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.
|Image comes FROM KHADOR WITH LOVE.|
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.|