Wednesday, November 27, 2013

Should Deployment Get Its Own Isolated Time at Tournaments?

I attended an 1850 tournament recntly with only 2 hour rounds, but also allowed the players 30 minutes for both of them to deploy ... this seems like a really long time to deploy and a really short game, right? Well, not really. Let's take a look at how it went:

Oddly enough, I played one game through turn 5, in which the other player conceded, then played two games to turn 7 ... in two hour rounds!

Additionally, most of us could could get our stuff deployed well within 30 minutes, so we actually got to have a good introduction and get to know a little about each other. This made the games even smoother as we didn't have that little rushed handshake. it was just nice to have that time.

I didn't have any players with grevious issues playing slowly, but I do think to a degree, it cuts down on the slow deployment players - those people who take way too much time to deploy, but it obviously won't really combat slow play itself. I have had some games where the other player takes 45 minutes to deploy (in a two and a half hour round), which, in that case, the game didn't even reach the end of turn three. In fact, any time I believe that I have been slow played, I can look back and see that it all started in deployment. So what is to stop them from doing the same in the timed deployment? Well, the judges walked around check how things were going and also went to check with the players eye-to-eye that they were deployed and if there was a problem then, it could be managed there.

I'm not saying this is possible at the GT level where you have 2-4 guys running a 64+ person show, but I do think this is do-able down to the local level and certainly even the 30+ player crowds. I also just wanted to share it because it was different and really just a nice touch at a tourney that had high stakes ($250 for first place)

What do you think? Have you tried timed deployment? Do you think it could work in small tourneys? Let us know where you stand.


  1. At my FLGS we do timed deployments as well, normally only 15 minutes though, but the effect is the same, it gives you time to play a game to its conclusion. I do like the idea of longer though, like 30 minutes, to get to really understand your opponent's list and to chat a bit before rolling dice.

  2. Yeah, if there is time, even without an isolated deployment, I always try to find the time to get to know my opponent. Even the most competitive games should not be completely clinical in nature.

  3. Its not always the deployment, its rolling for powers, warlord traits, mysterious blablabla. god forbid there is a daemon player, add on another 10 minutes right there.
    I agree, I hope more tournaments add a 15min or so pregame time, for at least the initial set up if not full deployment.

  4. I have to say, I really like this approach. The hardcase TO in me wants to say "if you can't get it set up in 30 minutes it goes in reserve and if that leaves you with too much in reserve you forfeit", the teacher in me likes delineating specific time for specific tasks, and the actual player in me likes the idea of time for pre-game faffing about, and everyone having the same time for that faffing about, and nobody's rounds being slowed down by someone having a bigger army and taking more of the play time to deploy.

  5. That's what we did at the Indy Open in 2013 in March and are planning for 2014. Pairings are put up during the breaks allowing for everything up to seizing the initiative. We only had 1 game out of 350 where time was an issue.

    1. That's really interesting. When I'd the open next year?

  6. Due to adepticon moving into our spot and trying to miss other large gts we are moving it to september. Check out for an update on FrostyCon and the Indiana tournament circuit.