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Warhammer 40,000/7th Edition Tactics/Deathwatch
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===Come the Apocalypse=== *'''Orks:''' Chaff. Useless, fragile chaff. You might be able to use their planes or specialist Formations, but as with all DA/CtA allies, if you start too close to each other, you're doing it wrong. *'''Necrons:''' All the anti-tank you could ever want, but not much other than that. Could use a large warrior block or two as a tarpit or distraction, or the ever useful croissants. *'''Chaos Space Marines:''' Honestly, you're not getting shit here. You already have heretical tools (Xeno-heresy, Chaos-heresy, who cares?) and everything they do can be done better by grabbing basic mehrens. *'''Chaos Daemons:''' Why? They aren't nearly as versatile, only a bare handful of units can avoid One Eye Open, and almost all of them die quickly. Still, there are some diamonds in the rough (Infernal Tetrad, Tallyband, Warpflame Host/Burning Skyhost), but this is more useful for null-deploying one half of the list or the other than providing much that the Deathwatch lacks, i.e: cheap bodies and long-range firepower, with either half camping homeground Objectives while the other beats face. *'''Tyranids:''' Tyrannofex provides some good long range firepower, but without an accompanying synapse creature is liable to hurt itself. Gaunts provide cheap bodies, but again need a high-point synapse creature like a Warrior unit, and once the synapse is dead, the gaunts will almost certainly kill themselves or the Deathwatch if they have IB: Feed. Since [[Robin Cruddace|this mug]] was let loose on them, one of the worst armies in the game. Unless you're playing using an older edition, stay clear (especially as older editions don't have rules for Deathwatch.) [[Category:Warhammer 40000 Tactics(7E)]] {{Warhammer_40k_Tactics}}
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