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Made in de
Yellin' Yoof





Erlangen, Germany

Hi folks,

These models I have now, need to get them assembled, painted and all.
What do you think? Idea ist the Warphead beams around the table, and
the warboss footslogges into CC.

Thoughts and recommendations are appreciated:


HQ: 185
WarBoss (attack squig, cyborg, twinlinked shoota powerklaw)
Warphead

Troops: 675
* 20 Slugga Hard Boys + 2 Rockits
(Warphead attached)
* 20 Shoota Boys + 2 Big Shootas
* 10 Nobz Mob with Bosspole, Waaghbanner and 5 PowerKlaws
(WarBoss attached)

Elite: 160
* 8 naked Nobz as a flesh screen to anything behind it

Support: 475
* 5 Killakoptas with Kustom Mega Blasta and 1x Buzzsaw
* 5 Killakoptas with Rockits and 1x Buzzsaw

Heavy Support:
none

This message was edited 2 times. Last update was at 2009/01/31 17:07:18


I used to collect WarZone and Void minis but have sold them off after my first look at the Black Reach box.  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd replace the Warphead by a Bigmek with force field.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ve
Flashy Flashgitz





Naw :S

No Warphead, he's too random. No Buzzsaws, koptas are not to be CC'd with. No KMB on a kopta either, they're WS2, you want TL. Also, foot nobs are no good, they're expensive and squishy.

Try it like this:

Big Mek @ 120 Pts
KFF; PK; Cybork Body

30 Shoota Boyz @ 235 Pts
Big Shoota x3; Nob, PK, Bosspole

30 Shoota Boyz @ 235 Pts
Big Shoota x3; Nob, PK, Bosspole

30 Shoota Boyz @ 235 Pts
Big Shoota x3; Nob, PK, Bosspole

15 Lootas @ 225 Pts

5 Deff Koptas @ 225 Pts
TL-Rokkit Launcha

5 Deff Koptas @ 225 Pts
TL-Rokkit Launcha

I think only the heaviest of the vehicles are going to give you trouble, otherwise, light vehicles are gonna go boom.

"Because Dakka and More Dakka are the answers to everything in life" 
   
Made in kr
Roarin' Runtherd




South Korea

I'm not trying to be a troublemaker.

But the list you posted was one the weakest 1500 point ork armies I have ever seen.

Have you ever played orks?

60 orks and 10 kopters is not a lot of models for orks.

Can I explain why so you won't get too annoyed.

(1) The kopter thingies are troops and they have morale, so they can be broken and forced to flee. They ARE highly mobile, true, but they are kind of expensive tank bustas. The BS is 2 which really is BS and morale is 7 which ain't good. twin linked rokkits at least give you a re-roll. If you like em take less....

(2) What are mobs of slugga boys doing with rokkits (BS2) and no nobs of power claws? Are these supposed to be firetroops???? or Combat troops? As of now they totally suck at both. Hint: take the power claw and go CC! The PK is considered "hidden", the wielder can't be targeted, so he can be your last man standing. 30 orks with a PK is a better tank killing unit than 5 of those kopta things!

(3) What madness to take 8 nobs as "naked shields'. Are you totally nuts? They only have 7 morale, so what? Shoot one dead and watch the others run away???? If you want cover saves take 10 grots at a tenth of the point cost. For that matter take 6 TROOPS choices! Orks are cheap and extra units are useful for grabbing objectives!

(4) 10 nobs with 5 power claws is getting all your points in one unit, which will be the one unit that is scary and will get hit be everthing the other guy is fielding! But you didn't go painboy or nob bikers or anything else that gives you resilience, and you didn't take a truck to scoot around in. It looks like very random thought patterns!

Sorry to go and blast the list, but it just isn't based in sound tactical principles. If you are going to run with orks the first thing you need to do is edge up your total army size and expand the useage of slots.

If you like koptas, fine, take six in three groups of two, as tank killers more smaller units is better, you don't want to shoot five shots to kill something that needs one!

Also if they are going to break and run, better to lose 2 than 5! So smaller cheaper units function but leave space for other things, and spread the point over a bigger and more diverse force.

For troops always take 6 units. If you want a few gakky "guard" units, take some grots they are total garbage, but the unit costs a mere 40 and they can slink about and grab objectives. 2 units like that max.

Actual ork boys are super, shoot ao slugga are both fine, as you like, but take big squads 20-30 as you wish, but for goodness sake don't give them any rokkits. Those points go onto PK's and when you play a game you will see why. The rest of the unit is just wounds to sustain the nob, he is your snipper man! He will hurt anything, and yes he can even get a landraider, on the charge! They can't target him, so while the unit survives the claw can rip! Also with furious charge STR 4 the rest of the unit can be very formidable on the charge. On the charge into CC!

Nobs are OK, but definitely give them truks. Rather than your list, how about taking just three small units, but make them meganobs and give them all the scorcha shooter? They can move 18" and assault out of the truk after dropping three strength 5 fire templates on whatever they hit, AND they all have power claws and armour of 2? 3 squads of 3 meganobs on trukks, with triple scorcha goodness 185 points each.

Give the warboss mega armour two and stick him in one of those and throw the warphead in with 30 slugga boys nob and power klaw, and the list starts to look healthy.

What is wrong with the heavy section?????

Kannon cost so little, you could have three seperate kannon with 3 ammo runts each and have a few low cost, irritatingly good shooty units! BS 3 and a re-roll is very good shooting! The more units you field the more the enemy has to spread his concern so it allows some units to get unmolested and free shots off. Better to field 15 smaller units than 5 big ones! Because your big ones at 30 orks are plenty big enough to endure anything.

Also Killer kans with Grootzookas are very decent units, and a couple of those could be fun!


I think your list drops too many points in koptas and nobs without optimising them and ignores the power of decent squads of ork boys!

Cut points on helicopters and get some more green muscle on the table.

A warphead needs solid waarrgh around him to do his magic!

More troops! Less rotars! Faster Elites! A few extra small units!

OTG
   
Made in gb
Battle-tested Knight Castellan Pilot






UK

To post a shorter reply than the one above...Its not a bad list, but it definately needs some tweaking. Play with it to see if you like it and how it performs!

Deffkopta's are great, but even with TL Rokkits they still miss a lot of shots, its great to see an army themed around them though!

Those nobs would do much better with the boss behind a screen of grots, they pack a punch with 5 attacks each on the charge! much to valuable to use as a screen! thats what boyz are for! plus...11+ boyz in a mob are fearless!

Stick to the shadows - Strike from the darkness - Victorus aut Mortis - Ravenguard 1st Company 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

DeffKopta advice:

Taking 2-3 squads of 1-3 Koptas, with twin-linked Rokkit Launchas and Big Bombs is quite effective against squishy armies. I played an apocalypse game against Imperial Guard, and I took 6 fast attack choices; each one being a Deffkopta with twin linked rokkits and a big bomb. I kept each of them in reserve to outflank, so turn 2+, my deffkoptas started coming onto the table from the sides, and either turbo-boosting 24" over enemy troops and dropping bombs, or where possible going 12" over enemy troops, dropping a bomb, then twin-linked rokkit firing into the tanks in the rear.

Against mushy armies, DeffKoptas are ALSO great at tying up units full of firepower until your boyz can get there and cause some real damage. They can take a 12" scout move up the table before the game starts, which means a first turn assault. You can tie up a lot of stuff with a few deffkoptas running up the board. Pitched battle for example: Starting 12" on the board, scout move 12", turn 1 move 12" and anything not behind the 6" mark on your opponent's side is going to be able to be assaulted.

Play around with them, combining big bombs and twin-linked rokkits, and using outflank and scout moves depending on the game to find out what you like. They're toughness 5 with a 4+ armour save, and a 3+ cover save for turbo-boosting, and are two wounds - they can absorb some firepower. In close combat against squishy armies, your opponents are going to need 4s to hit, 6s to wound, and aren't likely to do much. Give it a try.

   
Made in de
Yellin' Yoof





Erlangen, Germany

Cheers all!

I used to collect WarZone and Void minis but have sold them off after my first look at the Black Reach box.  
   
Made in de
Yellin' Yoof





Erlangen, Germany

Revised List, trying to keep to your advice and match it with my minis.

Enlarging on my motives:
* I try to keep to my kopta-theme. I am one of these old-farts who actually need fluff for their army. Mine is cented around koptas.
* Certainly I need to get a mek with kff in the future.
* I stick to my warphead, since I like his randomness and I think he is one of the most fun units in the game. Again fluff reasons.
* This list incorporates the models I already have and currently I do not want to invest in more.


I am not trying to annoy anyone ("Orc Town Grot"?), I really just wanted your opinion which is appreciated. But: There are ork models I don't like. Ork artillery is definitely among them. Additionally, my army fluff leaves no room for a single grot on the battlefield.

Revised and again ca. 1500 points:

HQ:
Warboss (Cyborg, Squig, Heavy Armour)
Warphead

Troops:
30x Sluggas + Nob + PK
20x Shootas with 2 Rockits + Nob + PK
10x Nobz + 3 PK + Waaghbanner + Bosspole

Elite:
10x Nobz + 3 PK + Waaghbanner + Bosspole

Support:
3x 3 Dethkoptas + rockits + 1xBuzzsaw + 1x BigBomb

Heavy Support: 0
still none


Is this list better or worse? As "Dashofpepper" suggested I am quite aware of scouting movement, flanking etc. and this is why I like the koptas so. Otherwise, I had read the codex wrong, since the kustom mega blasta is not twinlinked, I guess it is not worth it. As "Orc Town Grot" said, why hit it 5 times, when one time is enough, I did this to compensate for the orcish bad shooting. But, as long as I am not mistaken, there are just 3 support slots.

I definitely wanted to
* increase number of units (one more, 3 koptas). There is now a total of 7 units without characters (is little I know)
* increase "seriousness" of target for the enemy (powerklaws distributed more evenly)
* my mistake about the nontwinlinked kustom mega blastas
* want to try the bomb thing in the flank/turbo booster move


Thank again!

I used to collect WarZone and Void minis but have sold them off after my first look at the Black Reach box.  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

3x3 Deffkoptas is not bad at all.

Honestly, I'd drop the Buzzsaw. You're almost doubling the cost of a Deffkopta for a reward that doesn't exist. DeffKoptas are great for jetting into rear army lines and getting twin linked rokkit shots on tank rear armour. A deffkopta with a buzzsaw is going to be strength 7 on the charge, which is quite unimpressive for a powerklaw. Not enough to cause instant death in any two wound models. Iffy chances of taking down a tank in close combat. If I were doing 3x3, here's what I would do:

Deffkopta 1: Twin-linked Rokkit, Big Bomb
Deffkopta 2: Twin-linked Big Shoota
Deffkopta 3: Twin-linked Rokkit

You now have three models that are equipped differently, so you can spread wounds out. Taking two wounds doesn't mean that you lose a Deffkopta, it means that two deffkoptas take one wound each, since they're a complex unit. Maybe even add a big bomb on the second Deffkopta?

Powerfist equivalents are great to have when you can hide them from hits and whittle down an enemy (one powerklaw in a squad of 30 boyz) but when you have 2-3 models, that powerklaw (buzzsaw in this case) isn't going to pay for itself or do enough damage to justify the point expenditure in my opinion....unless you take 5 Deffkoptas. Then it will do its work.




   
Made in se
Yellin' Yoof




Sweden

I'd suggest reading through the Dakka Ork Taktika located here:

http://www.dakkadakka.com/wiki/en/Dakka_Dakka_Ork_Takktica

it really gives an in-depth look at the different units and its uses.

"Whenever I say something, and someone stupid agrees with me, I always get the feeling that I'm wrong" - Oscar Wilde 
   
 
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