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Made in us
Dakka Veteran





California

I have a highlander tournament coming up. Can't duplicate units other than troops ( and troops only after each choice is chosen once) and 2 detachments.

3 games. Mission are a combination of eternal war and mailstrom. (BOA missions)

I can't decide between these 2 lists.

list 1
CAD 1
big mek w/ kff, kill saw, lukky stikk

20 shootas boyz w / 2 rokkits and nob w / pk and shoota
10 grots

morkanuaght w/ kff, armor and riggers
5 kanz w / 3 mega blastas and 2 grotzookas
3 zzap guns

Allie Dredd mob
Pain boss w/ boss pole

3 dredds w/ armor and 2 mega blastas
12 spanner boyz and mek w/ burna in a trukk

9 walkers , 14 AP 2 shots

LIST 2

Warboss w/ finkin cap , pk , shoota , bp
big mek w / shokk attack gun, git finder, lukky stikk

mek w / mega-blasta

3x 30 shoota boyz w / 3 rokkits and nob w / pk and shoota
2x 10 grots

5x deff koptas w / twin rokkits
bitz bomber

3 zzap guns w/ 3 extra crew and 3 ammo runts.

130 bodies on the table.

thoughts ?

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in de
Dakka Veteran




i dont think either list is very competitive.

btw, you have only 12 ap2 shots (6 from dreads, 3 from kanz, 3 from zzapz) anyway 9 of em are only bf2

also the morkanought is a terrible ineffective unit. its costs more than a wraithknight and isnt even half as good.
in fluffy or fun list ok, but if you wanna get far in the tournament... better pick something else.


i personally think the 2nd list is better

1. the stikk on the mek is an interresting idea! never thgought of that... but you can get ammo runts for 3pts each on a big meks..

2. loose the blasta on the mek and try to get another one (mek^^). put em in the big blobs to soak up challenges.

3. the grots should have a squighound to maximize their durability

4. get the warboss atleast an eavy armour.


oh, and if you are fielding a warboss in a shoota mob, always consider giving him a bike. the shootaz dont wanna run anyway and if you want to whaagh with em before you assault, just decouple the warboss in the movement phase and charge with both units seperatly


This message was edited 3 times. Last update was at 2014/12/18 12:51:25


 
   
Made in us
Dakka Veteran





California

The morkanaught has 2 AP shots as well .

The lucky stikk on the shock attack gun was to re roll to wound rolls =)

doh ! Warboss does have heavy armor forgot to list it

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

RedNoak wrote:
i dont think either list is very competitive.

btw, you have only 12 ap2 shots (6 from dreads, 3 from kanz, 3 from zzapz) anyway 9 of em are only bf2

also the morkanought is a terrible ineffective unit. its costs more than a wraithknight and isnt even half as good.
in fluffy or fun list ok, but if you wanna get far in the tournament... better pick something else.


i personally think the 2nd list is better

1. the stikk on the mek is an interresting idea! never thgought of that... but you can get ammo runts for 3pts each on a big meks..

2. loose the blasta on the mek and try to get another one (mek^^). put em in the big blobs to soak up challenges.

3. the grots should have a squighound to maximize their durability

4. get the warboss atleast an eavy armour.


oh, and if you are fielding a warboss in a shoota mob, always consider giving him a bike. the shootaz dont wanna run anyway and if you want to whaagh with em before you assault, just decouple the warboss in the movement phase and charge with both units seperatly




You also have to remember this is a Highlander list. Which automatically becomes highly difficult for Orks, because everything we have that's effective, we need to take multiples. Which this style of game doesn't allow.

On a side note, Morkanaughts are not as bad as people have been saying. I could be lucky, or my opponents just assume it's bad. The KFF bubble is a major asset for the army. It's a 13/13/12 and 5HP Walker with a butt ton of weaponry (to compensate for BS2) and a S10 AP1 Klaw.

It is a bit costly, but it CAN do things well. And again, Ork rule of thumb...everything works better in multiples. Running two of them (Usually best in tandem with a Gorkanaught for it's Dakka spitting gattler) can be pretty intimidating. Also, they distract gunfire from everything else. And it takes a surprising amount of focused firepower to wittle them down. Especially with a 5+ invul.
   
Made in de
Dakka Veteran




i'm not familiar with highlander rules... so you can only take each choice once, does this also apply to the second detachment?
so if i would have taken a warboss in the first detatchment i cant take one in the second?

Which automatically becomes highly difficult for Orks, because everything we have that's effective, we need to take multiples. Which this style of game doesn't allow.

really? orks have a ton of good units, so only taking one of each shouldnt really impead them.

against infantry we have lootaz, gitz and shootaz and mekgunz, bikes and jets
against vehicles we have mek gunz, lootaz, buggys, koptaz, bombaz and tankbustaz
if you wanna go melee we have the entire codex full of different units

@ the morkanought

idk... the KFF on it is pretty usefull, but on the other hand it clumps together your army and makes it slow and difficult to steer, vurnable to blasts and generally easy to outmaneuver...

put in the fact that you rely on multiple units to get your shots through (the clustered megeblastaz), it also impeads your ability to charge effectivly.

The lucky stikk on the shock attack gun was to re roll to wound rolls =)
but wont the mek wound on a 2+ most of the time anyway? =)
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

RedNoak wrote:
i'm not familiar with highlander rules... so you can only take each choice once, does this also apply to the second detachment?
so if i would have taken a warboss in the first detatchment i cant take one in the second?

Which automatically becomes highly difficult for Orks, because everything we have that's effective, we need to take multiples. Which this style of game doesn't allow.

really? orks have a ton of good units, so only taking one of each shouldnt really impead them.

against infantry we have lootaz, gitz and shootaz and mekgunz, bikes and jets
against vehicles we have mek gunz, lootaz, buggys, koptaz, bombaz and tankbustaz
if you wanna go melee we have the entire codex full of different units

@ the morkanought

idk... the KFF on it is pretty usefull, but on the other hand it clumps together your army and makes it slow and difficult to steer, vurnable to blasts and generally easy to outmaneuver...

put in the fact that you rely on multiple units to get your shots through (the clustered megeblastaz), it also impeads your ability to charge effectivly.

The lucky stikk on the shock attack gun was to re roll to wound rolls =)
but wont the mek wound on a 2+ most of the time anyway? =)



Yes, we have good units...that die to a mean look. Lootas are great, except they get a target on their head, and die to small arms fire in the best case scenario, or get obliterated by heavy weaponry. They have no armor to save them, and you'd be hard pressed to get your cover save with a lot of the 'ignores cover' that's out there. That's why you NEED to bring multiple squads, to ensure that you have too many to kill off before they actually get to shoot. Not to mention that, while their gun is decent, it still can't even cause explosions, and doesn't even pen MEQ armor that is so plentiful.

Koptas, Bombas, and Buggies NEED you to take a lot. Most people will run them in very small squads, or even just by themselves. Fliers you can only take one of anyway, as they can't be taken in a squadron. Then, you face the tried and true flaw of Orks. BS 2. You NEED a lot of them to ensure they get their hits in. One Bomba is nice, but you will want a second at least to hope you drop those bombs, especially since they may not even drop the bomb to BEGIN with. Our Rokkits can't pop vehicles in one shot, that's why you take multiple Koptas so your Twin Link doesn't go to waste, and you can potentially glance something to death. (Again, we can't blow things up in one go). Buggies are Armor 10 all the way around, and open topped. Taking only one is a waste, so you take a squad. But since they are frail...VERY frail, you NEED to bring extras, at least a second squad to draw fire from them. One well placed blast could ruin an entire squadron.

And with CC, you again need multiples. Since Troops are the only thing you can replicate, you can take a lot of Boyz. But when it comes to MANZ, you generally want two elite sized squads to split their attention. Having a huge squad of them will get their singular transport blown sky high, then you have a large blob of slow as sin units that will be insta gibbed by...you guessed it...your opponent's abundance of S8, Ap2 weaponry.

Mek Gunz are perhaps the only thing in a Highlander format that don't really need to be spammed due to the battery size of 5, and grot shooting making them more likely to gain their value back and not be blown off the board quickly.

As for the Naught, it can be highly helpful at times. Today against my friend's tau, we played Malestroms. The Naught is actually highly effective at scaring away a Riptide. He spent the entire game shooting it and couldn't do a darn thing to it. The only reason he actually DID 'kill it' is because he got Rending incorrect, and we didn't have the rulebook. He thought he got an AP2 hit with Rending, so it caused an explosion. He wasn't incorrect exactly, just that you only get the Ap2 hit on anything other than vehicles -_-. The naught was toasting his drones and several character crisis suit things he had, and kept his Kroot and Devilfish of Fire Warriors at bay. My Tankbustas ran around to further chase off his vehicles and park their Trukks on objectives, the Naught securing the right half of the board, keeping my Wagons full of objectuive secure boys safe until we got objectives we could then run out and risk grabbing.

It's not a point and click unit. But you'll keep a lot of unwanted things at bay. Even the mighty Riptide doesn't want anything to do with the Naught.

Also, the Stikk on a Shock Mek isn't too bad of an idea. It lets you reroll your scatter which is nice, and in the off chance you roll poor strength for it, getting extra chances to wound means all the difference :p

This message was edited 1 time. Last update was at 2014/12/20 05:00:38


 
   
 
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