|
Post by Jack Shrapnel on Jul 21, 2021 12:33:53 GMT -5
As Nexus opens up with tournaments returning, and all is right in the world again, I've been talking with Mike about some upcoming events. The next in line after great crusade would be the team championships.
Previous format is:
Full weekend - 6 games
Normally in September
Teams of 4 - teams get faced off against one another, captains roll off to put a team up, loser of the roll picks the table.
Each team member has a 1k list and pair off - so essentially become a tag team vs. another tag team
You have to play with each of your team members once throughout the day (so no super combos just carrying everything)
--------------------
This year?
Well that's where I'm thinking we can discuss. If you like the old system that's fine - maybe let people know how that worked out for you. If you think there should be a new system - that's fine too! please let us know what it is!
Anything is up for debate with the format, from how teams are constructed to point levels etc.
I'm waiting back to hear from Mike about a confirmed date, but it's looking like September 18/19th
We will still have to abide by whatever covid restrictions are in place at that time, so we may be limited to 6-8 teams depending on capacity (I mean currently we could do only six teams, however in a few weeks phase four is in place so we should be good to go)
Please let me know what you think, and how we can return from our pandemic hiatus even better than ever!
---------------------------
Something I've learned the hard way from previous years:
Bigger isn't always better... I will advertise this locally first only... if we get everyone who wants to sign up locally first and there's still room, I'll advertise elsewhere, but local community comes first. Also I cannot forsee us going above 10 teams max even if all restrictions are lifted, as more than 40 people in the back room is just too much.
|
|
|
Post by Typhus on Jul 21, 2021 16:00:21 GMT -5
Personally, I prefer teams of 2 and quite enjoyed when we tried that as an experiment. Plus, with COVID restrictions, it would automatically double the number of teams we could fit.
With new Command Points, would we be looking at 12 CP per team? (6 for each 1k list/12 for a 2k game)
|
|
|
Post by Jack Shrapnel on Jul 21, 2021 16:35:50 GMT -5
Personally, I prefer teams of 2 and quite enjoyed when we tried that as an experiment. Plus, with COVID restrictions, it would automatically double the number of teams we could fit. With new Command Points, would we be looking at 12 CP per team? (6 for each 1k list/12 for a 2k game) So essentially a tag team tournament? is that what you are proposing? we're capped not by teams but by people... so the same amount of people are limited either way.
|
|
|
Post by raceygaming on Jul 21, 2021 16:46:55 GMT -5
My vote is for teams of 4, rather than teams of 2, with the additional caveat that team can only include 1 army of each codex. So you can't go double admech/ double Dark Angle death wing.
I like it more than doubles since having to rotate members within the team means NO super combos for more than one game of the day.
|
|
|
Post by Typhus on Jul 21, 2021 16:47:21 GMT -5
With 6 teams of 4 you'd be guaranteed at least one rematch.
With 12 teams of 2, that stops being a necessity.
|
|
|
Post by MagnusTheThicc on Jul 21, 2021 19:32:07 GMT -5
I'd throw my lot in with the 2-man teams crowd. In my personal experiences building, maintaining, and organizing a team of 4 has been real pain. The 2-man year we did was fantastic. Not saying 4-man is bad or that I wouldn't still try and make it out ofcourse.
|
|
|
Post by Jack Shrapnel on Jul 21, 2021 20:44:57 GMT -5
Teams of two has the issue - which I hear about as the T.O. - of a broken combo just dominating the entire weekend. Makes it a very rough time for anyone not in the top couple teams. Four is harder to manage making a team for, I certainly get it, but the matches are less oppressive, and broken combos are limited. There's a lot to consider for certain.
I am still waiting on a response from Mike about this one..... the larger numbers of players makes it a little dicey with all the pandemic stuff. Should know more in the next couple weeks about the next phase of reopening.
|
|
|
Post by raceygaming on Jul 21, 2021 22:18:23 GMT -5
In the end, I'm happy to roll dice either way.
|
|
|
Post by raceygaming on Jul 22, 2021 10:20:54 GMT -5
So I was thinking about an issue that 9th as introduced that will affect both tag team or 4 man style games...The secondary objectives. I see 3 options here.
1. Secondaries may only be selected from the main rule book, you can not take unique codex secondaries. Pros- fast and even playing field Cons- might hurt some armies more than others.
2. Secondaries my be selected from any where but only the army that has access to it can score it. Or if both players can access it then you must select a sine players force who will be attempting it. ( to stop things like white scars and blood angles taking oath of moment and having 2000 pts capable to doing it) Pros- more choice Cons- can cause higher risk/reward and confusion of who can do what secondaries
3. Secondaries my be selected from any where and all unit on your side can affect it. Pros- max freedom and unique play could occur Cons- massive balance issue coming from dark eldar helping marines do oath of moment, or blood angle and orks both taking assault based secondary and auto max 15.
My personal opinion is option 1, while being more restrictive it definately feels the most balanced.
|
|
|
Post by Jack Shrapnel on Jul 22, 2021 13:30:21 GMT -5
I'd say definitely NOT option 3!
This harkens back to my not so friendly encounter with a previous out of town team that got mad I wouldn't let tau greater good overwatch when their partner was charged lol
|
|
|
Post by Jack Shrapnel on Jul 22, 2021 13:59:15 GMT -5
An option I saw from a recent three Person tournament in the states:
When you get to the table team captains put down a defender and roll off... Neither opponent knows who the opposing defender list is. Whomever wins the roll off gets to choose from your team's other two lists to face the opposing teams defender, then the other team does the same. Final lists then play.
This would be a one v one game then, no tags required and only two people per table
|
|
|
Post by Typhus on Jul 22, 2021 14:11:15 GMT -5
Option 2 seems to be the sensible choice. Option 3 would require house rules to negate the keyword restrictions that almost all faction secondaries have baked in.
A single faction secondary, which your partner cannot directly help you complete.
|
|
|
Post by artonas on Jul 22, 2021 16:21:24 GMT -5
I like option 1 as it would speed up the pregame stuff. Team games are always slower and we don’t need to be spending more time going through all the secondaries. I do feel like a unique secondary could fun that team based.
3 person teams could be a lot of fun. Team captain will have to know what the strength of everyone lists. But teams could build some fun wonky lists to combat this. Would each player bring 2k?
Also are we doing 6 games over the weekend? Would 6 rounds ensure we didn’t play a team twice?
|
|
|
Post by Jack Shrapnel on Jul 22, 2021 17:20:33 GMT -5
if we did three person teams it would be 2k - one vs. one games - just using the pairing system through team captain roll offs
Team of four = everyone brings 1k lists, tag teams with another team member, you have to play with each member of your team once per day
team of 2 - straight up tag team fight.
With a full six games, it would be necessary to have 8 teams to make it work so no one ever plays the same team twice. We'd also need an even number of teams.
I'm also not opposed to do a five round tournament either, so if we can only get 6 teams you're guaranteed to never play the same team twice.
|
|
|
Post by Typhus on Jul 22, 2021 17:29:31 GMT -5
For my money, teams of 2 > teams of 4 > teams of 3.
To me, the fun of the team tournament is playing a 2v2, and trying to build complementary lists without direct synergies.
|
|