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====Come the Apocalypse==== *'''Armies of the Imperium''' - Short-ranged firepower Γ‘ la carte. **'''Astra Militarum/Imperial Guard''' - Gaunts vs Guards is an argument for a better writer than myself (and huge blobs have trouble staying out of One-Eye-Open range), so let's focus on what you ''really'' want from the humans: tanks. Lots and lots of armored support. With vehicles now harder to explode than ever and Smash now only getting one attack, vehicles might just be worth the investment. **'''Imperial Knights''' - Only a few models so deployment won't be a problem also because you want super-heavies without taking a cock up the ass from Forge World. Luckily those pie-plate cannons have just enough range to make it all work out nicely. Just remember that Knights explode horribly on death. Take an errant you want long range high strength low AP weapons the errant has long range high strength low AP weapons **'''Militarum Tempestus''' - This... Could be pretty cool actually! The flyer formation or mass deep strike tactics could be very good with tyranids to attract fire, and might help with getting rid of mass power armour or tanks (deep striking melta t2), especially if you also take inquisition servo-skull shenanigans. Although fluffwise, it might be a bit hard to justify <s>just like most of alliences with Nids</s>... Not really: The Tempest use a Nid attack as cover for a Black op Valkyrie raid. Makes perfect sense? *'''Chaos Daemons''' - Monstrous Creatures with psychic powers and hordes of little chitterlings for minions. Yeah, this definitely seems familiar territory at first. Still, the Warp is nothing if not fickle and the clashing flavors can spell doom for each side in equal measure. Make sure to make the most of those extra Warp Charges and speedy low-AP options before the inevitable One-Eye-Open takes effect (and with two assault-happy armies, it ''will''). Plus, you can have some fun with daemon summoning and the formations that make your gaunts respawn to build an army that JUST WON'T FUCKING DIE! *'''Chaos Marines''' - For the moment, refer to comments about 3+ armor spam above. With Gaunts on your side you shouldn't need cultists either unless you really love Mark of Khorne. Although baledrakes + skyblight swarm could be lulzy. *'''Dark Eldar''' - Well thanks to the new codex update, the new dark eldar hotness seems to be coven lists. And a coven lists can't really bring tyranids anything as your MCs beat the pain engines, and having pretty tough objective holders is pretty useless when you can have tervigons and spawning/respawning gaunts. The main point of dark eldar nowadays seems to be giving allies assault transports, and you can't use them, sooooo..... *'''Eldar''' - Yay, Shadow in the Warp next to a psyker-happy army. Unless you need Wave Serpents or anti-MEQ weapons, pro'lly best to stick to Dark Eldar instead. *'''Necrons''' - Another hammer-and-anvil combination. Not a lot of opponents can match both the Necrons' guns AND the 'Nid swarm. Just remember, Canopteks might be less useful with all that One-Eye-Open jazz, but you should have more than enough green lightning to make up for it. You could also spam flyers, works well enough with 'nids actually. *'''Orks''' - The only thing 'Nids have that Orks need is Monstrous Creatures. Ork vehicles might hit the sweet spot, but beyond that you're just mixing two horde armies, and with One-Eye-Open to worry about you might want to look elsewhere. *'''Tau''' - Long-range anti-everything mixed with tarpit damage-sponge goodness. Be sure to jump-shoot-jump; you have the ability to screen Crisis Suits in a way Puretide could only dream of.
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