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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

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?

    This message was edited 10 times. Last update was at 2011/01/21 11:01:40


       
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    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 ....

    This message was edited 1 time. Last update was at 2011/01/18 13:39:08


     
       
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    Decrepit Dakkanaut






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    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.

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    Deadly Dire Avenger




    Cambridge, England

    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.

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    CT

    Orks and IG

    The Swarm of Orks can protect the blob squads from close combat, while the tanks provide long range support

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    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.

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    Plastictrees






    Salem, MA

    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.

    "The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
       
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    Mighty Brass Scorpion of Khorne






    Dorset, UK

    1st post updated.

    Any more ideas?

       
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    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.

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    CSM and Eldar would go well, in a Double Lash - Fireprism Spam build.

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    Rough Rider with Boomstick




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    Power Blob IG + Mech IG, and take six units of Stormtroopers.

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    England, UK

    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

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    Made in gb
    Mighty Brass Scorpion of Khorne






    Dorset, UK

    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.

       
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    Junior Officer with Laspistol




    Manchester, UK

    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.

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    Vulkan Space Marines + IG melta spam ftw.
       
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    Krazed Killa Kan




    Claremont, ON

    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.

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    Mighty Brass Scorpion of Khorne






    Dorset, UK

    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?

       
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    Chaos lash+IG. Group everything together, drop templates. Chaos are study enough to support the flanks and counter assault when needed.
       
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    Manchester, UK

    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?

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    Dallas, TX

    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
       
    Made in gb
    Mighty Brass Scorpion of Khorne






    Dorset, UK

    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.

       
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    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.

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    Double Lash + IG = lulz.

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    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.

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    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.

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    DakkaDakka wrote:

    This message was edited 1 time. Last update was at 2020/03/15 03:04:49


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    San Diego Ca

    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.

    This message was edited 1 time. Last update was at 2011/01/18 22:33:34


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    Mighty Brass Scorpion of Khorne






    Dorset, UK

    Updated again....

    The only ones that are completely blank are: Nids, Witch Hunters, DA's, BT's, Vanilla's

    Any thoughts on them?

       
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    Manchester, UK

    How about DA and templars? Call it "Revenge of the neglected child" list and fill it with nothing but terminators.

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