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Post by John on Feb 10, 2009 16:20:36 GMT
But if you're playing in a competative series of games, then part of the excercise is to construct the most effective army you can. Which can still be the case if you are limited to half a FOC and given random partners, which has the benefit of at least limiting the best combinations. If you hold 40k doubles with teams then any range in experience will lead to the less aware players being steam rolled. Matt suggestion is also good, a FRIENDLY day of doubles gaming (not tournament) with no scores given as it at least limits peoples inclinations to power game. Don't get me wrong I'll happily play doubles competitive or not, in fact competitive doubles is great fun if that's what you want. I'm just not sure how many people at our club really want that.
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Post by Stephen Mawson on Feb 10, 2009 16:38:18 GMT
Random partners is fine by me.
I thought what you were suggesting was that everyone submitted their 500 point forces, and only then you determined who would be playing with who. So not only random partners but effectively blind force construction.
That kind of thing is do-able, but requires more restrictions on what force selection options people can take in their 500 points. I.e 1 HQ, 1-3 Troops, no more than one of any of the other choices, etc.
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Post by chris on Feb 10, 2009 19:42:37 GMT
That sounds good to me. I'd also favour a night of playing small 500pt games but I can just organise that in the normal way All I need to do now is sort out how to arm the command squad in my HQ platoon. Choices choices...
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Post by John on Feb 10, 2009 20:21:03 GMT
All I need to do now is sort out how to arm the command squad in my HQ platoon. White flags or weapons that work well during full retreat?
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Post by chris on Feb 10, 2009 20:33:43 GMT
How very dare you! It's the conscripts who'll be running. If the senior officer tries it he'll be shot...
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Post by Mark Wightman on Feb 11, 2009 17:06:12 GMT
I could be tempted to join in with this one, depending on the final format.
Not sure if any of my armies will cut the mustard these days, most are from 3rd Edition dexes. Are Demon/Witch Hunters any good? Nids? Necrons?
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Post by Matt on Feb 11, 2009 17:31:10 GMT
Nids are terrifyingly good. All the running around now permitted makes taking down nids before they rip your head off quite tricky.
Word is Necrons came off badly and as for Grey Nights, they are challenging to play. I've only had two games with mine with the new rules and lost both. However that was more me rather than the rules!
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Post by Stephen Mawson on Feb 11, 2009 17:35:57 GMT
I'd have said that Nids haven't changed much to be honest. Most of their stuff could fleet under the old rules so the introduction of running hasn't helped them much.
The new rules have really just altered what unit choices are best in an army. You want more troops now than you did before, often a good force will contain four troops choices, where as before you were only fielding the minimum two in order to get at the good stuff.
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Post by Matt on Feb 11, 2009 17:53:37 GMT
Face a Nid army and then say they've not changed As for 4 core choices, there is a fair amount of debate that flies in the face of that theory.
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Post by Stephen Mawson on Feb 11, 2009 19:20:31 GMT
From 4th to 5th Nids haven't changed. The codex is still the same, and with the exception of the Carnifex and Hive Tyrant being able to run, the other assault oriented units don't move any quicker now than they did before.
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Post by dave3 on Feb 11, 2009 21:56:53 GMT
Another aspect of the doubles is to get newbies up to speed, if teamed up with an experienced player. And yes a bit of planning would be needed or 2 HQ's might be fielded, as an example. Dave
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Post by John on Feb 11, 2009 23:26:26 GMT
Face a Nid army and then say they've not changed I have a few times, and 5th doesn't add much, if anything the changes to other things like damaging vehicles mean they have gotten slightly worse as an army. Now Orks on the other hand...
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Post by Stephen Mawson on Feb 12, 2009 1:06:40 GMT
Most of the improvements to the Orks are as a result of the new Codex rather than the rules revisions, although running has helped the foot boyz element of the Orks out quite a bit. Anything that gets you closer to hand to hand is a help.
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