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