Some Wombo Combos for Thought and Discussion

So here are some of my leader combos in pairs of 2. I wont cross the banished/UNSC line. So those combos will have to be figured out by someone else.

Cutter+Johnson - cutter captures points and then johnson guards them with his bunkers. ODST, ODST attack force, and Air Support can be used to reinforce the bunkers against approaching forces.

Jerome+Forge - Forge’s rally ability + omega squad inspire = fun for the whole family.

Arbiter+Colony - Arbiters stasis can give colony enough time to heal thanks to combat heal and the combined anti-building power between the two will make for intense rushes. Or on the flip side you can prevent an opponent from retaliating while you deconstruct their buildings.

Shipmaster+Arbiter - by taking advantage of the stealth grunts and teleportation a team comprised of these two could give their enemies a run for their money.

tell me what you guys think and let me know yours. on a side note has anyone heard anything about whether or not 343/creative assembly will be releasing video documentaries about johnson, arbiter, and jerome? because if not that’s lame. i liked hearing them talk about their design process.

Colony Cutter- Colony skitter engineer play makes defence versus early rushes (inc. Jerome) a lot easier as nothing can kill them too effectively and they will heal your buildings whilst slowly picking off units along with your allies marines. This allows the cutter to go double gen for super quick combat tech and wolves/ cyclops. Counter push as soon as combat tech pops and youve killed the rush and it’s pretty irresistable around the mid game.

No word on any documentaries on them sadly. As for Combos…

Kinsano+Jerome: Inspired Hellcharged Redlined Jackrabbits.