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Redmoon Calculators
Tabletop & worldbuilding

Wargame Match Time Predictor

Free Warhammer / wargame match-length predictor. Enter game system, total points, player experience, and scenario complexity; outputs estimated duration, per-turn pacing budget, and a recommended schedule.

Built and maintained by Paul Clark, Redmoon Software · Changes and corrections

When to use this

Use before scheduling a game night. Knowing whether a 2,000-pt match fits in your weeknight window prevents abandoned matches.

How it compares

Community-survey averages exist in scattered forum threads. This tool consolidates them into a single estimator.

Enter your values below. Calculations run locally as you type.

Match setup

Estimated match length

Total duration
2h 30m
150 minutes
Per turn budget
15 min
5 rounds × 2 players
Schedule
🟡 Long evening

Aim for 15 minutes per player turn to stay on schedule.

How it works

Match length = points × minutes-per-point × familiarity × scenario, scaled by player count.

Rates are set so a standard-size casual game lands near two to two and a half hours: 40k 0.075 min/pt (2,000 pts ≈ 150 min), Age of Sigmar 0.07, Star Wars: Legion 0.15 and Bolt Action 0.12 (both usually played at about 1,000 pts).

Per-turn budget = total ÷ (rounds × players). Aim for that average to stay on schedule.

FAQs

How accurate are the system multipliers?

They are set so a standard-size game between casual players takes about two to two and a half hours, in line with Games Workshop's guidance of up to three hours for a 2,000-point 40k game. Use them as a starting point and adjust from your own club's games. Tournament play is faster than the "casual" preset.

What scenario adds complexity?

Multi-objective board games take ~25% longer than straight deathmatch due to objective-checking bookkeeping.

Why do higher point totals take longer per turn?

More points usually mean more models on the table, and each unit must move, shoot, and resolve combat individually. The relationship is roughly linear, so doubling the army size tends to roughly double the time per turn.

How can I speed up a wargame match?

Pre-measure unit stats, agree a turn time budget in advance, and roll attacks in batches rather than one die at a time. Experienced players who know their army's rules cut decision time the most.

Worked example

Input

Warhammer 40k, 2,000 points, 2 casual players, deathmatch.

Output

~2h 30m total. Aim for 15 min per player turn.

0.075 min/pt × 2,000 pts × 1.0 (casual) × 1.0 (deathmatch) × 1 (two players) = 150 min. Split over 5 rounds × 2 players, that is 15 min per player turn.

Common pitfalls

  • Tournament players are significantly faster than the "veteran" preset suggests.
  • New-edition transitions blow up time estimates — add 50% in the first month.
  • List complexity matters: a horde army with 100+ models takes longer than equivalent points of elite units.

Estimating how long a game will actually run

Game length scales with model count and with the number of decisions per turn rather than with points value, which is why two nominally equal-sized armies can take very different times to play. A horde list with eighty models generates far more dice rolls, movement and unit activations than an elite list of fifteen at the same points.

Turn count is the other multiplier and is usually fixed by the scenario, so a slow turn compounds across the whole game.

Planning against a hard stop

The reason to estimate at all is that most games are played against a deadline — a club night, a tournament round, a venue closing. A game that overruns is not merely inconvenient: it usually ends mid-turn, and an unfinished game frequently scores differently from a finished one.

The practical use is deciding scale before deploying. If the estimate exceeds the slot, the fix is a smaller game or a shorter scenario, chosen at the start rather than discovered in turn four.

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