We wrapped up a year ago but some friends and I did a full three phase infection over the course of twenty sessions and almost exactly a year.
Some brief commentary after spending a year running BE: the game is brutal to run. While the scene economy helps deal with some of the cognitive load, managing three fully fleshed out characters in addition to the normal duties of a GM sis exhausting. The between session time mostly involved thinking about the game in the shower, but at the table or definitely helped that I had: two hard copies of the rules, a pdf copy on my laptop to search, my laptop to take notes, and all my players had their own copy of the rules (as well as one of them bought a laptop for their own note taking purposes).
The scene economy and infection maneuvers wors and keeps the game on track. I’ve had friends look at the book, say how it looks awesome, but say that they’d want to play it more like a normal game. Before I spent a year running it I’d tell people that it probably wouldn’t work. After spending a year really fitting to know it I tell people that the game absolutely needs the scene economy to work. The game is designed to be a pressure cooker and the limited scenes and the disposition-fueled match towards doom are what make that work. Plus, there’s a lot of stuff that works when going at breakneck pace but would start to fall over without that pressure.
Some details and stuff. We ended with a savages beatdown by the Vaylen (I think I nailed them while only giving up a minor compromise). The game was exactly one calendar year of mostly biweekly play. We tried a few times to have two-maneuver sessions but couldn’t make it work - it was easier for us to have somewhat shorter sessions (three-ish hours of actual play) than going for two maneuvers in the day and having it turn into a deathmarch.
If you have any questions I’d be more than happy to answer them, either here or in the sub-forum. I love BE, it was the first game I ever enjoyed running (not this last go-around but a thing almost a decade ago that didn’t complete), and it was the game that showed me that you can make a better game by purpose-building it to do one specific thing.