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===Desperate Allies=== *'''Necrons:''' Another shooty list aside from Tau and Guards. Necrons can provide you a catacomb command barge beatstick, something sufficiently terrifying to keep your enemy from moving into assault for an extra round or two (especially if they're using an expensive HQ choice). Necron troops choices can serve as highly efficient response groups, combining four haywire shots and ten rapid-fire gauss zaps with one of the most universally effective fliers in the game for a meager 190 points. Would you rather have two terminators and one assault cannon, or one annihilation barge (90 points for a tesla destructor, tesla cannon, and AV13 until they start beating on it)? To put the cherry on top, none of these units really need or want to be close to the rest of your army, so you can easily step around the one eye open rule. Want an ally that can give you your daily doses of speed, anti-armour, and AP2 melee without stealing all your thunder(points)? Look no further than these badass space Egyptians. *'''Orks:''' Want a horde? The orks love pushy melee fighting. Though they might be slow, a footslogged group of standard ork boys can shield your more powerful and expensive units with a wall of cheap meat. They'll provide a screen against assaults (which your troops can then jump in on, if you so desire), and a 5+ cover save. The one eye open rule is pretty irritating here, but 6th edition's premeasuring rule should let you keep that separation, and even if you can't... well, it's only a 1/6 chance anyway, and it doesn't occur in melee combat.
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