20079
Post by: Gorechild
There seems to be plenty of talk about 2v2 tournaments and games at the moment so I thought it would be a good idea to compile a list of which races work well with one another. Obviously a lot of this depends on the lists of each army and the skill of each player, but this is true in 1v1 games. Regardless of the players skill and quality of their list people still seem to say Space Wolves and IG are some of the most effective when playing normally, so what combinations work well when using two different armies? For example; each army gets 1500 points and access to their own full FOC (each player is allowed 2 HQ, 6 troop ect), if your team mate is bringing his Ork’s to the game so which of your armies would be best to take? That’s what I want to compile in this thread! Space Marines + Space Wolves + Blood Angels + Imperial Guard Black Templars + Dark Angels + Chaos Space Marines + Eldar Imperial Guard + Orks Witch Hunters + Imperial Guard Daemon Hunters + Eldar Eldar + Space Marines Dark Eldar + Eldar Suggested Lists: Raider rush + Mechdar Both armies are fast. Raiders can get easy cover saves from hiding behind Wave Serpents. Doom works well with massed splinter fire. Dark/Brightlances and Fire Dragons can handle all AV12/13/14. Wyches can make a mess out of enemy troops and the vast selection of Eldar S6 weapons can crack transports. Tyranids + Tau Suggested Lists: Tau take 2 minimum sized troops and fill the rest of their army with Hammerheads and battle suits. Tryanids fill up purely on anti-infantry, big hordes, genestealers ect. Tau sit back and do what they do best. Tyranids stop the gunline from getting assaulted and devour the units that fall out of the exploding transports. Necrons + Dark Eldar Tau + Chaos Space Marines Orks + Tau Chaos Daemons + Chaos Space Marines What are your suggestions?
6769
Post by: Tri
Eldar and Space Marines because they match well; even better in Apocalypse ... http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1521011a_New!_Space_Marines_Datasheet_-_Battle_Traitors_Gorge.pdf ... 75pts and every one with 6" of the space marines are doomed and you get an extra objective ....
23223
Post by: Monster Rain
Space Marines and Orks work really well together. I think the twin-linked melta goodness of a Vulkan list paired with the Close Combat prowess of da Boyz is a tough nut to crack.
33367
Post by: fluffywyvern
Tau and Space Wolves seems to work well as the Tau dont ever have to engage in close combat while my grey hunter squads get excellent support fire while they chew up the enemy.
29723
Post by: camboyaz
Orks and IG
The Swarm of Orks can protect the blob squads from close combat, while the tanks provide long range support
31000
Post by: Thaylen
Personally, I'd have to recommend Tau + Orcs. Tau crack open AV 14(orc's biggest problem) like its wet paper. Orks can Fill the gaps around a tau firing line to protect from deepstrikers and control the center of the board w/ a kanwall.
527
Post by: Flavius Infernus
I've done really well on teams with Chaos marines and Eldar. CSMs can handle the hard targets, clear and hold objectives, while the Eldar have the mobility and firepower to take out things that chaos marines can't handle.
20079
Post by: Gorechild
1st post updated.
Any more ideas?
17279
Post by: Irdiumstern
I'd say orks go well with anything providing good fire support, such as IG or Tau, depending on lists of course.
One interesting combo might be necrons and dark eldar. Necrons running 2 or 3 liths, minimal warrios, and a ctan could provide a solid center from which the DE can strike, or alternatively hide behind.
20677
Post by: NuggzTheNinja
CSM and Eldar would go well, in a Double Lash - Fireprism Spam build.
31561
Post by: ElCheezus
Power Blob IG + Mech IG, and take six units of Stormtroopers.
22749
Post by: Lycaeus Wrex
Space Marines and Daemons.
Shrike + 30 TH/SS Terminators + Fateweaver = 30 re-rollable 3+ invulnerable, fleeting Termintors.
Space Marines/Space Wolves and Eldar.
The Farseer psychic powers become even better when you can use Guide on Devestators/Long Fangs or Fortune on TH/SS Terminators.
Lots of armies pair really well with Eldar actually, as their psychic powers are force multipliers that, I think, any army could make excellent use of.
L. Wrex
20079
Post by: Gorechild
Thanks for the suggestions guys, if you could explain the suggestions a little more it might help with decision making.
Irdiumstern wrote:One interesting combo might be necrons and dark eldar. Necrons running 2 or 3 liths, minimal warrios, and a ctan could provide a solid center from which the DE can strike, or alternatively hide behind.
I like this idea, you would be able to completey block LOS to a Raider by just slapping a line of monolith's down in front  The only issue I can see is that the raiders will be giving up a lot of their speed to hide behind them.
30489
Post by: Trickstick
IG + BA. Strong tanks + fast tanks. Firepower + speed. Quality + quantity. Also lots of fun with jumpacks whilst the ig rain death of whoever is across from you.
31891
Post by: Mustela
Vulkan Space Marines + IG melta spam ftw.
35572
Post by: skycapt44
I'm gonna have to agree with a few and say orks with anything that has powerful ranged weapons would be solid. I like the sound of the IG and kan wall idea. Orks protect the massive tanks in the back while they blow the Shi* out of everything.
20079
Post by: Gorechild
1st post updated
How about some of the other races? Were getting a lot of Ork and IG, what about the Chaos Daemons and Daemon Hunters?
4353
Post by: Taoofss
Chaos lash+IG. Group everything together, drop templates. Chaos are study enough to support the flanks and counter assault when needed.
30489
Post by: Trickstick
Mustela wrote:Vulkan Space Marines + IG melta spam ftw.
That is... a lot of melta. Too bad the Guard can't get permanent twin linked guns, only from orders.
It does work like that in doubles right? The armies can't start giving all there rules to each other?
25232
Post by: mrfantastical
It's all about synergy. find one thing that the team can do well, and replicate it as much as possible.
What I've played or seen played at 2v2 Tournies:
Mech IG + Space Marines w/ Khan and Vukan.... you have an option to make every melta & Flamer on the team TL, or make every Dedicated transport outflank
Double Spacewolves --- Razorback/missile spam w/ 8 rune priest (living lightning from hell)
Air Cav IG + Dark Eldar -- Don't know what the synergy was on this build (I didn't play against them), but it won the tourney
Mech IG + Drop Pod Space Marines --- at lot of in your face nastiness turn one, while the IG picks units apart at a range
Greentide Orks + Blood Angels ---- massive amount of boyz with FNP because of Sanguary Priests
Blob IG + Blood Angels --- same as above but you use IG w/ Ministorum Priest so now the blob has FNP, Furious Charge, and re-rolls on the charge
20079
Post by: Gorechild
It really depends on what ruling is made on the interaction between the two allied forces. Taking an example from something I'm more than familiar with:
Eldar and Space Marines Vs Orks and Orks.
- Option 1 - They can either be treated as completely different armies that just dont attack eachother:
-Farseers are effected if in range of psychic hoods.
-Librarians and Wierd Boyz have to take Psychic tests on 3D6
-Tactical Squads cannot get the benefit of powers such as Guide.
-Only the orks in army A get fleet when he/she uses Waagh!, Only ork player B gets fleet when he/she calls Waagh!
-IC's can't join allies units
- Option 2 - Everything by your army effects everything in your opponents army and visa versa, played as if both armies are one
-You can use fortune on your allies TH/SS termintors
-Vulkan makes your Fire Dragons twin linked
-A doomed nob squad has to re-roll the sucessful wounds caused by a devastator squad
-Wierd Boyz have to take psychic tests on 3D6, Librarians do not.
-Farseer don't have to re-roll saves if in null zone range
-IC's can join allies units
- Option 3 - Units dont get the benefits of their allies special rules but arent hindered by them either.
-You can't fortune terminators
-Farseers arent effected by null zone or psychic hoods
-Librarians arent effected by RoWarding
-Vulkan only twin links the space marines meltas
- IC's cant join your allies units
Personally I think the fairest way to play doubles is option two, otherwise, like mrfantastical said, you can get a green tide of FnP......not cool. I've not come across it being played as in option 2, but I've only played doubles a couple times.
23469
Post by: dayve110
Lycaeus Wrex wrote:The Farseer psychic powers become even better when you can use Guide on Devestators/Long Fangs or Fortune on TH/SS Terminators.
Lots of armies pair really well with Eldar actually, as their psychic powers are force multipliers that, I think, any army could make excellent use of.
Shame that doesn't work. Guide and Fortune specify their use on Eldar units.
Doom, however... works fine =D
So... Lets see how the Eldar stack up with everything... When teaming up theres 2 ways to look at it.
1) Two armies take up each others slack making a more balanced force.
2) Two armies compliment each other, meaning you can do something really nasty, in a nastier way.
Space Marines - Eldar and space marines can do well, but that all depends on if your allowing banshees to get into a land raider... Pod armies can do well as the pods will not be unsupported with the mass fast skimmers joining up with them. Then your dead any way you look at it. Option A is to kill the Eldar, then have fist weilding melta marines rampaging around or option B is to kill the marines and then get aspected in the face. While not being my ideal match up (you'll find that out soon enough) it has its merits. Marines can provide firepower, objective holders, assault specialists, etc. Essentially both armies can do anything they damn well please with the right lists so can go with theory 1) or 2). Cheap scoring snipers and Doom is a nice little combo aswell for those pesky big nids.
Space Wolves - pretty much the same as marines. Something to consider however is how well LF units would combine with reaper tempest launchers. LF crack open the transports and the reapers kill the unit. It's missile spam to the extreme and the SW can provide your counter attacking needs.
Blood Angels - marines again. however these marines can keep up with the Eldar. With the amount of assault cannons and heavy bolters the BA can throw onto fast vehicles throwing in Doom aswell can cause serious mess for horde armies. Theres also the possibility of walking up a dread wall supported by wraithlords... which is a sight you have to see.
Black Templars - An odd one here considering the new FaQ... the BT can supply all your mech killing needs with its tank hunting cyclones and 5 man lascannon squads. leaving the Eldar to fill in for anti infantry, which can be easily done.
Dark Angels - Simply... I'd like to see a deathwing army and a wraithguard army work together.
Chaos Space Marines - Lash + Prisms? yes please! Lash + destructor also goes down well. I know i've compressed CSM into simply providing lash... but it is so much fun.
Daemon Hunters - Best psychic defence ever. With RoWar and an unlimited range psychic hood they do very well. The grey knights are also pretty decent in a fight, the only thing they lack IMO is alot of ranged attacks, which the Eldar can do perfectly well. Couple that with the masses of small arms fire you can dish out from GK storm bolters and DA cats and unit vanish in a matter of seconds.
Eldar - 6 heavy support Eldar choices... need i say more?
Dark Eldar - THIS works very well (my favourite team infact), they are both fast for starters. Raiders can get easy cover from serpents and you do not want to see what happened when mass splinter cannons fire at a doomed target. Also with both armies having the ability to say "that unit dies now" and it actually dies it makes for a very quick game. Both armies can take lances, the DE can take insane combat troops and the eldar can dish out S6 anti infantry spam at a quick rate.
Tau - Has worked nicely in the past. You won't see much getting past a Taudar firing line. If anything does get close the Eldar have a few nasty counter attack units that can take out most assault units. The firing line is also mobile with both armies having skimmers. And with the right upgrade the tau get "pretend fast" skimmers.
Orks - Interesting... with the Eldar cracking tanks and the orks nom'ing whats inside it works rather well. Also the Eldar hardly ever get shot at when theres a literal sea of green rushing forwards.
23395
Post by: Gavo
Double Lash + IG = lulz.
23793
Post by: Acardia
Tau+ Orks is what I've been enjoying, Use 30 boyz on foot moving with death rain squads. Markerlights+ lootas.
Also ran a farsight bomb with a nob bikers list, was super elite and nasty.
31000
Post by: Thaylen
Markerlights specify only tau units can use marker tokens. In fact, not even kroot can use the tokens. Vespids lose the ability to use tokens if their commander dies.
12620
Post by: Che-Vito
31886
Post by: dkellyj
A buddy and i just took 2nd place in a double tourny. He played Tank heavy I-Guard. Manticores, Russ with Plasma sponsons, Vanquisher, etc. The 4 squads and 2 PCS were mounted in Chimeras.
I ran Orks in Trukks and Wagons.
My Boyz were suicide troops. Get to the other side and tie the enemy up. His heavy hitting popped open transports and big shooty stuff, leaving the juicy center for me to worry about. The Chimras made the mad dash on the last turns to take objectives.
We would have taken 1st except for a Chgimera we both forgot about and it ended up being 1/2 inch to far from an objective to contest...that game ending in a tie and dropping us to 2nd place.
Most epic shot was the Manticore dropping templates on a land raider and one of the shots scattered onto the 4 Thunderwolfs (Lord+3) hiding behind the AV14. All 4 wolves died and the LR exploded from 2 Pens.
The synergy between the heavy weapons punch forcing troops out of their cars on their side of the field and the Boyz rapid assault from trukks and wagons (along with the PK Nob to eliminate FNP saves on at least some of the attacks) made the games short and brutal.
(EDIT) Note that in this tourny things that were specific to your Codex could not be used on your team mates army. So the PCS can't order Lootas to 1st Rank, 2nd rank nor could you use "mob rulz" on a 20 man blob squad to make it fearless.
20079
Post by: Gorechild
Updated again....
The only ones that are completely blank are: Nids, Witch Hunters, DA's, BT's, Vanilla's
Any thoughts on them?
30489
Post by: Trickstick
How about DA and templars? Call it "Revenge of the neglected child" list and fill it with nothing but terminators.
13920
Post by: Duce
Sisters of battle and guard, sisters spam melta in troops and elites gurd spam heavy support and vandettas.
20079
Post by: Gorechild
1st post updated.
The Dark Eldar/Eldar section is how I aim to eventually have each entry looking. If you know a bit about both of the armies mentioned for any of them then could you put a similar little explanation?
Thanks for the replies
32868
Post by: Chaos Lord Gir
Lycaeus Wrex wrote:Space Marines and Daemons.
Shrike + 30 TH/SS Terminators + Fateweaver = 30 re-rollable 3+ invulnerable, fleeting Termintors.
Im fairly sure Fateweaver only effects daemonic units, but codex isn't on hand atm.
And I think BT and Eldar would be damn right lethal!
34764
Post by: Doomthumbs
Tyranids and Blood Angels.
5 Onslaught Tervigons TS/AG and 90 gants supporting a DoA Alpha strike. Ideally everything gets reserved, and then just swarms the board. Objective based games are almost assuredly a win.
150+ Gants all with TS/AG and FNP bubbles from Sang Priests. Oh yeah.
Venomthrope in a tank, measuring 6" from the hull for dangerous terrain and cover saves. Suck on that, KFF!
Onslaughted Death company jump packers. 12" move, run, shoot, then assault? Mmm Hmm.
Also- Doom of Malantai deepstriking in a landraider or shooting out of a rhino. 6" from the hull spirit leech. Prepare to evacuate soul.
Another good combo would be BA and DEldar. Vect for a 4+ seize, and Corbulo for a reroll to any one die. Two 50% chances to seize the initiative? Looks like a huge alpha strike after its too late for them to reserve anything to me.
20079
Post by: Gorechild
Doom of Malantai deepstriking in a landraider or shooting out of a rhino.
since when were MC's allowed in transports?!
34764
Post by: Doomthumbs
Since when was the Doom of malantai a MC? Unit Type: Infantry Strategic Value: Sorry, but a rhino with the Doom inside and a Razorback with 2-3 Venomthropes (both bought for a 35 point discount due to BA Assault Squad) side by side iis just about the worst (and legal) thing I can think of.
23066
Post by: mrwhoop
Yeah, meching up Nids with IG or SM sounds really nasty.
6769
Post by: Tri
mrwhoop wrote:Yeah, meching up Nids with IG or SM sounds really nasty.
... I want to see one in a battle wagon ^_^
23066
Post by: mrwhoop
Well, my thinking was a cc army with a shooty army would wreck stuff up. Horde cc and hordee cc seem...min maxy? (that a word? I hope not)
12620
Post by: Che-Vito
6769
Post by: Tri
mrwhoop wrote:Well, my thinking was a cc army with a shooty army would wreck stuff up. Horde cc and hordee cc seem...min maxy? (that a word? I hope not)
... so you don't think that genestealers on a open top transport is scary ? 12", deploy 2", run D6" Assault 6" ... 59 rending attacks at 21-26"
28942
Post by: Stormrider
Tau & IG (multiple variants)
Let the Tau handle vehicles and the Guard handle everything else. Orders for battlesuits? Yes. Plus markerlight shenanigans with melta spam and denying cover saves is just awesome.
34764
Post by: Doomthumbs
Tri wrote: ... I want to see one in a battle wagon ^_^
Che-Vito wrote:
Green tide + Tyranid swarm.
Just way too many models to kill.
While I'd like to see the Doom in a battlewagon, I just don't see Orks and Nids able to deal with mobility. Neither army has any really good long range anti tank.
Blood Angels are a match made in heaven though. 150 Gants with TS/ AG from tervigons all have AP5 weapons, and counterattack. Two words: The Sanguinor.
Landraider though... That would be pretty classy ride for the doom. But I still prefer a rhino, bought for 15 points, that I can shoot Cataclysm out of.
Tri- I like the genestealer open top idea, but where did 59 attacks come from? 2 attacks base, 3 on the charge... there is no common denominator there.
6769
Post by: Tri
Doomthumbs wrote:Tri- I like the genestealer open top idea, but where did 59 attacks come from? 2 attacks base, 3 on the charge... there is no common denominator there.
18 x 3 (2A+1) + brood lord 5 (4A+1) (could have one more stealer but the place is reserved for the Big mek)
34764
Post by: Doomthumbs
Naaaah. Big Mek would be way outclassed by venomthropes in a transport nearby. Extra genestealers, please.
Same 5+ cover save, but also a dangerous terrain check for assaulting a tank? Or assaulting the doom you just shot out of a tank?
Besides, KFF costs just 5 points less than a Venomthrope.
6769
Post by: Tri
Doomthumbs wrote:Naaaah. Big Mek would be way outclassed by venomthropes in a transport nearby. Extra genestealers, please.
Same 5+ cover save, but also a dangerous terrain check for assaulting a tank? Or assaulting the doom you just shot out of a tank?
Besides, KFF costs just 5 points less than a Venomthrope.
Venom isn't an IC and doesn't obscure vehicles ...
11151
Post by: Dashofpepper
I honestly thing the best 2v2 armies are the ones that are the same. Ork + Ork. SM + SM. The weakest link in a 2v2 game is the fact that there are two generals instead of one, and if you can circumvent different gamer philosophies by having both field the same army, such that their joint strategy lines up better, it would be much better.
17808
Post by: oadie
Orks pump out decent CC-geared bodies on the cheap. Pair them with any HS-/elite-heavy shooty army, whether you're splitting one FOC or not, and your team covers both sides - horde and elite, shooty and choppy - in spades.
36940
Post by: Anvildude
Tri wrote:Doomthumbs wrote:Naaaah. Big Mek would be way outclassed by venomthropes in a transport nearby. Extra genestealers, please.
Same 5+ cover save, but also a dangerous terrain check for assaulting a tank? Or assaulting the doom you just shot out of a tank?
Besides, KFF costs just 5 points less than a Venomthrope.
Venom isn't an IC and doesn't obscure vehicles ...
Though I could see that meshing well with MaNz, and their SnP rule.
then again, KFF works on any unit that's even a little bit within the 6", so it actually gives a much, much bigger range.
4820
Post by: Ailaros
Dashofpepper wrote:I honestly thing the best 2v2 armies are the ones that are the same. Ork + Ork. SM + SM. The weakest link in a 2v2 game is the fact that there are two generals instead of one, and if you can circumvent different gamer philosophies by having both field the same army, such that their joint strategy lines up better, it would be much better.
Right.
The only way to improve on a united force is if you can do certain things that dove-tail together.
For example, SM and CSM could go VERY well together.
SM takes a land raider crusader. CSM puts 16 Khorne Berzerkers in it.
SM takes drop pods with locator beacons. CSM brings meltacide terminators. Bonus points if the SM player brings Vulcan.
SM takes Shrike. CSM takes defilers, or berzerkers, or really anything.
SM takes Pedro. CSM takes lash.
Basically, SM has worse units than CSM, but they get a bunch of nice special rules and units. Special rules and units that CSM don't have access to because that would be cheesy. The only thing I can think of that would top it would be BA and CSM. A storm raven dropping off a squad of khorne berzerkers and a CSM dreadnought straight into close combat from several feet away would be something that regular CSM players only wish they had.
26273
Post by: Thatguyoverthere
Dashofpepper wrote:I honestly thing the best 2v2 armies are the ones that are the same. Ork + Ork. SM + SM. The weakest link in a 2v2 game is the fact that there are two generals instead of one, and if you can circumvent different gamer philosophies by having both field the same army, such that their joint strategy lines up better, it would be much better.
What he said.
If you take two different armies then things start to get out of sink. The point of taking a Green Tide army or a Mech Vet list is that it is very good at doing one thing. If you take two lists that are good at doing two different things you get a total army that is only okay at doing both of those things.
For the most part Green Tide+ Green Tide is going to do better then Green Tide + Some other list.
30489
Post by: Trickstick
Stormrider wrote:Tau & IG (multiple variants)
Let the Tau handle vehicles and the Guard handle everything else. Orders for battlesuits? Yes. Plus markerlight shenanigans with melta spam and denying cover saves is just awesome.
Sorrry but orders only work for IG. It was a bit lame back before the FAQ ruling on that, when you had bring it down melta sisters and move move move grey knights. Or even terminators in valkyries.
Depending on if it was allowed I would like to see armoured company + green tide/tyranid swarm. An awesome core of tanks and artillery with enough bubble wrap or objective holders to make up for the lack of infantry.
4820
Post by: Ailaros
Trickstick wrote:Or even terminators in valkyries.
They can still ride in chimeras, though.
28942
Post by: Stormrider
Trickstick wrote:Stormrider wrote:Tau & IG (multiple variants)
Let the Tau handle vehicles and the Guard handle everything else. Orders for battlesuits? Yes. Plus markerlight shenanigans with melta spam and denying cover saves is just awesome.
Sorrry but orders only work for IG. It was a bit lame back before the FAQ ruling on that, when you had bring it down melta sisters and move move move grey knights. Or even terminators in valkyries.
Depending on if it was allowed I would like to see armoured company + green tide/tyranid swarm. An awesome core of tanks and artillery with enough bubble wrap or objective holders to make up for the lack of infantry.
Aww crap, that's dumb.
30489
Post by: Trickstick
Stormrider wrote:Aww crap, that's dumb.
It makes sense really. Do you think a genetially engineered superwarrior that is hundreds of years old or a gibbering bundle of claws and teeth would pay any attention to some 20something lieutenant shouting "move your arse!"?
6769
Post by: Tri
Trickstick wrote:Stormrider wrote:Aww crap, that's dumb.
It makes sense really. Do you think a genetially engineered superwarrior that is hundreds of years old or a gibbering bundle of claws and teeth would pay any attention to some 20something lieutenant shouting "move your arse!"?
and for that matter would any one be stupid enough to tell the inquisition what to do?
31561
Post by: ElCheezus
Thatguyoverthere wrote:Dashofpepper wrote:I honestly thing the best 2v2 armies are the ones that are the same. Ork + Ork. SM + SM. The weakest link in a 2v2 game is the fact that there are two generals instead of one, and if you can circumvent different gamer philosophies by having both field the same army, such that their joint strategy lines up better, it would be much better.
What he said.
If you take two different armies then things start to get out of sink. The point of taking a Green Tide army or a Mech Vet list is that it is very good at doing one thing. If you take two lists that are good at doing two different things you get a total army that is only okay at doing both of those things.
For the most part Green Tide+ Green Tide is going to do better then Green Tide + Some other list.
I'll disagree with this for two reasons. First, you're playing doubles to get more variety. If you wanted to play a game of 3000 vs 3000 where each side is the same, why not just play a two player Apoc or something?
Second, allowing another army in lets them compensate for your weaknesses. Tau, for example, would almost always want to pair up with something that could protect them from assault so they could focus their points into their strong suit instead of buying kroot as a shield.
An exception, perhaps, is when you would want to take advantage of twice as many force org slots. That's why I mentioned pairing up mech IG with blob IG, you get to take 6 units of Stormtroopers while still getting to cover your bases. That would just be funny. And painful. Or, similarly with IG, 6 Manticores. Unless you're doing something like this, you're not actually improving your strong suit, you're just taking more of it.
4820
Post by: Ailaros
Actually, I'd also like to include an addendum to the "synergy across armies" thing I mentioned: You also can have things which stack.
For example, IG+Eldar. The Dar player brings 2 autarchs and the IG brings an astropath. Everything starts off the board. Turn 2, everything comes in on a 2+, even if your opponent has an officer of the fleet or something, and outflankers get to reroll to boot.
... I sense a lot of angry striking scorpions appearing in the near future.
Oh, and I'd really like to see Creed outflank a land raider full of terminators, or a wraithlord, or a 3x squad of carnifexes, or something.
What are you doing?
I'm setting up for my 20-man khorne berzerker squad to outflank.
26273
Post by: Thatguyoverthere
ElCheezus wrote:
An exception, perhaps, is when you would want to take advantage of twice as many force org slots. That's why I mentioned pairing up mech IG with blob IG, you get to take 6 units of Stormtroopers while still getting to cover your bases. That would just be funny. And painful. Or, similarly with IG, 6 Manticores. Unless you're doing something like this, you're not actually improving your strong suit, you're just taking more of it.
Or 18 Basalisks.  (One way or another it'd be a very short game.)
I'd disagree, allot of the most competitive lists take a good unit in numbers that your opponent can't deal with. Doubled force organization means you could be taking parking lots full of Melta Vets or swarms of ork boys. As the number of similar units increases, the difficulty in neutralizing all the ones that you need neutralized increases.
While combining other armies would probably make for a more fun and interesting game, in terms of sheer competitiveness, I'd probably bet on the spam list.
26615
Post by: grayspark
In doubles tournaments I'd have to say. . .
Space Wolves + Dark Eldar.
Dark Eldar get Vect.
Space Wolves get the hero that grants a re-roll to seizing the initiative (I'm afraid I can't remember who), and if you have Vanillia Marines, Sicaruis grants the same thing.
For Apoc if I was only to choose 2 races, I'd choose Chaos and Space Marines.
I'd field the Apoc Formation that grants me Thunderhammer spam with a free Vortex grenade, then I'd choose the Vortex grenade Stratagem.
I would then take a few Lash Princes/Lash Sorcerers.
I throw the grenades, then Lash the biggest crap that I can into those Vortex Grenades.
27903
Post by: Leo_the_Rat
I would just like to point out that, by rule, the Witch Hunters can already merge with IG forces pretty easily. So, IMHO, the Witch Hunter + IG combo is repetative. Why not have a maxed out inquisition? That way you can have Witch Hunters (SoB) with inducted IG units matched with Demon Hunters with inducted marines. This way you get some really nasty combos within each army and across the armies as well. For heavies you could have this little beauty: 2 Exorcists, 3 LR Main Battle Tanks, 1 Pergation Squad and any 2 of the following- Land Raider, Predator, Dreadnaught. The 3 MBTs are legal since they only compromise 1 heavy FOC selection.
In essence I would say that Witch Hunters team pretty well with Demon Hunters.
14932
Post by: Norade
IG + IG would just be unbearably brutal and could get downright nutty if you went for total spam and grabbed 6 Manticores, 6-12 Vendettas and filled the rest with Chimera spam.
4820
Post by: Ailaros
Lol.
"Here's our first deathstrike...
... and here's our second dethstrike...
... and here's our third... to last... deathstrike..."
20079
Post by: Gorechild
Dashofpepper wrote:I honestly thing the best 2v2 armies are the ones that are the same. Ork + Ork. SM + SM. The weakest link in a 2v2 game is the fact that there are two generals instead of one, and if you can circumvent different gamer philosophies by having both field the same army, such that their joint strategy lines up better, it would be much better.
With some armies I'd be inclined to agree, but not in all cases. Lists like mech IG that rely on sheer volume of tanks are more suited to playing with another similar list but when using a less specialised list (or using an older codex), having another codex can help a lot. As ElCheezus said, if playing Tau, why waste points on a Kroot bubble when you could get a ork green tide instead?
23433
Post by: schadenfreude
Nids and ig.
Nids bring the anti infantry, ig the anti tank.
The doom in a pod also gets a whole lot more scary when backed up with ig anti tank and pbs.
27890
Post by: MagicJuggler
Guard and Orks. Because there are very few things as humorous as plopping 18 Walkers on the battlefield!
In all seriousness though, Guard+Eldar. Not just for shenanigans like placing a Seer Council in a gunship for a turn 1 slicing affair, but because both armies get reserve mods, tough vehicles...you can have the Fire Dragons jack the Chimera of a Stormtrooper unit, and if you're bringing Eldrad, Battle Psykers mean he might be able to nullzone now and then...
Or Eldar+Marines as said earlier. Doom+Null Zone=fun times.
31561
Post by: ElCheezus
Ailaros wrote:Lol.
"Here's our first deathstrike...
... and here's our second dethstrike...
... and here's our third... to last... deathstrike..."
Ya know, with six Deathstrikes, they may actually start being reliable.
38169
Post by: Ashenshugar
Dark Eldar + Dark Eldar
Just dark lance spam on both armies will bring anything to it's knees Also they have special characters to let them go first, which alone will win you the game with the firepower of 2 armies.
23433
Post by: schadenfreude
BA and Nids would also be rude.
Chaplains giving rerolls to hit on genestealers while in a priest's bubble, even better if the Sanguinor is nearby
TMC inside a priest's bubble.
Priests joining a unit of 3 Carnifax
30 poison attack gargoyles with a jump pack chaplain and a jump pack priest within 6" of the Sanguinor
6769
Post by: Tri
Tau and nids would be a dream combo ... Nidds bad anti tank and amazing CC .. Tau amazing anti tank naff CC ... together they can take on anything
4820
Post by: Ailaros
ElCheezus wrote:Ya know, with six Deathstrikes, they may actually start being reliable.
Hmm, I suppose if a roll of a 6 always fires a shot, and you're bringing 6 of them....
Hmm...
34764
Post by: Doomthumbs
Tri wrote:Venom isn't an IC and doesn't obscure vehicles ...
Thats why he's in a separate vehicle. And why would it not? It obscures friendly units, my teammates vehicles would be friendly.
Still obscures units, not models. So any unit that had a model within 6" of the venomthrope razorback gets the 5+ cover and dangerous terrain.
6769
Post by: Tri
Doomthumbs wrote:Tri wrote:Venom isn't an IC and doesn't obscure vehicles ...
Thats why he's in a separate vehicle. And why would it not? It obscures friendly units, my teammates vehicles would be friendly. Still obscures units, not models. So any unit that had a model within 6" of the venomthrope razorback gets the 5+ cover and dangerous terrain.
The ork kustom force field obscures giving a 4+ save ... secondly the venomthrope needs another transport all to it's self which is abit of a wast and at least 35pts more expensive
34764
Post by: Doomthumbs
Pretty sure KFF is a 5+ save, and that I originally stated that the Venomthropes would indeed be in a separate, though close by, vehicle.
I'm not sure why having a second vehicle nearby for the doom to get into should he be shot out of the first is a bad thing, Tri... Venoms would get out, doom gets in. Takes forever to kill a Doom.
It might be more expensive for other armies, but with a BA team mate, an Assault squad makes that tank 35 points cheaper.
35 points more expensive you say? Theres that problem dealt with too.
6769
Post by: Tri
Doomthumbs wrote:Pretty sure KFF is a 5+ save, and that I originally stated that the Venomthropes would indeed be in a separate, though close by, vehicle.
kustom force field give obscured (a 4+ save) to vehicles as well as all unit around it getting a 5+. On foot i'd shoot the ven dead and then shoot the transport.
20079
Post by: Gorechild
Gorechild wrote:
Space Marines +
Space Wolves +
Blood Angels + Imperial Guard
Black Templars +
Dark Angels +
Chaos Space Marines + Eldar
Imperial Guard + Orks
Witch Hunters + Daemon Hunters
Daemon Hunters + Eldar
Eldar + Space Marines
Dark Eldar + Eldar
Suggested Lists: Raider rush + Mechdar
Both armies are fast.
Raiders can get easy cover saves from hiding behind Wave Serpents.
Doom works well with massed splinter fire.
Dark/Brightlances and Fire Dragons can handle all AV12/13/14.
Wyches can make a mess out of enemy troops and the vast selection of Eldar S6 weapons can crack transports.
Tyranids + Tau
Suggested Lists:
Tau take 2 minimum sized troops and fill the rest of their army with Hammerheads and battle suits.
Tryanids fill up purely on anti-infantry, big hordes, genestealers ect.
Tau sit back and do what they do best.
Tyranids stop the gunline from getting assaulted and devour the units that fall out of the exploding transports.
Necrons + Dark Eldar
Tau + Chaos Space Marines
Orks + Tau
Chaos Daemons + Chaos Space Marines
Suggested Lists: Khorne/Tzeentch Daemons + Icon heavy CSM's
CSM's start all on the table, Deamons can then use their icons to aid deep striking from T1
Bloodletters take on all units in the open
Marines make use of their grenades to concentrate on units in cover
1st post updated and coppied across for easy reference
28172
Post by: loner
I think IG can actually work with anything...
It's because you can be incredible versiatle.
You can go with powerblobs or you can take a lot of tanks.
Almost anything can be done with guards, it's just looking at what niche has to be filled.
Do you want tanks? Yes, we can do that.
Do you want air cavalary? Yes, we can do that.
Do you want an insane large amount of troops? Yes, we can do that.
20079
Post by: Gorechild
loner wrote:I think IG can actually work with anything...
It's because you can be incredible versiatle.
You can go with powerblobs or you can take a lot of tanks.
Almost anything can be done with guards, it's just looking at what niche has to be filled.
Do you want tanks? Yes, we can do that.
Do you want air cavalary? Yes, we can do that.
Do you want an insane large amount of troops? Yes, we can do that.
This is true, but it doesnt necessarily mean they are the most effective match. Just because they can do everything doesnt mean they can do everything more effectivly than everyone else
4820
Post by: Ailaros
You've got to normalize the list. If Eldar has SM, then SM should have eldar.
Plus, no SM+CSM love?
28315
Post by: GalacticDefender
Tau+Orks.
20079
Post by: Gorechild
Ailaros wrote:You've got to normalize the list. If Eldar has SM, then SM should have eldar.
Plus, no SM+CSM love?
Not really, if you were playing with 'Crons you might work well with Dark Eldar but it doesn't mean that the best option if you play DE would be to joint up with such a flawed codex.
23223
Post by: Monster Rain
I'm surprised that Orks and Space Marines are getting the cold shoulder.
12620
Post by: Che-Vito
23223
Post by: Monster Rain
Che-Vito wrote:Monster Rain wrote:I'm surprised that Orks and Space Marines are getting the cold shoulder.
An army that isn't supposed to be spectacular at anything (Space Marines), and Orks being the masters of the Green Tide (they *can* perform well at other things, but it frankly isn't as dependable as just using their numbers in assault, with their sheer amount of attacks.) isn't a combination made for glory.
I don't know where you get these conclusions from.
Battlewagons full of Nobs make a pretty nice one-two punch with Assault Terminators. As for Space Marines not being "spectacular" at anything, I would submit that Sternguard with twin-linked combi-meltas are pretty spectacular at busting tanks. Also, the aforementioned Assault Terminators are one of the best assault units in the game.
I'm also going to point out that my buddy and I play this combo and are 6-0-0 and have tabled several of the more "optimal" choices listed here. Anecdotal, I know, but I bring it up to illustrate that there is a reason why I'm not buying your reasons.
3564
Post by: Brother Bartius
I like the idea of Tau and Eldar and have teamed up a few teams at lower point values.
On paper they should do well. Eldar providing the mobile troops and CC while the Tau provide the long range anti infantry and anti tank.
Maybe at higher point values.
10387
Post by: SabrX
Space Wolves + Space Wolves. 6 Long Fangs squads is extremely nasty!
Sisters of Battle + IG is decent, but Sisters of Battle + Terminators in Land Raiders spam is even better. Having a close range shooting army backed with one of the best assault units in the game is a really good combo. Land Raiders are good for choo choo train tactic.
34764
Post by: Doomthumbs
I agree on the Tyranids and Tau.
If you took 2 Maxed out Kroot squad, you could infiltrate them on the sides of the board if the enemy had any outflankers. No legal placement = dead. having to assault kroot off the sides of the board to get your outflankers in would be a huge pain in the ass that Tau nomally couldn't pull off.
And if there are gaps for them to place? well, they'll want to spread troops out to do the same thing to you whenever they outflank, potentially denying them some assaulters out of fear/spite.
23469
Post by: dayve110
Monster Rain wrote:Battlewagons full of Nobs make a pretty nice one-two punch with Assault Terminators. As for Space Marines not being "spectacular" at anything, I would submit that Sternguard with twin-linked combi-meltas are pretty spectacular at busting tanks. Also, the aforementioned Assault Terminators are one of the best assault units in the game.
I'm also going to point out that my buddy and I play this combo and are 6-0-0 and have tabled several of the more "optimal" choices listed here. Anecdotal, I know, but I bring it up to illustrate that there is a reason why I'm not buying your reasons.
Sternguard are ok... expensive and free KP's, but still ok.
Assault terminators are one of the best assault units simply due to the 3++ and S:4(8). They are still however, T:4, assuming a compotent opponent, they'll never reach assault and get brought down in a hail of shuri... er... bullets.
Only 6? If i could, I'd challenge your list with the Eldar/ DE combo we usually run. I havn't seen your lists, but i can guess the outcome. Not meaning to sound harsh, but it's coming out that way anyway...
----------
@Gorechild...
Why use CSM with nades to take on units with cover when you can simply lash units out of cover for the deamons to omnomnom?
23223
Post by: Monster Rain
dayve110 wrote:Assault terminators are one of the best assault units simply due to the 3++ and S:4(8). They are still however, T:4, assuming a compotent opponent, they'll never reach assault and get brought down in a hail of shuri... er... bullets.
Theoryhammer is fun, isn't it?
dayve110 wrote:Only 6? If i could, I'd challenge your list with the Eldar/ DE combo we usually run. I havn't seen your lists, but i can guess the outcome. Not meaning to sound harsh, but it's coming out that way anyway... 
 Could you? Harsh isn't exactly the word I'd use. Also, based on your posting style, unless it was at a tournament I'd probably pass on playing you.
And yeah, 6. Are team tournaments more common over there or something? Our LGS had two a year before I moved and we went undefeated. Remember when I acknowledged that it was anecdotal?
23469
Post by: dayve110
Monster Rain wrote:Theoryhammer is fun, isn't it?
Hell yes is it! Isn't that why most of us are here? We're not exactly playing games here. Of course it helps when your theory is backed up with statistics and previous experiance, but anything discussed on the tactics forum is still pretty much theory.
Monster Rain wrote:Also, based on your posting style, unless it was at a tournament I'd probably pass on playing you.
You pass on games due to posting style? Generally if i get challenged to a game i'll take it. Especially if i made an anecdote about how my doubles team was undefeated...
Anyway, all that aside.
Monster Rain wrote:And yeah, 6. Are team tournaments more common over there or something?
I'm assuming so, there has been a set yearly doubles for a while now. Then there are more random occurances, so we might end up with just the one, or several within a year.
----------
I recall an Ork army doing well with support from Eldar, Eldar providing any ranged support and Dooming anything the orcs can reach in combat.
Another list that has done well would be the AirCav guard with BA stormravens, That many fliers with sufficient ground support can really be a pain.
23223
Post by: Monster Rain
dayve110 wrote:Monster Rain wrote:Theoryhammer is fun, isn't it?
Hell yes is it! Isn't that why most of us are here? We're not exactly playing games here. Of course it helps when your theory is backed up with statistics and previous experiance
Which is ironic because...
dayve110 wrote:You pass on games due to posting style? Generally if i get challenged to a game i'll take it. Especially if i made an anecdote about how my doubles team was undefeated...
Anyway, all that aside.
Well I pass on games with people that behave like you were earlier irl when I can help it, so yeah. My doubles team was undefeated. It's a fact. The mistake you're making is thinking I said it with bolstering the old e-peen in mind instead of as simply citing experience.
23469
Post by: dayve110
Monster Rain wrote:Well I pass on games with people that behave like you were earlier irl when I can help it, so yeah. My doubles team was undefeated. It's a fact. The mistake you're making is thinking I said it with bolstering the old e-peen in mind instead of as simply citing experience. 
Posting style and IRL conversations are very different things. I doubt many people talk like they type or type like they talk. For instance many people have mannerisms (and most people do not realise that they do) that come through in normal conversation that do not when posting. Also it works the other way around. If we met IRL i doubt we'd be having a conversation that resembled this at all and would be well underway with a close and bloody game.
The mistake your making is thinking I said you lacked experiance, which is not the case. Simply stating a fact that it helps with theory hammer was not intended as a personnal attack at your level of experiance in any way, shape or form.
Now i know this may come as a shock due to my "posting stlye" but i'm willing to apologize for any misunderstandings incured thusfar and get the thread back on topic.
-
-
-
-
-
With that in mind...
How viable would an ork horde and a nid swarm be?
Given the amount of bodies you can throw down onto the table.
Both armies can effectivly deal with light armour and infantry with ease, its the heavier stuff that will hurt them, but its only a matter of time before those LR's get swamped by PK's and MC's.
23223
Post by: Monster Rain
dayve110 wrote:Monster Rain wrote:Well I pass on games with people that behave like you were earlier irl when I can help it, so yeah. My doubles team was undefeated. It's a fact. The mistake you're making is thinking I said it with bolstering the old e-peen in mind instead of as simply citing experience. 
Posting style and IRL conversations are very different things. I doubt many people talk like they type or type like they talk. For instance many people have mannerisms (and most people do not realise that they do) that come through in normal conversation that do not when posting. Also it works the other way around. If we met IRL i doubt we'd be having a conversation that resembled this at all and would be well underway with a close and bloody game.
The mistake your making is thinking I said you lacked experiance, which is not the case. Simply stating a fact that it helps with theory hammer was not intended as a personnal attack at your level of experiance in any way, shape or form.
Now i know this may come as a shock due to my "posting stlye" but i'm willing to apologize for any misunderstandings incured thusfar and get the thread back on topic.
I apologize as well. Maybe I was reading things into your post that weren't there. I was in a weird mood yesterday.
Let's never fight again.  No worries man.
And unfortunately, I have run into people that talk that way at gaming stores in real life which may make me a bit gun-shy.
__________________________________
I think Ork horde and Nids could be good. Deffrollas help a lot with anti-tank which is a bit of a weak point for the Tyranids.
36940
Post by: Anvildude
Thing is, Orks and Nids, there's almost too many bodies. Not enough room to maneuver, not enough room to even get them on the table.
However, with MCs, you have a lot less trouble against heavy armour than you'd think.
23223
Post by: Monster Rain
On spearhead keeping a few broods and mobs isn't necessarily a bad thing. Coming in anywhere on the long table edge can come in really handy.
31561
Post by: ElCheezus
What about Tau and Daemonhunters? Both armies have good firepower, but GKs can lay it down in CC when it comes to it.
23469
Post by: dayve110
Anvildude wrote:Thing is, Orks and Nids, there's almost too many bodies. Not enough room to maneuver, not enough room to even get them on the table.
However, with MCs, you have a lot less trouble against heavy armour than you'd think.
Exactly! Filling up your board edge with a literal sea of green (the nids will HAVE to be painted green) will cause most players to simply drop their jaws and perform ineffectually.
If you were facing a sea of bodies, that excells in combat, with interlaced MC and no obvious weakpoints... what would you do?
I'd personally castle up in a corner and blast away at the nearest units, but then the mawloc can cause you problems and outflanking stealers and snikrot will be able to take advantage of you.
Castling up in the middle to avoid the outflanking units will also cause to to be surrounded fairly quickly.
As with most armies... you only have so many guns. And given the nids and orks tendancies to be fearless and both having ways to get cover your not going to be breaking many units with shooting.
I think the combo has merits, and i'd hate to face it.
27890
Post by: MagicJuggler
Orks and Nids...Placing Zoanthroapes in Battlewagon bunkers while Lootas provide support and Tervigons generate an anti-assault buffer? Goodness gracious.
9246
Post by: QuietOrkmi
Mech Orks and Armies that rely on vehicles... Because the KFF says anyone (Friend or Foe) within 6" get the benefits, it is commonly ruled that your team mate would as well...
26273
Post by: Thatguyoverthere
QuietOrkmi wrote:Mech Orks and Armies that rely on vehicles... Because the KFF says anyone (Friend or Foe) within 6" get the benefits, it is commonly ruled that your team mate would as well...
Huh, I didn't think of Mech Orks and Mech Vet IG. Swarms of Tank busting Chimera's with coversaves followed by tons of Trukks filled with choppy goodness. It'd add to the whole armor saturation and still complement one another.
I like it! Now I just have to talk to my friend who runs orks.
6769
Post by: Tri
9 sentinels (with cammo for a 3+) + 9 kanz + 2 kustom force fields ... Oh S!
12620
Post by: Che-Vito
23223
Post by: Monster Rain
Since we are going to have units fight each other in a vacuum without regard to tactics, I shoot your bloodletters with a Thunderfire cannon when they DS with null zone active.
9246
Post by: QuietOrkmi
And While they are all arguing... Orks will Crump the Whole Lot!!! Hur! Hur! Hur!
12620
Post by: Che-Vito
23223
Post by: Monster Rain
That's how every good game ends anyway. Buried in scores of Boyz. Automatically Appended Next Post: Che-Vito wrote:Monster Rain wrote:Since we are going to have units fight each other in a vacuum without regard to tactics, I shoot your bloodletters with a Thunderfire cannon when they DS with null zone active. 
...
You gave a blank, "Assault Termies are one of the best assault units in the game."
My response is simple: it depends on whom you are fighting against.
One of them, yes. Not "the" best, but definitely top tier. Are you seriously suggesting that they aren't good?
12620
Post by: Che-Vito
23223
Post by: Monster Rain
Is there a unit in the game that doesn't have something that can kill it reliably?
26273
Post by: Thatguyoverthere
Tri wrote:9 sentinels (with cammo for a 3+) + 9 kanz + 2 kustom force fields ... Oh S!
I like it. Followed by Mobs and Blobs. A match made in heaven.
Although the rules for Camo Nets say "A vehicle equipped with camo netting has the Stealth universal special rule, if it remained stationary in the previous friendly Movement Phase." I'm not sure how exactly that works with teams and movement.
12620
Post by: Che-Vito
26273
Post by: Thatguyoverthere
I know that's what's intended. But RAW, wouldn't it mean that if the IG player went, followed by the Ork player, the Sents would get the benefit of the camo netting? Since they didn't move in the Ork's Movement Phase, they "remained stationary in the previous friendly Movement Phase."
Or do 2 v 2 games not work that way?
It's rules lawyery, but if the objective is to create the "Most Effective Double Team" it might be worth mentioning.
28172
Post by: loner
What can actually be considered the most effective double team?
A large spam of things that the opponent cannot kill? Think of melta spam for IG and Orks in trucks.
Or use one of the armies to remove the weaknesses of the others? Like Eldar and SM.
20079
Post by: Gorechild
Thatguyoverthere wrote:I know that's what's intended. But RAW, wouldn't it mean that if the IG player went, followed by the Ork player, the Sents would get the benefit of the camo netting? Since they didn't move in the Ork's Movement Phase, they "remained stationary in the previous friendly Movement Phase."
Or do 2 v 2 games not work that way?
It's rules lawyery, but if the objective is to create the "Most Effective Double Team" it might be worth mentioning.
I think generally (from my experience) that both players in the team share their movement/shooting/assault phases. Both teams move then both move on to their shooting phase and fire all they want to fire before both moving onto the assault phase. So I don't think the camo cloak trickery would work :(
loner wrote:What can actually be considered the most effective double team?
A large spam of things that the opponent cannot kill? Think of melta spam for IG and Orks in trucks.
Or use one of the armies to remove the weaknesses of the others? Like Eldar and SM.
I'd see the "most effective" as meaning "most likely to win" so it could be either. The problem with spamming lots of stuff your opponent would struggle to kill is when you come up against a similarly spammy army that counters you. I see the all-comers lists that compliment eachother nicely to be more effective as they have a fair chance of taking on every possible combo.
6769
Post by: Tri
Thatguyoverthere wrote:I know that's what's intended. But RAW, wouldn't it mean that if the IG player went, followed by the Ork player, the Sents would get the benefit of the camo netting? Since they didn't move in the Ork's Movement Phase, they "remained stationary in the previous friendly Movement Phase."
Or do 2 v 2 games not work that way?
It's rules lawyery, but if the objective is to create the "Most Effective Double Team" it might be worth mentioning.
Without getting into rules lawyering Sentinels what I meant was, scout forwards and can have 2-3 turns not moving while every one else moves up. they could also out flank into terrain and make the best of its cover save (assuming 50% coverage)
9246
Post by: QuietOrkmi
Really? Is that what the IG player is going to contribute to an ork dread Bash list? Sentinels!?
37912
Post by: black templar
black templars + blood angels
39228
Post by: bonerjamz
Orks & Necrons.
Just try and take down all dem killbotz with a kustom force field & we'll be back
20079
Post by: Gorechild
@Black Templar - This thread has been dead for two months, the rules say thread necromancy is bad
9246
Post by: QuietOrkmi
bonerjamz wrote:Orks & Necrons.
Just try and take down all dem killbotz with a kustom force field & we'll be back
Now those monoliths have a 4+ cover save... or Orks can walk behind necron ______ as they now have a 4+ cover save... I will have to alert my dishearten Necron Friend...
14171
Post by: Gandair
I have enjoyed Tyranids + Necrons. The wording of the Catalyst psychic power states "friendly unit" not "friendly tyranid unit. Seeing necrons with WBB, FNP, and a Monlith makes me happy. I take 3-5 tervigons, genestealers, and hive guard/zoanthropes. The necron player runs 2 monoliths, 2 lords, a warrior squard for each genestealer squad and either wraiths or paraiahs. Geneies and big bugs sit in the middle behind the warriors. The two monoliths and tyranid anti-tank hang out on either side of the formation. The army advances as a wall. The warriors feel like they're invincible and the genies usually enjoy coversaves and make a delightful countercharge unit if something assaults the warriors. I usually only play this combo in 4000+ point games. I'm sure a scaled down version might be applicable as low as 3k (1500 per player) but I dunno about lower than that.
Res orb, FNP, WBB, Monolith portal rerolling warriors with genestealer backup! Gauss weapons and rending make transports sad.
Edit: I guess if I wanted to be a colossal jerk I guess I'd throw in a squad of venomthropes in the middle to pass out that 5+ cover. I never thought about that until I read about that KFF thing a few posts above.
39755
Post by: Jackster
IG plus GK, plenty of shooting, GK would hold off assaults.
Warp Quake also wrecks DS armies that can threaten Mech Guards.
32700
Post by: woodbok
space wolves and blood angels for the win!
19296
Post by: Da-Rock
Kan wall + Tau w/ heavy Broadsides and Hammerheads - who do you cover? If you don't shoot at the Kans you die.........if you don't handle the Tau guns you die. These two armies have each others weakness covered to a T!
9246
Post by: QuietOrkmi
What I noticed the other day would be BA + IG...
Deepstrike a librarian then drop someone's LD to 2-6 then hit them with that psychic power that makes them take an LD check -4 or flee...
Also, depending on the points, Deathcompany with jump packs and power weapons, when you destroy those annoying fodder units, destroy any infantry unit.
6769
Post by: Tri
GK + IG... 50 man blob/ conscripts + summoning ... I like the idea of conscripts as well, since you can SitNW and then drop them off some where more useful ... maybe add karamazov for extra wackiness he can always leave them before you remove the unit
25580
Post by: Maelstrom808
Nids with DoM, Devs, and a Tyrant or two droping psychic scream teamed up with IG spamming PBS and AT is quite a bit of fun.
25983
Post by: Jackal
CSM + Daemons.
HQ:
Lash prince
Lash prince
Elite:
Blood crushers
Blood crushers
Fiends
Troop:
Plague marines
Plague marines
Bloodletters
Bloodletters
Heavy:
3 Oblits
3 Oblits
3 Oblits
I'd be happy running a list along these lines
6256
Post by: yorkskargrimironklaw
Da-Rock wrote:Kan wall + Tau w/ heavy Broadsides and Hammerheads - who do you cover? If you don't shoot at the Kans you die.........if you don't handle the Tau guns you die. These two armies have each others weakness covered to a T!
well played a 10,000 pt game with BA, DA, SW, SM, BT, SOB, and IG with all there powers working on each other since there all Imperial it worked with the fluff VS Orks,Tau and Eldar other then the big mek's KFF which has an AOE and we always play that even a foe inside the KFF gane the cover save. Ork, Tau and Eldar could not use each others powers, wargear, join each others units et cetera,
in 2 turns 3 wraithlords and 9 Broadsides  had destroyed every APC in the Imperial army, that inclued 8 landraiders.
needless to say  we kited the rest of the army
40200
Post by: blood warrior
if option one then i would choose fast BA assault spam and plasma IG spam, the BA could go up contest and take ground whilst the much slower (not wasting points on expensive transports and what not) and move up to reinforce the BA.
22413
Post by: mwnciboo
It sounds madness, what would be the Rules on Transports? I mean I know most of use wouldn't try this, but someone would be bound to say "Hey, why can't a Terminator Assault Squad fit inside a Valkyrie" or something equally silly. Most of the Imperial stuff Works well with each other, A DARK ELDAR and ELDAR army might be a nice force. Or a Cult of Speed coupled with a Stompa force or something like a proper Waaaaaaaghhh....
35865
Post by: Cottonjaw
Tau Gunline + Green Tide Orks
Tau take two squads of 6 fire warriors (cheapest possible troops requirement) and then just spam Broadsides, Missle Pod Suits, and possibly even two 4+4 squads of pathfinders.
Orks huge boy blobs with power klaw nobs hidden inside for maximum tar pit.
|
|