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Made in us
Fresh-Faced New User




Hi,

My brother and I are considering playing in a Doubles Tournament. I play Tau and Imperial Guard, he plays Dark Elder and Orks. We have been mulling over the different possibilities, but cannot decide.

Right now my idea is horde orks and Arty Imps, and he likes the idea of Raider spam Dark Elder with Tau.

The rules for the Tournament is 1000 pts for each faction, and we share a force org chart.

What do you guys think?
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Actually, you've got exactly the mixed proportions for success.

The most effective combos I've ever seen in team tournaments (the ones I bring of course, that win!):

Orks + Tau

Orks + Dark Eldar

With Orks and Tau, the combination was basically this: Tau with an cheap Shas'el, two six man fire warrior units, and nine broadside battlesuits; a target lock on the team leader and two shield drones per team. The Orks had a warboss, green tide, and Loota support Green Tide Orks are great for dealing with infantry and not good at dealing with armour. STR10 AP1 twin-linked Railguns are great for dealing with armour. Suits get cover from Orks, but the suits are tall enough to generally get clear shots at vehicles, combining the best of both worlds: Anti-tank and anti-infantry.

With Orks and Dark Eldar, the combination was basically this: KFF Big Mek, two units of 10 gretchin, 9 Killa-kans with rokkits, and 45 Lootas. Might have been a few less Lootas for points. Ultra-shooty Orks with STR10 DCCW support. The DE were Baron Sathonyx (by himself for the +1 to go first), three ravagers, three trueborn units in venoms, and two 5 man wych squads on foot to squeak in at 1,000 points. In this combination, the Dark Eldar are almost pure anti-tank, with +1 to go first, they still have the nasty alpha-strike, and while there are a couple venoms for anti-infantry....that duty really comes from the Lootas where needed and the Kans. The gretchin and wyches are for objective nabbing, with wyches babysitting gretchin against backfield threats, and grabbing true-born transports turn 3+ if needed to get to their own objectives.

   
 
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