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![[Post New]](/s/i/i.gif) 2014/04/12 15:50:42
Subject: Tips for Double Tournments
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Rough Rider with Boomstick
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I was wondering for those who have experience with doubles for some tips. Should you try to combine your two armies with each other or fight two separate 1v1 with the other team. Should one army be entirely responsible for AA or should each have a little bit? And any other tips or tricks. Thanks to any one who answers.
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My blog! 1,500 Points II 1,500 Points II 125
Have a nice day. |
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![[Post New]](/s/i/i.gif) 2014/04/12 17:28:57
Subject: Tips for Double Tournments
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Guard Heavy Weapon Crewman
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When i play doubles with my friend, he brings his tau and i use orks so he focuses solely on shooting, anti-tank and anti-air, while i spend all my points on strong close combat units and sheer numbers. That usually works for us because it means we only need to do one thing each rather than have all different things to do each. It also means you can spend more points on what your job is rather than have to fill up points on things that are normally necessary in a one on one game. As for your question on do you work together or not, i would say yes work together. If you each pick one guy then you wont get any help if you wind up in a sticky situation. For example, if me and my partner were working seperately and our opponent deepstrikes some terminators next to his fire warriors, the fire warriors would be slaughtered in cc. However, if i was helping him then i could send my stormboyz or a battlewagon full of boyz to even out the assault. Do you see what im getting at? Work together, thats why you get a partner. Otherwise you might as well be playing 2 seperate games on adjacent tables.
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![[Post New]](/s/i/i.gif) 2014/04/12 21:05:43
Subject: Tips for Double Tournments
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Guarding Guardian
Melbourne
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I have a tip from a force I faced at a doubles tourney, cc necrons with immotek allied with shooty DE, it was night time for 4 turns and the DE didn't care.
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![[Post New]](/s/i/i.gif) 2014/04/12 21:29:04
Subject: Tips for Double Tournments
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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Support from each other will be key, alot easier to win when know someone is cvobering your weakness and yours covered by your 2nd player.
Means less for enemy team to exploit
There's a reason its a doubles game
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This message was edited 1 time. Last update was at 2014/04/12 21:30:07
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2014/04/12 21:38:14
Subject: Tips for Double Tournments
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Towering Hierophant Bio-Titan
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Its just like building your own army.
You need to support everything with another unit.
Unless your playing high points doubles, the chances are pretty slim that you can both cover everything needed, so its easier to both pick armies that work well together.
Usually people will go for a CC based army and a shooting based army.
This usually gets rid of the weakness in both armies.
However, you do run the risk of playing a double shooty/combat army, in which case, it will be better at that aspect than you will be.
However, doing that gives little balance at times, so does not cover all bases that well.
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