robzed Posted October 9, 2009 Share Posted October 9, 2009 Hey guys, I am going to enter the doubles tournament this year with my mate. I am playing a imperial fists shooty army and my mates playing the new space wolves. just wondered if you guys could tell me which of the units out of both the armys work together the best. and any other tips you could give me would be very much appreciated. (never done a tournament before) Also was thinking of having a librarian leading my army and was wondering if you got to pick your psycic powers before every game or you vere stuck with 2 for the whole tournament! Cheers guys. Link to comment https://bolterandchainsword.com/topic/181163-doubles/ Share on other sites More sharing options...
Iron_Chaos_Brute Posted October 9, 2009 Share Posted October 9, 2009 On the easier question 1st: you have to pick 2 and cannot change, unlike a combi weapon, the specific power is in your list. Null Zone and GoI are probably the way to go. How many points is the tourney? Is standard FoC required for both armies? For Wolves, a podding GH build works well, as does Raider Rush. You can best back up podding melta with 9 LS Typhoons. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2145088 Share on other sites More sharing options...
robzed Posted October 9, 2009 Author Share Posted October 9, 2009 its 1500 points in a 750 split and you have to have 1 hq and 1 troop then there are 1 elites, 1 fast and 1 heavy that you have to fill between you and then you can go round again if that makes sense. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2145155 Share on other sites More sharing options...
Iron_Chaos_Brute Posted October 10, 2009 Share Posted October 10, 2009 Hmmm... You: Libby, Null Zone, GoI, TDA. 5 Terms, Cyclone, Chainfist. 1 squad Sniper Scouts. Fill with LS Typhoons. Him: Rune Priest, JoTWW, the D6 shot S7 power (opening rhinos), attach to Libby squad Fill with grey hunters, 2 melta, MoTW, Pod. :EDIT: You have to fill a heavy slot? WW from you. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2145173 Share on other sites More sharing options...
Frosty the Pyro Posted October 11, 2009 Share Posted October 11, 2009 Also was thinking of having a librarian leading my army and was wondering if you got to pick your psycic powers before every game or you vere stuck with 2 for the whole tournament! There is enouph decenting opinions on this that it is worth asking the terniment director, though I personaly agree with brute If you are going to be shooty, then you may want your freind to be beaty, on that note an iron preist on a mount with max cyber wolfs is very killy, and very fast (calvery/beasts so 6" move, fleet, and 12" assult). the preist has 3 (4 on charge) attacks at str 10 with a thunder hammer, one at str 8 with servo arm. then wolves get alot of attacks also (12, 16 on charge). for 155 it can be impresive. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2146687 Share on other sites More sharing options...
robzed Posted October 13, 2009 Author Share Posted October 13, 2009 Right thanks for that, got a good idea of what i will be using. Have a questions though. If you use gate of infinity on the libby on the first turn after the grey hunters's pod has slammed down can you use the teleporter beacon on it to come down safe within six. The rules say goi conts as using the deep stike rules so i just wondered if this was the case? Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2149865 Share on other sites More sharing options...
Iron_Chaos_Brute Posted October 13, 2009 Share Posted October 13, 2009 Yes, you can gate to the locator beacon. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2150366 Share on other sites More sharing options...
Frosty the Pyro Posted October 13, 2009 Share Posted October 13, 2009 Yes, you can gate to the locator beacon. There is major conflict on that point, and one you will definatly have to ask the turnament coordinator. Conflict comes from the "arrive on the battlefeild" line of the beacon and the fact the libriarian is already on the feild when using the power (but then is removed so does that count). Its all very iffy in both ways. There are also some who ask if using "deap strike rules" is the same as deap striking, but i dont worry as much about that. in this case though I personaly disagree with brute. Either way there is a strong enouph argument against that not geting an official tournament ruling before hand is a good way to waste alot of time midgame in an argument. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2150685 Share on other sites More sharing options...
Gearhead Posted October 14, 2009 Share Posted October 14, 2009 I've always wanted to do a doubles tournament with wolves, but I play Crimson Fists and get to use Pedro's extra attacks shenanigans. Doubles are fun, you play shooty while he, being wolves, hits people. I try to key off of things that help me as well as my ally (Thus the Pedro fun), but you may not have that option. I'd check to see if Lysander's bolter drill works for everyone, not just his units. You could easily have a nasty unit of grey hunters moving up with Lysander inside if that's the case. As for first turn 'porting, I'd say no. From what I can remember, drop pods cannot use the locator beacons of drop pods that arrive on the same turn as themselves. This is why people put beacons on their "First turn" pods only. Since the Libby is Deep Striking (like a drop pod), I'd say the same thing applies. Go nuts on later turns though, I knew a guy who did this with three pods and just flew across the board with Sternguard in tow. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2151007 Share on other sites More sharing options...
Iron_Chaos_Brute Posted October 14, 2009 Share Posted October 14, 2009 Drop pods come in from reserves at the start of the movement phase. Gate is used at the start of the Librarian's movement phase (which I read to mean when you get around to choosing to move the librarian). This is the pods have landed. I see no reason this wouldn't work, for other pods, it's because they all come on simultaneously. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2151961 Share on other sites More sharing options...
Frosty the Pyro Posted October 17, 2009 Share Posted October 17, 2009 Drop pods come in from reserves at the start of the movement phase. Gate is used at the start of the Librarian's movement phase (which I read to mean when you get around to choosing to move the librarian). This is the pods have landed. I see no reason this wouldn't work, for other pods, it's because they all come on simultaneously. Because part of the rules for becons/homers is they don't work on the same turn they came into play. The other part there is very strong arguments for Gate not getting a benifit from becons at all. Also, wolves dont get locator becons at all. Link to comment https://bolterandchainsword.com/topic/181163-doubles/#findComment-2154840 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.