Team Doubles

"Assorted games for teams of two. Work together or die alone, teamwork is critical here."

- In-game description for Halo 3's ranked Team Doubles playlist

Team Doubles is a ranked playlist that players can engage in 2v2 combat with Team Slayer variants and Team Oddball variants.

Maps played in Team Doubles
Note: All maps have equal chance of being selected
 * Construct
 * Epitaph
 * Guardian
 * Isolation
 * Narrows
 * Snowbound (HC) - Shotgun and Spartan Laser are removed. The sniper has moved to the lower cave.
 * The Pit
 * Foundry - Not required. Part of the Heroic Map Pack.
 * Blackout - Not required. Part of the Legendary Map Pack.

Gametypes played in Team Doubles

 * Team Slayer (57.1% chance of being selected) - First team to 25 kills wins. 12 minute match time limit.
 * Team BRs (33.3%) - First team to 25 kills wins. Players start with Battle Rifles and Assault Rifle secondary weapons. 12 minute match time limit.
 * Team Snipers (7.9%, Skipped after veto) - First team to 25 kills wins. Players start with Sniper Rifles and Magnum secondary weapons. Player traits: Infinite ammo. Map traits: No weapons on map. 12 minute match time limit.

History
A limited hopper, based on Team Doubles was introduced on Thursday February 14th at 10a.m. PST by Bungie, titled St. Valentine's Day Massacre" . This ran until Monday 18th February, during which Bungie monitored certain actions performed by players, and gave out Recon Armour to the winners.

Tactics

 * As with normal Team slayer, multiple tactics can be employed. One of the most effective in Team Doubles is a trap, or bottle neck. This involves one player enticing the enemy into a kill zone by using ranged weapons (carbine, BR, or sniper) from behind cover to weaken and draw the opposing team over to him, while the other player hides in the line of fire with a one-shot-kill, short range weapon (shotgun, sword, etc) and mops up the kills. This tactic allows players to cover each other and remain far enough apart to dodge grenades and duck to cover independently.


 * With the odd ball, this is partly reversed as the carrier will be the target, while the player with the one-hit-kill type weapon can be placed in position, again, to intercept the targets. With the oddball, positions can be camped for extended periods, but beware of camping in slayer, as there are always alternative routes to the player's location.


 * If things go wrong, the player should always wait for his teammate, as rushing into a 1 on 2 battle rarely accomplishes anything.


 * On Snipers, or Shotty Snipers, communication is even more essential as one shot might weaken a player that the teammate can mop up.


 * Flanking the enemy is always useful in Snipers, as having to turn around makes effective sniping difficult.