- Fighta Bommerz cannot be relied upon to perform CAP. I failed activation three times out of three to get them in the air. Ground attacks are where they excel - use them for that. Also, if your opponent has no flak or air power, having this many air units is awesome.
- Buggies and Skorchas are very fragile (especially when you are rolling poorly anyway.) Keep them moving and shooting. Close combat (especially with Marines) just destroyed them. Of course, it didn't help that my dice were terrible and it seemed that almost every opposing model had Macro Weapons.
- Deth Koptas are not Scouts! Why the hell not? They're kind of worthless otherwise. Yes, they have good armor, but they're only 2.5 points cheaper per model than a SM Landspeeder Tornado, which has twice as many attacks, is AP5/AT5, and has the Scout capability. What is the deal with that?
- A 15cm deployment zone is really, really tight when you have this many models. Artillery will be a huge concern if my opponent is able to get a few barrages in. I lucked out and wasn't in range of my opponent's Whirlwinds. Had I been up against IG artillery, I would have probably lost a unit right off the bat.
- My dice rolls are getting worse. When I throw 16 dice, I should be able to get some hits. I need green dice to help appease Mork and Gork. Red and bronze are too close to Khorne to be of any use.
Tuesday, March 27, 2012
Thoughts on Ork Speed Freeks
Things I learned from my game this weekend:
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