to make sure that the model positioning was good.
If you go first, this is super easy. If you go 2nd, you need to worry a little more about counter play and potentially absorbing the first hit. But both can be fairly 'automatic', barring crazy threat ranges and niche lists (e.g. going 2nd against double cavalry).
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Post by snarlyyow on Aug 4, 2017 21:25:51 GMT
Dude, you need to play deathclock. It's super rare that at the end of turn 1 I have used up more than, say, 7 or 8 minutes off my clock. That includes deployment. So I use, typically, 2 minutes to deploy and 6 minutes or so for turn 1 (Unless I'm playing a big gunline and go second and can make a lot of attacks bottom of 1.)
Here's a quick check list:
1) Plan your turn while your opponent is taking his turn. 2) At the end of your opponents turn spend 30 seconds or less asking "what can I get to my opponent's caster?" If the answer is "a decent amount of attacks" then start contemplating an assassination. 3) Before the game begins you should realize what of your opponents' pieces will cause you a problem. You need to prioritize these pieces every turn. Low threat pieces do not warrant any concern. If you're playing Nemo1 with loads of heavies, ignore their crappy POW10 infantry. Priotitize the stuff that can hurt you.
You should be taking 10 minute turns, maybe one turn should exceed that, but never 3. Not unless that turn will win you the game. I take almost everything my opponent does in stride. It doesn't matter to me. I can do nothing about what models my opponent removes so I brush off lost models totally (this isn't to say I don't worry about them being removed! By all means protect them!).
If you've been playing for 2 years and never on a deathclock it is well beyond time you do so.
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