Doubles Tournament Players Pack
This is the players pack for the upcoming 2,500 point doubles tournament on the 11/12/21 at The Hall of Heroes.
Thanks to Nick and our local 40k crew for getting involved with the community and putting this document together.
This players pack is the official players pack for Warhammer 40,000 doubles events at The Hall of Heroes as of the 9/12/21.
Making your Army List
Both players will be responsible for creating their own separate 1250 point list. These 2 lists are completely different armies for all rules purposes while making lists. You each get your own warlord, detachment command benefits, and can ignore your teammates keywords when determining what abilities/benefits you get (e.g. legion traits for your detachments, and army-wide abilities such as Death Guards -1 toughness aura)
When building your list, instead of starting with 12 CP (as would be for a strike force army) each player starts with 9 CP, combining to a total starting CP of 18 (as per an Onslaught army)
Taking from multiple codices is allowed, however you must not use the same codex as your teammate, unless your codex has supplements, in which case you must not choose from the same supplement as your teammate (e.g. a team of Space Wolves & Ultramarines+Imperial Guard is allowed, however a team of World Eaters & Alpha Legion+Daemons is not)
Missions
Missions will be generated from Grand Tournament 2021 and will be Strike Force size games as grand tournament does not have onslaught sized missions. However, to compensate for the larger army size, games will be played on Full 6’x4’ tables.
The mission will be rolled by the TO before the start of each round. If Vital Intelligence is rolled the mission will be re-rolled as this mission is incompatible with table sizes above 60”x44”
Teams will select 3 secondary objectives. Only 1 of their secondary objectives may be taken from a codex, however regardless of which codex it is taken from, both players may attempt to complete it, provided their models have relevant keywords.
Playing the Game
From the moment you arrive at the table, for all rules purposes, you are now a single army. This means everyone declares reserves together, and you alternate deployment 1 unit at a time as a team.
When determining secondary objectives, you may still only select 1 secondary objective from any codex. Any units in your army may complete secondaries, providing they have the relevant keywords.
When the game begins, players will take their turn as a single team, sharing their phases as one army. Players are strongly encouraged to take advantage of the extra pair of hands by moving, shooting, etc their units simultaneously, however remember for the purposes of rules, each action is done one at a time (this is especially important during the fight phase, where units alternate combat across both teams, and where the counter-offensive stratagem is available)
Abilities
Abilities you have that affect friendly models will also affect models your teammate controls, assuming any relevant keywords are met (for example, my Roboute Guilliman will give my teammates Imperial Knight re-roll hits of 1, or my Great Unclean One will be allowed to cast Miasma of Pestilence on my teammates Plagueburst Crawler)
Command Points
As per above, during the game, you are a single army. As such, command points are shared across a team. When your teams turn begins, your team gains 1 command point. These command points can be used for any stratagem from any codex your army has access to. If you so wish, all your command points can be used to benefit only one player.
Phases
As stated above, for all rules purposes, you are a single army, so rules will play exactly the same as in a standard 40k game, but for the sake of consistency, here is a layout of the phases in play.
Command Phase
Your team generates 1 command point. Any other abilities that state the command phase are done here, in the order of your choosing.
Movement Phase
Units move one at a time, however players are encouraged to “pair off” and have 1 opponent monitor the movement of 1 player, so that both players can move units simultaneously - thus speeding up gameplay
Psychic Phase
If both teams have a not-insignificant number of psykers, this phase can be very interactive. As such. take care to cast powers one at a time. Models being slain will affect the range of other powers your partner may want to cast, using smite increases the warp charge for your partner as well as yourself, and your opponent will likely be trying to deny a very specific psychic power, so having 2 players declaring on top of each other will make things confusing.
Shooting Phase
So long as you and your partner aren’t shooting at the same targets, its usually fine to roll dice at the same time as each other. Just make sure your opponents are fine with all your targets and are happy for their partner to roll saves if necessary.
Charge Phase
Charges are declared one at a time, but nothing is stopping you from rolling dice while your partner moves the models from the last charge
Fight Phase
Alternating fights is done per team, not per player. If you have 6 units in combat and both of your opponents each have 3, you can use one of your units every 2nd fight while your partner doesn’t fight at all, until alternating is completely done.
Morale Phase
Everyone rolls for their own units, so long as their opponents know what is being rolled for its all good.