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Made in us
Annoyed Blood Angel Devastator




Boston

As stated above, How would reserves work during doubles game, by that I mean if I had say, more than half my army in storm ravens would his guard on the table make up for my lack of units on the board? Or would I still have to have half my units on the table?



We are winged salvation, but we are a terrible, final salvation, and our wings embrace the horizon with fire. We are the Blood Angels. To confront us is to die, and death is my remit, my reality, my unbounded domain. I have known death, and defeated it, claimed it as my own. To my cost, to my strength, death is my one gift to bestow, and I am nothing if not generous.  
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

There are not any rules in the BRB to cover this, as the BRB assumes 1v1 battles.

I woul play a doubles game the same way. Your army may reserve 50% of your units andd your teammate's army may reserve 50% of his units.

Calculations would be separate.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

Keeping them separate does seem like the easiest way.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Twisting Tzeentch Horror





However I would think of doubles more like a second force org chart for allies instead. Where you would calculate together.

Mess with the best, Die like the rest. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

 jegsar wrote:
However I would think of doubles more like a second force org chart for allies instead. Where you would calculate together.
Except that could break a lot of rules.

I played a doubles game yesterday it was my Blood Angels and teammates CSM Vs. Tyranids and Tau.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Twisting Tzeentch Horror





So play as "when the apoc comes" rule set, though depending on how you play it I wouldn't allow some doubles to be played together. Look at fantasy ally rules, they are made for 2 players though people often play 2 armies themselves but they have similar limitations. For example not counting Nids and DAs as friendly for blessings.

Mess with the best, Die like the rest. 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

I played a Doubles game the other day. Very odd, Eldar and Thousand Sons vs Eldar and IG (with Necron allies). Eldar and 1K Sons played each Force was separate and calculated as such. Eldar and IG/Crons played it as army as a whole to determine limits. Fun game, too bad we ran out of time and couldn't finish it.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
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Made in us
Captain of the Forlorn Hope





Chicago, IL

Yes, as jegsar suggested, you could just play it as an Apoc game.

But it works better if you treat each force org chart as a separate army.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Abhorrent Grotesque Aberration





There are a number of things you need to work out prior to a 2v2 game.

1. Warlord traits. One per side or one per player?
2. Required units. Does 1 player per side get to reduce their troop requirements? ie: 1 HQ and 1 troop or should everyone meet a regular FOC requirements
3. Are you going to use the Allies rules at all?
4. When handling turns, is it a round robin where each player does a turn before the next one or do both players on a side work through the turn sequence at the same time?
5. As you asked, for reserves does 50% count towards an entire side or simply per player...

==========

We typically treat each player as a completely separate army (FOC, warlord, allies, etc). However, when taking turns each SIDE works through the turn sequence together. Ally rules are ignored, except within a single players army.

Regardless, these questions should be answered prior to any player building a list. That way everyone understands their restrictions.

This message was edited 1 time. Last update was at 2013/01/26 21:39:01


------------------
"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

The best way I have found to do this is each player brings a full army (Primary and allied Detachment+Fort if any) within the allotted points limit.

1) One per force Org Chart.
2) Each Player will have 1 HQ, 2 Troops and up to 3 Elite, Heavy and Fast attack.
3) Your army and your partners army are completely separate.
4) One team does their full turn, then the other team does their full turn. Roll for sides as a team, and one roll for Steal the initiative for the team.
5) Reserves are per player, each Army sould be their own entity and you should never share rules.

I have found this the easiest, and best, way to make the rules work with a 2v2 game. I regularly play these types of games and they are a lot of fun.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in ca
Sinewy Scourge






Well, when I played a double psychic powers are allowed to be shared, HQs cant join my units and everything else is like what DeathReaper said.

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[DCM]
Tilter at Windmills






Manchester, NH

 DeathReaper wrote:
The best way I have found to do this is each player brings a full army (Primary and allied Detachment+Fort if any) within the allotted points limit.

1) One per force Org Chart.
2) Each Player will have 1 HQ, 2 Troops and up to 3 Elite, Heavy and Fast attack.
3) Your army and your partners army are completely separate.
4) One team does their full turn, then the other team does their full turn. Roll for sides as a team, and one roll for Steal the initiative for the team.
5) Reserves are per player, each Army sould be their own entity and you should never share rules.

I have found this the easiest, and best, way to make the rules work with a 2v2 game. I regularly play these types of games and they are a lot of fun.

Personally I find that functioning as one army to some extent, and sharing a limited Force Org (Adepticon style) is more fun and balanced than each player having their own full Force Org, at least until you get to really big games, with each player having 2000pts or more. With each player having 1000 (as is a common doubles size), having six (for example) HS or FA choices in 2k points on a given side often feels silly and unbalanced.

YMMV, of course.

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More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Made in us
Captain of the Forlorn Hope





Chicago, IL

 Mannahnin wrote:
 DeathReaper wrote:
The best way I have found to do this is each player brings a full army (Primary and allied Detachment+Fort if any) within the allotted points limit.

1) One per force Org Chart.
2) Each Player will have 1 HQ, 2 Troops and up to 3 Elite, Heavy and Fast attack.
3) Your army and your partners army are completely separate.
4) One team does their full turn, then the other team does their full turn. Roll for sides as a team, and one roll for Steal the initiative for the team.
5) Reserves are per player, each Army sould be their own entity and you should never share rules.

I have found this the easiest, and best, way to make the rules work with a 2v2 game. I regularly play these types of games and they are a lot of fun.

Personally I find that functioning as one army to some extent, and sharing a limited Force Org (Adepticon style) is more fun and balanced than each player having their own full Force Org, at least until you get to really big games, with each player having 2000pts or more. With each player having 1000 (as is a common doubles size), having six (for example) HS or FA choices in 2k points on a given side often feels silly and unbalanced.

YMMV, of course.


But both sides can have 6 Heavy support...

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Sure, but I meant it can unbalance the game in the sense of how the armies are composed and the number/ratio of units on the table. Too much meat and too few potatoes, as a friend of mine used to say.

Again, this is a matter of my tastes and sense of fun more than a rules or game balance issue. I think the Adepticon team format is just about ideal, and I enjoy it a great deal.

This message was edited 1 time. Last update was at 2013/01/27 16:25:14


Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
 
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