How to play Anders and Cutter in 2v2

This is just a little guide I wrote a bit ago that I think actually has some use nowadays. The strategies to counter certain enemy builds may not be exactly correct all the time, but this is because it is only me predicting that an arbiter will go banshees or do a early suicide grunt rush. It is only me predicting that a forge will go scorpions w/ canny as soon as possible. This is why scouting is vital to all these strategies. You must know exactly what the enemy is trying to do.

I would argue that one Captain Cutter and one Professor Anders are the best combination for 2v2 for only UNSC leaders (arguably going one UNSC and one Covy is a better idea, but I don’t want to do a guide on that). This is because Cutter is the best 2v2 character since his economy bonus (bigger bases) is extremely good on 2v2 maps due to 4 out of 7 bases having a empty base spot nearby, as well as elephants being very useful for rushing and taking reactors. There is no point going double Cutter because only 1 map has TWO empty base spots, plus anders is a good leader as well. Anders economy bonus isn’t as good as Cutter’s for 2v2, but it is still very helpful to trick enemies by showing them that you have a few scorpions and then quickly swapping to an air pad and upgrading hornets at twice the speed and half the cost! Not to forget anders also has access to gremlins which means when it comes down to a war of scorpion attrition, anders beats forge.

Vsing two UNSC
These games will probably last the longest because all four players will just try to tech up and get either scorpions or their super units as fast as possible. The tactic for this one is simple though. Cutter expands as early as possible and goes full scorpions. Anders scouts and then decides whether to go scorpions or hornets or scorpions and gremlins. Once their are enough hornets/scorpions we attack and win. Of course learning how to tech up fast as possible is a skill in itself. Just experiment with different build orders, and make sure you collect as many on map supplies as possible.

Vsing one UNSC & one covenant (Brute Chieftain or Prophet of Regret)
All that you need to do here is one player techs to scorpions and the other rushes the covenant. If anders is the closest to the covenant player then she should warthog rush, if cutter is closest to the covenant then he should elephant rush. Even if they are the prophet of regret it will take a long time and a lot of money to cleansing beam a elephant to death without upgrading cleansing beam and by that time the prophet will be dead by flamethrowers. The player who is teching to scorpions can always disruption bomb the covenant leader to him his teammate out. Even if the rush doesn’t work because the other UNSC player helps his teammate, it doesn’t matter because that means that the enemy UNSC player won’t have scorpions but whoever is teching on our team will do and so they will go attack the UNSC base while he is out and destroy it very quickly.

Vsing one UNSC & an Arbiter
The arbiter is very annoying because he cannot be warthog rushed because his special allows him to kill warthogs extremely easily and get his own health back. A elephant rush is not a good idea against a arbiter either because the arbiter has suicide grunts to destroy a elephant very quickly. The best method of defeating a arbiter on a small map is to do a infantry rush. An infantry rush is where you build a barracks, a few supply pads and then a reactor. While the reactor is building you want to be training some flamethrowers and some marines. Then once the reactor is finished you want to build some more supply pads and send your troops off to the enemy base. While your troops are on the way to the enemy base you want to get new blood and flashbangs, you should get them just before your troops arrive at the enemy base, especially if you play as anders (faster research time). Just take out the supply pads first with the marines and leave the flamethrowers at the front of the base to kill any infantry they build, disruption bomb the arbiter if you have too, but try to destroy the supply pads as quick as possible to stop him from having enough money to rage. Remember that rage is the most expensive leder ability until you get the tech 2 upgrade, but they won’t have that because you will rush them too quick.

On a big map you won’t want to do a infantry rush because it will take far too long to get to the enemy base and they will just destroy your base with banshees before you can do anything to them. If you’re on a big map Anders has to go for scorpions as quick as possible. Build a couple of supply pads, a turret, a barracks and a reactor in that order. Get flamethrowers if you have to repel a rush from the arbiter, if not then just get heavy supply pads and expand your base to get another reactor and vehicle depot. Try to get 3-5 scorpions then attack the UNSC. If the arbiter rushes you then he will fail the rush because of the turret and flamethrowers. If the arbiter doesn’t attack at the start then he will probably be going banshees. This is where cutter comes in. Cutter needs to be building marines to beat the arbiter’s base. the problem is this though; on a big map banshees can get to your teammates and destroy their base before you can bring marines over to help them. Cutter can defeat this one way though. At the start of the game Cutter should build a elephant and send it towards anders base and build marines at her base in order to protect her from banshees. In the meantime cutter should just get supply pads and some missle turrets to protect his base from a early banshee/arbiter rush. Then by the time the banshee’s arrive at anders base their will already be 15 marines waiting for them with RPG’s and that also leaves the arbiters base open for attack by Cutter’s wolverines, while anders sends scorpions as well as Cutter’s marines at the UNSC players base.

Vsing two covenant
If they have two covenant then you should just prepare for a rush. Do the usual, just build some supply pads and then a barracks and some turrets if you have too (always remember to build the turret on the side with your barracks so that they cannot destroy it without losing loads of health). After you repel their attack just retaliate with a combination of scorpions/wolverines/marines/hornets depending on whether they build grunts/ghosts/brutes/jackals/banshees/vampires/hunters/wraiths.

Vsing two arbiters
Two arbiters is a terrible team. This should be easy, just don’t attack them. Let them attack you first. Tech up and get scorpions, use turrets to turtle in your base. Get wolverines if they have two summits, or otherwise just spam scorpions. The arbiters will have to rush you because if they don’t then they won’t be able to do anything. Scorpions can defeat everything an arbiter has except banshees and if they have banshees wolverines will destroy them. Easy.

Cutter/Forge is much stronger vs unsc/arbiter or unsc/brute, and better on docks/repo/terminal.

Anders is really only good on crevice/beaslies, and tbh double unsc just OP on those maps regardless of the combo.

Disclaimer
I was really bored before typing this, so you’d have to be interested in a little Theory Wars to even want to read this.

Actually, double Cutter is generally the best all-UNSC 2s combo.

Forge is by far the best single UNSC, but he’s too disadvantaged on maps like Crevice and Memorial. Any early expo maps are the bane of Forge in 2s and I hate to have even two weak maps.

Anders is really, really bad in 2s on every map except Crevice, Memorial, and is only good on Labyrinth until the enemy starts massing Canis. You can’t run Anders/Cutter or double Anders on single expo maps like Docks or Repo because the team will be too far behind the entire game to help enough against a Banshee spam followed by a Tank push. The expoed teammate will end up having to 1v2 because the other team won’t be rushed very hard (single UNSC rush = 1 pad denied, then pushed off). In addition, Anders can’t get Tank lead over one Cutter without spamming Gremlins, a unit I would try to avoid building too much of if I can. Anders also has the most trouble defending herself, so I would stay away from Anders in 2s unless you have an Arby to cover all of her weaknesses.

As far as double Cutter is concerned, Cutter is the worst UNSC when left on a single base, but he’s the best all-around leader in 2s. On maps where no one can expand (Beasley’s especially), both Cutters can play like they would with a Covi teammate. On double expo maps, the combo is almost unbeatable. Quick Gauss from Anders on Memorial is one of the only things that can cause problems for double Cutter when both get to expand. But, on single expo maps, double Cutter becomes one of my favorite 2s combos. One Cutter expands, of course, while the other goes over and MACs down the other team’s expo. It’s pretty hilarious and really effective if you know what to do afterwards.

I won’t say anything more about how to run the combo since I still want to be able to run it online :). Remember, if you try that double Cutter thing out, the MACing Cutter is further behind than the opponent who just lost his expo, so you have to know how to follow up before the Banshees are killing your Depos.

My 3 favorite 2s combos are Brute/Cutter, double Cutter (mostly for lolz), and the combo I’m confident is the best in 2s is Prophet/Cutter.

> Disclaimer
> I was really bored before typing this, so you’d have to be interested in a little Theory Wars to even want to read this.
>
>
>
> Actually, double Cutter is generally the best all-UNSC 2s combo.
>
>
> Forge is by far the best single UNSC, but he’s too disadvantaged on maps like Crevice and Memorial.

My reasoning for forge/cutter > cutter/cutter in matchmaking is that on the maps listed (crevice, memorial) double unsc is already very strong vs a unsc/covy combo. Not as strong as cu/cu, but still should easily pull a win. F/Cu would be superior if you search without the mappack.

As for single base maps, forge counters covy early game with a basic reactor 3rd/4th gunner build, and transitions into tech 3 depo much faster than an anders or cutter. Forge also has more leeway to leader power bless pads, and a stronger gauss build than a second cutter on labryinth.

Forge would be easily be > than a second cutter on any single base maps (beas, terminal, labby), and on single expo maps if you plan to play without cheesing the unsc expo.

Against Covy UNSC only really need hogs then Air and anti air combo’d, Covy can’t really do much but go Anti-air + anti tank which you already have the prefect counters to.

This is a really interesting thread, I play a lot of 2s with Diablo Soul who won’t play anything but Anders. I generally run random Covy but after 4.6k games as covy and only 84 (lol) as UNSC I feel like running double UNSC.

Have you guys got any thoughts as to the best UNSC to compliment Anders?

We’ve tried double Anders, with double grenadier rush but we ran into BH Phenomenon about a month ago and the results were embarassing… Part of that was definitely down to my pants UNSC skills but double anders isn’t a strong combo after about 4 minutes…

> if you plan to play without cheesing the unsc expo.

The biggest problem with running double UNSC is the Banshee. As soon as you get spammed by Banshees, you’re on defense until one of you gets enough anti-air to play both defense and offense (you can’t base-trade with Banshees). But, this almost always turns bad when you don’t have enough Tank numbers to deal with the other team’s untouched UNSC. So, on single-expo maps, the best way that I’ve found to keep the Banshee’s harassment from doing the most damage is to take out the Tanker.

By rushing the Covi, you’re only slowing down the Banshee push, while losing ground in the Tank war for rushing early. You could always just rush the UNSC, but that would, once again, only slow him down. The Banshees would be on your side then and you’d be behind.

The rational for cheesing the UNSC expo is that, by taking out their ability to build Tanks for a couple of minutes, you have time to build up and push on the Covi in the mid-game. Banshees aren’t good at defending a base, they’re best at harassing. The Tanks are what push you off and, in combination with the Banshees, it’s pretty much gg there. So, you’ll be at least one tech level ahead of their UNSC and have double his numbers by the mid-game. The idea is to isolate the Covi and finish him off before his UNSC can take his thumb out of his butt.

> This is a really interesting thread, I play a lot of 2s with Diablo Soul who won’t play anything but Anders. I generally run random Covy but after 4.6k games as covy and only 84 (lol) as UNSC I feel like running double UNSC.
>
> Have you guys got any thoughts as to the best UNSC to compliment Anders?
>
> We’ve tried double Anders, with double grenadier rush but we ran into BH Phenomenon about a month ago and the results were embarassing… Part of that was definitely down to my pants UNSC skills but double anders isn’t a strong combo after about 4 minutes…

I would think Forge or Cutter depending on the map, but never another Anders. Really, there is no good UNSC with Anders because Anders is so weak and needs to be carried until she can take lead (there’s a sexist joke somewhere in there). Although this slightly ironic game mechanic isn’t what kills Anders, it’s what kills her partner who can’t compensate.

Cutter/Anders is great on double expo maps, but one of the two are screwed on single expo maps. Maybe Cutter could always expand early on single expo maps, while Anders clears one out, but that’s still leaving the early-game wide open to a rush. Tank lead would be a stretch with Anders/Cutter if you don’t do a lot of damage. Basically, an Arbiter on the other team would finish you because you won’t be able to Hog push as hard.

A forge would be better on single expo maps, but he kind of blows at hook control. Forge can’t really carry on one base either. I would think that the Anders should try clicking the Forge on single expo maps and Anders goes for Gauss, while Forge powers through the Tanks. The Gauss in addition to Anders’ Cryo would be great for killing Banshees. Forge can afford to go Barracks 2nd on his expo anyways, so that could be your defense, while Anders’ Hogs go up and harass. But, Anders will have to carry like no other on double expo maps, while Forge clears her a path for hook control. On a map like Beasley’s, the Forge goes off, but the Anders might get screwed depending on what’s across from her. But, knowing Diablo Soul, that shouldn’t be much of a problem.

Still, the biggest issue with the combo is going to be controlling the Banshees before there are too many. As soon as the Banshees force you on defense when you need to be pushing, you’ve lost.

> Actually, double Cutter is generally the best all-UNSC 2s combo.
>
>
> Forge is by far the best single UNSC, but he’s too disadvantaged on maps like Crevice and Memorial. Any early expo maps are the bane of Forge in 2s and I hate to have even two weak maps.
>
> Anders is really, really bad in 2s on every map except Crevice, Memorial, and is only good on Labyrinth until the enemy starts massing Canis. You can’t run Anders/Cutter or double Anders on single expo maps like Docks or Repo because the team will be too far behind the entire game to help enough against a Banshee spam followed by a Tank push. The expoed teammate will end up having to 1v2 because the other team won’t be rushed very hard (single UNSC rush = 1 pad denied, then pushed off). In addition, Anders can’t get Tank lead over one Cutter without spamming Gremlins, a unit I would try to avoid building too much of if I can. Anders also has the most trouble defending herself, so I would stay away from Anders in 2s unless you have an Arby to cover all of her weaknesses.

I don’t understand why a double cutter would be a good idea for a map with only a single expo over a anders or a forge. Anders supplements Cutter well because on 2v2 cutter can dominate the tank game on the majority of the maps, as well as being able to take hooks. Anders then has the advantage over covenant because of the faster research time for gauss as well as then having gauss earlier than the other leaders meaning that banshees are easier to deal with. furthermore anders can easily support cutter with a few gremlins helping him in the tank battle while going wolverines herself with a few clicks from the over-supplied cutter.

Forge is better than a second cutter because all the maps bar two have only a single expo, therefore forge can get tanks out quicker himself as well as take another base quickly.

I don’t know what this mac based tactic that you have is, but it sounds awfully fishy…

Thanks for the insight though guys, I have learnt a lot from this threads alone. All very interesting stuff.

> > Actually, double Cutter is generally the best all-UNSC 2s combo.
> >
> >
> > Forge is by far the best single UNSC, but he’s too disadvantaged on maps like Crevice and Memorial. Any early expo maps are the bane of Forge in 2s and I hate to have even two weak maps.
> >
> > Anders is really, really bad in 2s on every map except Crevice, Memorial, and is only good on Labyrinth until the enemy starts massing Canis. You can’t run Anders/Cutter or double Anders on single expo maps like Docks or Repo because the team will be too far behind the entire game to help enough against a Banshee spam followed by a Tank push. The expoed teammate will end up having to 1v2 because the other team won’t be rushed very hard (single UNSC rush = 1 pad denied, then pushed off). In addition, Anders can’t get Tank lead over one Cutter without spamming Gremlins, a unit I would try to avoid building too much of if I can. Anders also has the most trouble defending herself, so I would stay away from Anders in 2s unless you have an Arby to cover all of her weaknesses.
>
> I don’t understand why a double cutter would be a good idea for a map with only a single expo over a anders or a forge. Anders supplements Cutter well because on 2v2 cutter can dominate the tank game on the majority of the maps, as well as being able to take hooks. Anders then has the advantage over covenant because of the faster research time for gauss as well as then having gauss earlier than the other leaders meaning that banshees are easier to deal with. furthermore anders can easily support cutter with a few gremlins helping him in the tank battle while going wolverines herself with a few clicks from the over-supplied cutter.
>
> Forge is better than a second cutter because all the maps bar two have only a single expo, therefore forge can get tanks out quicker himself as well as take another base quickly.
>
> I don’t know what this mac based tactic that you have is, but it sounds awfully fishy…
>
> Thanks for the insight though guys, I have learnt a lot from this threads alone. All very interesting stuff.

He likes when the single base cutter goes reactor second mac blast opponent expo lol. (has to be before the first pad builds obviously and you have a small window, your team mate who expanded hi lights the base and single base cutter mac’s it)

How about you play double unsc against mine. My GT:
Thy Dagger

> He likes when the single base cutter goes reactor second mac blast opponent expo lol. (has to be before the first pad builds obviously and you have a small window, your team mate who expanded hi lights the base and single base cutter mac’s it)

Yah, it’s pretty much the lolz. I’ve never won a HL game running double UNSC without doing something borderline insane. It’s just that the Banshees make it nearly impossible for double UNSC to win if they’re out before 5mins (something any mid-level player can accomplish).

> How about you play double unsc against mine. My GT:
> Thy Dagger

If you were talking to me with this, I don’t have a TV anymore, let alone an Xbox. So, I might be on in about 2 1/2 weeks for a couple of days.

> This is just a little guide I wrote a bit ago that I think actually has some use nowadays. The strategies to counter certain enemy builds may not be exactly correct all the time, but this is because it is only me predicting that an arbiter will go banshees or do a early suicide grunt rush. It is only me predicting that a forge will go scorpions w/ canny as soon as possible. This is why scouting is vital to all these strategies. You must know exactly what the enemy is trying to do.
>
> I would argue that one Captain Cutter and one Professor Anders are the best combination for 2v2 for only UNSC leaders (arguably going one UNSC and one Covy is a better idea, but I don’t want to do a guide on that). This is because Cutter is the best 2v2 character since his economy bonus (bigger bases) is extremely good on 2v2 maps due to 4 out of 7 bases having a empty base spot nearby, as well as elephants being very useful for rushing and taking reactors. There is no point going double Cutter because only 1 map has TWO empty base spots, plus anders is a good leader as well. Anders economy bonus isn’t as good as Cutter’s for 2v2, but it is still very helpful to trick enemies by showing them that you have a few scorpions and then quickly swapping to an air pad and upgrading hornets at twice the speed and half the cost! Not to forget anders also has access to gremlins which means when it comes down to a war of scorpion attrition, anders beats forge.
>
>
> Vsing two UNSC
> These games will probably last the longest because all four players will just try to tech up and get either scorpions or their super units as fast as possible. The tactic for this one is simple though. Cutter expands as early as possible and goes full scorpions. Anders scouts and then decides whether to go scorpions or hornets or scorpions and gremlins. Once their are enough hornets/scorpions we attack and win. Of course learning how to tech up fast as possible is a skill in itself. Just experiment with different build orders, and make sure you collect as many on map supplies as possible.
>
> Vsing one UNSC & one covenant (Brute Chieftain or Prophet of Regret)
> All that you need to do here is one player techs to scorpions and the other rushes the covenant. If anders is the closest to the covenant player then she should warthog rush, if cutter is closest to the covenant then he should elephant rush. Even if they are the prophet of regret it will take a long time and a lot of money to cleansing beam a elephant to death without upgrading cleansing beam and by that time the prophet will be dead by flamethrowers. The player who is teching to scorpions can always disruption bomb the covenant leader to him his teammate out. Even if the rush doesn’t work because the other UNSC player helps his teammate, it doesn’t matter because that means that the enemy UNSC player won’t have scorpions but whoever is teching on our team will do and so they will go attack the UNSC base while he is out and destroy it very quickly.
>
> Vsing one UNSC & an Arbiter
> The arbiter is very annoying because he cannot be warthog rushed because his special allows him to kill warthogs extremely easily and get his own health back. A elephant rush is not a good idea against a arbiter either because the arbiter has suicide grunts to destroy a elephant very quickly. The best method of defeating a arbiter on a small map is to do a infantry rush. An infantry rush is where you build a barracks, a few supply pads and then a reactor. While the reactor is building you want to be training some flamethrowers and some marines. Then once the reactor is finished you want to build some more supply pads and send your troops off to the enemy base. While your troops are on the way to the enemy base you want to get new blood and flashbangs, you should get them just before your troops arrive at the enemy base, especially if you play as anders (faster research time). Just take out the supply pads first with the marines and leave the flamethrowers at the front of the base to kill any infantry they build, disruption bomb the arbiter if you have too, but try to destroy the supply pads as quick as possible to stop him from having enough money to rage. Remember that rage is the most expensive leder ability until you get the tech 2 upgrade, but they won’t have that because you will rush them too quick.
>
> On a big map you won’t want to do a infantry rush because it will take far too long to get to the enemy base and they will just destroy your base with banshees before you can do anything to them. If you’re on a big map Anders has to go for scorpions as quick as possible. Build a couple of supply pads, a turret, a barracks and a reactor in that order. Get flamethrowers if you have to repel a rush from the arbiter, if not then just get heavy supply pads and expand your base to get another reactor and vehicle depot. Try to get 3-5 scorpions then attack the UNSC. If the arbiter rushes you then he will fail the rush because of the turret and flamethrowers. If the arbiter doesn’t attack at the start then he will probably be going banshees. This is where cutter comes in. Cutter needs to be building marines to beat the arbiter’s base. the problem is this though; on a big map banshees can get to your teammates and destroy their base before you can bring marines over to help them. Cutter can defeat this one way though. At the start of the game Cutter should build a elephant and send it towards anders base and build marines at her base in order to protect her from banshees. In the meantime cutter should just get supply pads and some missle turrets to protect his base from a early banshee/arbiter rush. Then by the time the banshee’s arrive at anders base their will already be 15 marines waiting for them with RPG’s and that also leaves the arbiters base open for attack by Cutter’s wolverines, while anders sends scorpions as well as Cutter’s marines at the UNSC players base.
>
> Vsing two covenant
> If they have two covenant then you should just prepare for a rush. Do the usual, just build some supply pads and then a barracks and some turrets if you have too (always remember to build the turret on the side with your barracks so that they cannot destroy it without losing loads of health). After you repel their attack just retaliate with a combination of scorpions/wolverines/marines/hornets depending on whether they build grunts/ghosts/brutes/jackals/banshees/vampires/hunters/wraiths.
>
> Vsing two arbiters
> Two arbiters is a terrible team. This should be easy, just don’t attack them. Let them attack you first. Tech up and get scorpions, use turrets to turtle in your base. Get wolverines if they have two summits, or otherwise just spam scorpions. The arbiters will have to rush you because if they don’t then they won’t be able to do anything. Scorpions can defeat everything an arbiter has except banshees and if they have banshees wolverines will destroy them. Easy.

no offense to the OP but this guide is very wrong in many ways

> no offense to the OP but this guide is very wrong in many ways

Would you care to elaborate?

> > no offense to the OP but this guide is very wrong in many ways
>
> Would you care to elaborate?

The best overall 2v2 combo is cutter arby, because nothing counters that, but it can have a tough time vs cu/br, or ar,forge. Forge 10x better than anders going tanks becasue if you make gremins, then an arbiter would just rage them all down and you wouldnt have enough tanks to kill the arbiter+tanks because anders has elss tanks than a forge or a cutter anyways because of her lack of resources. Infantry rushing is not even a strategy its just bad. Build tanks or hogs then tanks GG. Never build a barracks vs two covies unless its a hook map, or you are forge, and you should go gauss hogs almost always vs double covie. Double arrby is a terrible team=lol. They instawin on terminal, and on beasleys and docks and repo, they dont have a bad shot. There is a ton more, and if you disagree with anything im saying add “not retarted” so i can show you what im talking about.

> The best overall 2v2 combo is cutter arby, because nothing counters that, but it can have a tough time vs cu/br, or ar,forge. Forge 10x better than anders going tanks becasue if you make gremins, then an arbiter would just rage them all down and you wouldnt have enough tanks to kill the arbiter+tanks because anders has elss tanks than a forge or a cutter anyways because of her lack of resources. Infantry rushing is not even a strategy its just bad. Build tanks or hogs then tanks GG. Never build a barracks vs two covies unless its a hook map, or you are forge, and you should go gauss hogs almost always vs double covie. Double arrby is a terrible team=lol. They instawin on terminal, and on beasleys and docks and repo, they dont have a bad shot. There is a ton more, and if you disagree with anything im saying add “not retarted” so i can show you what im talking about.

As I previously mentioned I pointed out that this guide was for a double UNSC build. I am aware of the fact that a UNSC+COVY is better, but I didn’t want to do a guide on that.

Of course forge and cutter beats anders and cutter when vsing a arbiter because the arbiter is just a good counter to anders anyway. The arbiter can really slow a anders down , but assuming the arbiter isn’t there (4/6 chance) then anders > forge.

I don’t infantry rush anymore, I don’t even rush in the sense that I don’t attack their base with infantry on hook maps. This guide was written a long time ago as I also mentioned at the start. Warthogs are the way to go, but I think sometimes marines are overlooked slightly, albeit rarely and hardly.

double arby can stand a fair chance of winning, but at the end of the day so can nearly any pair if played correctly. I don’t think given the scenarios that present themselves on many of the maps in 2v2 that double arbiter is worthwhile, I would rather go arbiter and brute just for a stronger harass or, of course a arbiter and a UNSC.

> The best overall 2v2 combo is cutter arby, because nothing counters that, but it can have a tough time vs cu/br, or ar,forge.

Actually, that all depends on the map. Although Arby/Cutter is probably the safest combo, Arbiter is really a terrible 2s leader if his focus isn’t to support his UNSC. Arby is an early carry leader and Cutter doesn’t need to be carried or supported at any point in the game, he just needs a clear path (Banshees are better at doing this than an Arby). Running a Cutter wastes the point of having an Arby because the Arby is better used with an Anders or a Forge (both of which need early support to get strong). Cutter is self-sufficient and Arby isn’t good at offense, so you’ll have an overlap of roles going into the mid-game when both leaders start teching and not producing as much. The best way to run Cutter with an Arby (to fulfill leader roles) is to make quick Tanks (without any economy, also known as Justin Tanks), which is a risky strategy if you get pushed off. Cutter is easiest with a Brute, but my favorite combo by far is now PoR/Cutter (I’ll rationalize that later).

> Double arrby is a terrible team=lol. They instawin on terminal, and on beasleys and docks and repo, they dont have a bad shot.

Actually, double Arby is a very strong combo with the right players; what counters it is combo, not map. Back before Brute was a part of the 2v2 meta (yes, this was a very, very long time ago), HalfEatenCarrot and I started running double Arby for kicks and giggles in HL games and found that it works surprisingly well. In fact, double Arby is a direct counter to Cutter/Arby (the meta combo back then) on almost every map and wasn’t especially weak to the combo on any map either. But, the combo is almost unplayable against a Brute. Because the Brute forces one of us on defense, they could get Banshees easier, forcing us to build more units rather than our Arbys, which lets their UNSC win with Gauss eventually. Tanks, surprisingly, never once worked against us, we only lost to Gauss. Still, their UNSC could never get built-up enough going Gauss if he didn’t have strong Banshee numbers to distract us before we could get T2 (i.e. a Brute).

> There is a ton more

So, about Prophet/Cutter being so great, it’s because the PoR is head and shoulders above the Brute or the Arby during the early game. Prophet’s rush may not be as strong as the Brute’s, but this is really only because Honor Guards don’t have range. The Brute can’t deny pads nearly as easily as the Prophet and an Arby can’t hope to touch a good PoR player when he’s getting hit because of the Honor Guards, not to mention the Prophet doesn’t glitch when Suies go for him like the Chief does.

Most Arby players would never consider rushing a PoR because if the Prophet stays back, their Arby will get red-barred before bringing a pad down. Because of this, the Arby is forced to stay back and defend against HGs and a Blessed Prophet, which can’t be done even with a turret because of the Prophet’s range. The Arby will always lose to a competent PoR player and the mid-game-comeback-harass that works against a Chief doesn’t work against a Prophet.

Prophet can play defense and offense at the same time against a Brute. He goes Temple 2nd, holds his HGs on defense, and gets Blessed for the push. The Brute’s eco will collapse on itself before he can win against a Prophet at his base. Although the Brute can use his Chopper and get Inheritance, this hinders the damage he does by quite a bit by distracting him. By this time, the PoR could have a turret up, which cuts the Chief’s rush.

> > The best overall 2v2 combo is cutter arby, because nothing counters that, but it can have a tough time vs cu/br, or ar,forge.
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> Actually, that all depends on the map. Although Arby/Cutter is probably the safest combo, Arbiter is really a terrible 2s leader if his focus isn’t to support his UNSC. Arby is an early carry leader and Cutter doesn’t need to be carried or supported at any point in the game, he just needs a clear path (Banshees are better at doing this than an Arby). Running a Cutter wastes the point of having an Arby because the Arby is better used with an Anders or a Forge (both of which need early support to get strong). Cutter is self-sufficient and Arby isn’t good at offense, so you’ll have an overlap of roles going into the mid-game when both leaders start teching and not producing as much. The best way to run Cutter with an Arby (to fulfill leader roles) is to make quick Tanks (without any economy, also known as Justin Tanks), which is a risky strategy if you get pushed off. Cutter is easiest with a Brute, but my favorite combo by far is now PoR/Cutter (I’ll rationalize that later).
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> > Double arrby is a terrible team=lol. They instawin on terminal, and on beasleys and docks and repo, they dont have a bad shot.
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> Actually, double Arby is a very strong combo with the right players; what counters it is combo, not map. Back before Brute was a part of the 2v2 meta (yes, this was a very, very long time ago), HalfEatenCarrot and I started running double Arby for kicks and giggles in HL games and found that it works surprisingly well. In fact, double Arby is a direct counter to Cutter/Arby (the meta combo back then) on almost every map and wasn’t especially weak to the combo on any map either. But, the combo is almost unplayable against a Brute. Because the Brute forces one of us on defense, they could get Banshees easier, forcing us to build more units rather than our Arbys, which lets their UNSC win with Gauss eventually. Tanks, surprisingly, never once worked against us, we only lost to Gauss. Still, their UNSC could never get built-up enough going Gauss if he didn’t have strong Banshee numbers to distract us before we could get T2 (i.e. a Brute).
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> > There is a ton more
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> So, about Prophet/Cutter being so great, it’s because the PoR is head and shoulders above the Brute or the Arby during the early game. Prophet’s rush may not be as strong as the Brute’s, but this is really only because Honor Guards don’t have range. The Brute can’t deny pads nearly as easily as the Prophet and an Arby can’t hope to touch a good PoR player when he’s getting hit because of the Honor Guards, not to mention the Prophet doesn’t glitch when Suies go for him like the Chief does.
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> Most Arby players would never consider rushing a PoR because if the Prophet stays back, their Arby will get red-barred before bringing a pad down. Because of this, the Arby is forced to stay back and defend against HGs and a Blessed Prophet, which can’t be done even with a turret because of the Prophet’s range. The Arby will always lose to a competent PoR player and the mid-game-comeback-harass that works against a Chief doesn’t work against a Prophet.
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> Prophet can play defense and offense at the same time against a Brute. He goes Temple 2nd, holds his HGs on defense, and gets Blessed for the push. The Brute’s eco will collapse on itself before he can win against a Prophet at his base. Although the Brute can use his Chopper and get Inheritance, this hinders the damage he does by quite a bit by distracting him. By this time, the PoR could have a turret up, which cuts the Chief’s rush.

i said double arby is good T___T Halo - Official Site (en)

> i said double arby is good T___T

I wasn’t disagreeing. It was more of an elaboration. Btw, I think that the best people you’ll ever see run double Arby now are Carrot and Mythic. Mythic because he’s a monster Arbiter and Carrot because he’s mentally insane (trust me, he’s crazy, I spent a year with him in 2s, lol). If only they’d play 2s.