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Made in gb
Crazed Spirit of the Defiler






Hi guys, I have been to quite a few tournaments but never doubles... Now, obviously, I am leaving this a little late but I have a doubles tournament tomorrow and need to write both lists out.

Do we move our units in the same turn? Or do we have consecutive turns/alternate turns or what? The guy I am playing with is pretty inexperienced - howmuch can I help him with decisions and stuff?

Cheers

Please see my new 40k blog. I have joined the 21st Century!

http://nerdophobe40k.blogspot.co.uk/
 
   
Made in gb
Fixture of Dakka





Southampton

The one I went to, the two forces were treated as one big army. So yes, the turn sequence plays pretty much as normal and you should be able to confer with your team mate as much as you like.

Doubles give small scale players the opportunity to combine their collections and play in a tournament environment without breaking the bank.

Out of curiosity, what armies are you taking?

   
Made in gb
Crazed Spirit of the Defiler






Csm from both...


looks like a mixture of slaanesh and khorne

Cheers for the info

Please see my new 40k blog. I have joined the 21st Century!

http://nerdophobe40k.blogspot.co.uk/
 
   
Made in us
[MOD]
Madrak Ironhide







Here's the Adepticon rules.

Teams will consist of 4 Team Members.

Each Team Member will be responsible for bringing a 1,000-point army.

A Team Member's HQ and one Troops choice must come from the same "parent" codex.

Note: Inquisitorial allies can be used for other slots by following the "Using Witch Hunters as Allies" and "Using Daemonhunters as Allies" rules.

Each Team Member's 1,000 points must follow the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules, the AdeptiCon 2009 Imperial Armor & Apocalypse Units rules and fit the Team Tournament Force Organization chart which is as follows:

* 1 HQ
* 0-1 Elites
* 1-3 Troops
* 0-1 Fast
* 0-1 Heavy

Each Team Member on a Team is allowed to utilize one "floating" selection if they wish. This "floating" selection may be used for any category except HQ or Troops and MUST be from a different category than all of your other teammates. In other words, one Team Member may bring an additional Fast Attack choice in addition to the standard Team Tournament Force Organization restrictions (making it 0-2 possible), but no one else on that same team may choose Fast Attack as a "floating" selection.

The following units from various Codices may ignore any unit prerequisites in their codex, but they DO take up the following Force Org slots within the 40K Team Tournament:

* Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites still apply)
* Dark Angel Command Squads count as HQ
* Blood Angels Honour Guards count as HQ
* A Chaos Greater Daemon counts as HQ
* Chaos Lesser Daemons count as Troops
* Chaos Spawn count as Fast Attack
* Space Marine Honour Guard count as HQ
* Space Marine Command Squads count as HQ
* Space Marine Servitors count as Elites
* The Emperor's Champion counts as HQ (see Clarifications below)

This Team Tournament Force Organization supersedes all special rules (e.g. Space Wolves HQ calculations).

SPECIAL/UNIQUE/NAMED CHARACTERS
The inclusion of Special/Unique/Named Characters is dependent upon the composition of the Team, which is defined as follows:

* Single Codex Teams: If all four Team Members of a Team use the same codex to build their army lists then the Team is a "Single Codex Team".
o Any member of a Single Codex Team may take a single instance of a Special/Unique/Named Character as long as the character would be available to every Team Member of the Team and is normally allowed in games of 2,000 points or less. Note that this allows Single Codex Teams to field multiple, different Special/Unique/Named Characters.
o Exception: A Team that uses the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rule to fill any Force Org Selection is no longer considered a "Single Codex Team".
o Note: Witch Hunters or Daemonhunters may use Inducted Guard or Allied Space Marines without losing their Single Codex Team status.
* Mixed Codex Teams: If a Team uses more than one codex to the Team's army lists then the Team is a "Mixed Codex Team".
o One Team Member in a Mixed Codex Team may take a Special/Unique/Named Character that is available to that Team Member and is normally allowed in games of 2,000 points or less. Mixed Codex Teams may never field more than one Special/Unique/Named Character.
o If any Team Member's army list includes one or more units using the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rules, then the entire Team is considered a "Mixed Codex Team". .
* Special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex (e.g. Belial or Sammael) - see Clarifications below.
* Special/Unique/Named Characters can only join units from your Coalition Team Member's force if their codex includes said Special/Unique/Named Character in question.
* Special/Unique/Named Character abilities (including psychic powers) that affect your own force do not affect your Coalition Team Member unless their codex includes Special/Unique/Named Character in question.
* Special abilities (other than alterations to the FOC) that would affect an entire "army" may affect both Team Members of a 2-Player Coalition, but will not affect forces in another Coalition.
* Special/Unique/Named Characters that are upgrades to a squad (e.g., Boss Snikrot, Sergeant Telion, the Changeling) must adhere to the above restrictions.

CLARIFICATIONS

* Any unit designated as a "required" choice (i.e., a "1" or "1+" unit) by a codex becomes an "optional" choice for the Team Tournament (e.g., Emperor's Champion, Fire Warriors, etc.). Note: Each army must include a single HQ and Troops choice from the selected "parent" codex.
* For the purposes of Commander's Heads, Special/Unique/Named Character HQs must always be chosen as the Commander first. If you are fielding an HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
* Tyranid Team Members may count Carnifexes that costs less than 115 as an Elites choice for the Team Tournament.
* The Blood Angels Death Company unit does not take up an Elites force org slot.
* If both Team Members of a 2-Player Coalition are using the Blood Angels codex, then all Death Company models will form a single unit.
* The Emperor's Champion in a Black Templars army counts as a possible HQ choice for a Black Templar force (i.e., a Commander, Chaplain or Emperor's Champion could be chosen by a Black Templars Team Member as their designated HQ choice for their army).
* If two Black Templar forces form a Coalition during a game and both field Emperor's Champions as their HQ choices, then the Coalition must choose ONE (and only one) vow that they have already purchased that will affect both of their Black Templar forces during that particular game.
* An'ggrath the Unbound and Zarakynel, Bringer of Torments and Scabeiathrax the Bloated are now classified as Gargantuan creatures and by default are not allowed.
* Non-special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex, for example a Space Marines Master of the Forge allows all members of the team (whose armies also come from the Space Marine codex) to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.

GAMES
There will be four rounds in the Team Tournament with each round consisting of 2 games per 4-player Team. During each game, a Team Member will be teamed up with another Team Member from his or her Team forming a 2-player Coalition. During the course of the tournament, each game will require you to work with a potentially different Team Member, and the Team Member you are being paired with will be specified by the scenario.

Important Notes: A Coalition fights as a single entity during the course of the game. This means that each Coalition will perform all of their movement, shooting, and assaults simultaneously. The following restrictions and guidelines govern a Coalition:

* Wargear and abilities that affect enemy forces are cumulative.
* Wargear and abilities (including Psychic powers and Special/Unique/Named Characters abilities) that affect your own force are not cumulative with your Coalition player unless he/she is able to normally purchase/use the Special/Unique/Named Character, wargear or ability in question (e.g. if an all-Eldar Coalition Team Member "Doomed" an enemy squad then both Team Members would get re-rolls with their Howling Banshees to wound against that unit).
* Wargear and abilities that affect your Coalition's forces do NOT stack. (e.g. two Inquistors with Emperor's Tarots do not potentially add +2 to the die roll to go first nor do two Space Wolf Venerable Dreads allow you to re-roll the first turn twice).
* Vehicles with the transport capability CANNOT be used to transport troops from another codex (e.g. a Black Templar Land Raider Crusader brought as a Heavy Choice for one Team Member cannot transport a squad of Khorne Berzerkers from another Team Member).

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
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"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
 
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