[WM/H] Best Overall on Doubles Tournaments

Thus spake Purgatus!

Since I still seem unable to actually comment on Best Overall, though, I have to empty out my brain-pan in my own space instead.  This is a bit Old News now, to be honest, but if you could see my draft backlog, you’d understand.

Purgatus is right that that the Doubles offer an unusual opportunity to players who are new to tournaments, in that they can be paired up with a seasoned veteran of the circuit and gently inducted into the playstyle, practices and strange etiquette of the tournament player.

I started out in a Doubles event, as it happens; the second WFB Doubles to be held at Warhammer World.  What I mainly learned is that I perform much better with sole control of 1000 points than with half of 500, that double-teaming Warriors of Chaos is not the best idea when you could be playing around with all sorts of unorthodox combinations and approaches, and that standing on the back of your deployment zone waiting for the Wood Elf/Dwarf tag-team to get bored and come towards you is really dull.  Nevertheless, it was actually quite a good introduction to the whole sphere of tournament play, even if it mainly convinced me that leagues are more my style.

The notion of Doubles Events has a similar place in Warmahordes, and actually has some applicability beyond that as well.  The nature of force construction in Warmahordes being what it is, each player in a doubles event will be bringing their own battlegroup, which means the experience is in the same room as the fabled two-caster game, a beast often spoken of and supported by the rules, but seldom played.  There’s a vicious circle at work in Warmahordes; two-caster games are rules clusterfucks with high model counts, so people can’t handle them, so they don’t get played very often, so it’s hard to build up the skills to handle the rules clusterfucks or the high model counts, so… you get the idea.


In a doubles event, though, you’re still running Your Force as a disparate entity and have your preferred number of activations to manage, but you have the capacity to engage in combo play with your team-mate, to the limit of your collective abilities.

After a few games, the combinations offered by your two forces should be more clear and natural, and the complexities of rules interaction more familiar, and hopefully you’ve had more fun than you would have done if you’d tried the Dreaded Two Caster Game solo and felt your brain ooze out of your ears.

At this stage I should probably point out that coaching a new player and learning the two-caster interactions is probably a bit much for most of us.  If Warmahordes tournaments have taught me anything, it’s that juggling two objectives is hard on the brain; trying to learn how to play the game at tournament level and learn the dynamics of two-caster play is only going to make that harder.

Martin is currently experiencing the effects of first-time tournament play.

Author: Jon

Sententious, mercurial, and British as a bilious lord. Recovering Goth, lifelong spod. Former teacher and amateur machine politician, now freelance writer and early-career researcher.

3 thoughts on “[WM/H] Best Overall on Doubles Tournaments”

  1. >I'm doing a team tournament but via league play, at the moment. I got really, really lucky with my pairing- I got put with the seasoned veteran who very kindly is putting up with me not knowing what the hey I am doing… and I am learning. A LOT.

  2. >I really struggle with multiplayer games in Warmachine. I guess that most of it is to do with the mental onslaught that is a multi-caster game, but also that fact that such games tend to go at a snail's pace, as now two (or more) people have to simultaneously agree upon and understand a complex plan. Waiting for your opponents to do the same can be a rather painfully slow affair. Perhaps the answer is that multiplayer Warmachine should be played 'fast-and-loose', without thinking too hard about creating ideal situations (as I like to try to do in single-player mode), and just taking advantage of them as they happen. The problem with that, of course, is that it probably ends up with one player missing a 'caster quite quickly, and having to all but sit out the rest of the game. Tricky. Seriously, though. Learning or teaching in a multiplayer environment? Insanity. Utter insanity. (But kudos to anyone that manages it)

  3. >@ChrisThey do tend to stodge up somewhat unless the forces involved are kept small. Practice makes perfect (or 'more competent'), though: when we started Educating Shiny, 25 point games were taking three hours. In theory, that should grow less as more games are played (although we're both prone to analysis paralysis, so that happened less than it should have done).I also think forward planning helps – teams devising plans in advance, with less 'react' and more 'dictate' involved in that plan. Perhaps teams could swap lists in advance so that the initial match-up surprise is mitigated and they can roll up to the venue ready to play, rather than ready to waste an hour negotiating tactics in the face of the enemy build? It's not orthodox, but nothing to do with multi-caster or multi-player Warmahordes is really part of standard practice.I tend to pass the camera around to players who suffer early defeats. Keeps them involved, and also helps fix a problem with my battle reportage – when things get serious, or exciting, I tend to lose myself in the game and forget the photos.Couldn't disagree more on the last part. Any experience can be learned from if it's planned and managed appropriately. This is what the whole Gaming Curriculum thing is all about; sharing the tools and processes involved in planning and managing experiences so that people can use them to overcome that 'it can't be done!' reflex and equip themselves to try new things without the brain-freeze that results from trying to learn too much at once.

You may now commence belching

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