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Made in gb
Tower of Power






Cannock

I bored and made this ork foot slogging list. I doubt I'll ever do this list as I'm loving my mech orks, but this is just for fun.

Point of this list is everything gets a cover save. Meks provide a 4+ cover save with the KFF for the kans and dreads, kans line up in front of the boyz and give them a 4+ cover save. Deffcopters can turbo boost of course.

Plan is move forward is a big green tide, armed with rokkits the list has some minor ranged anti tank and plenty of up close and has the numbers to get up close. Deff dreads stay near the big meks in case they get assaulted, the dreads act as bodyguards . Deffcopters will flank forward on either side of the board doing a divide and conquer tactic, now have two annoying units to shoot at - these can shoot at tanks weak side or rear armour.

I think thats 7 power klaws, and 24 rokkits

big mek power klaw, KFF, cybork body & attack squig 135
big mek power klaw, KFF, cybork body & attack squig 135

30 x Boyz 3 x rokkits - nob w/ power klaw 245
30 x Boyz 3 x rokkits - nob w/ power klaw 245
30 x Boyz 3 x rokkits - nob w/ power klaw 245
Deff Dread 1 x skorcha & 1 dccw 95
Deff Dread 1 x skorcha & 1 dccw 95

3 x Deffkopters 3 x twin-linked rokkits & 1 z buzzsaw 160
3 x Deffkopters 3 x twin-linked rokkits & 1 z buzzsaw 160

3 x Killa Kans 3 x rokkits 150
3 x Killa Kans 3 x rokkits 150
3 x Killa Kans 3 x rokkits 150

total 1965

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Made in ie
Norn Queen






Dublin, Ireland

Sub out all the rokkits for shootas?
24 rokkits vs over 100 shoota shots?
Since once you get close the kans, mechs and Pks will do your anti tank work for you?

Dman137 wrote:
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Made in gb
Tower of Power






Cannock

Ranged anti tank? Just troop forward and wait to use those klaws is your plan when I can take them at range?

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Made in ie
Norn Queen






Dublin, Ireland

Well since your original permise was that everything will have a cover save/be protected, yes why not?

You can spend over 100 shots per turn utterly mowing down his infantry/light vehicles and tear up his heavies with the kans/klaws.

Once his troops are dead you can control everything and if he contests with his vehicles then its PK/kan rippin time.

And with your rokkit heavy army how exactly are you going to kill say 40+ troops?
Ork BS is woeful, even with 27 shots.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in cz
Storm Trooper with Maglight






Drop all ranged stuff, especially for deff dreads because 7 I3 S10 attack on charge is just scary... take armour plates and grot riggers too, meks cannot fix everything and you want your dreads running not firing scorchas, besides you REALLY want to run so take those plates because of pesky stunned results, rokkitz with killa kans make sense because of better BS but if they want to keep up the cover for boyz they will be running too because it makes no sense to keep orks out of CC so buy them CCW, same reason with the running thing for boyz mobs. Drop power klaws for meks. You really dont need more S10 or 8 weaponary ignoring saves i guess giving them burnas is better because of better iniciative. There is enough heavy CC weaponary: 3x6 + 2x4 dread CCW and 3 PKs in boyz mobs and 2 more in deffkoptaz, that makes 56 PK/DCCW attacks wich is enough i think ... of course something dies approaching but it is part of being ork right? If you will dig some more points try to add one small shoota mob just with big shoota for 65pts. It is a cheap and relatively sensible objective keeper, maybe add PK there too if you thing some deffkoptaz/terminators/sentinels are comming for you- dont forget about objectives
About the deffkoptaz ... make them 3 units of two, drop 1 or 2 PKs from those 3 units maybe. I personally run them only with TL rokkitz. Like this they can be much more annoyance than 2 larger targets and can still make real mess out of .. say.. dreadnoughts or transport vehicles. Otherwise i think it is fair list and dont forget those objectives (and to stick meks into units just for case of picky lascannons or meltas, cover save is not all you must roll it too ) I hope my expressing wasnt too confusing and bravo to all who red it all the way to end.

Sorry for my english

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Made in us
Dakka Veteran






Stick with the rokkits. You need them against heavy mek armies. Especially eldar. If you don't have a way to deal with them at range they'll just dance around and pick you apart. I always take grotzookaz on my kanz. Put 9 of them on the field and watch your opponent's army disappear. +1 on the deffkoptaz. I'd just run two units of two at the most. I'd give them 1 buzzsaw per unit. Deffkoptaz are already way too expensive even without the buzzsaws. I prefer small biker units with a PK nob. They cost about the same, are just as fast and they hit harder. Also, drop the PKs on the big meks. They're too easy to take out so they'll probably never get their attacks. Stick with a burna or choppa.

This message was edited 1 time. Last update was at 2009/10/19 15:49:28


   
Made in gb
Tower of Power






Cannock

Ratius wrote:Well since your original permise was that everything will have a cover save/be protected, yes why not?

You can spend over 100 shots per turn utterly mowing down his infantry/light vehicles and tear up his heavies with the kans/klaws.

Once his troops are dead you can control everything and if he contests with his vehicles then its PK/kan rippin time.

And with your rokkit heavy army how exactly are you going to kill say 40+ troops?
Ork BS is woeful, even with 27 shots.


4+ cover won't be unstoppable, but my original permise was I was bored and did this for fun and probably wouldn't do the list any ways.

100 shots per turn at S4 or S5 will only glance armour 11 or 10 vehicles. What am I going to do against armour 12,13 & 14. Oh I can't. All my boyz will have shootas anyway, so still bucket of shots and 3 rokkits per mob only drops 6 shots - hardly worth thinking about.

Rokkit heavy? There are still 26 orks per mob with shootas (ok perhaps I should have said with shootas) but thats 52 shots per unit. I don't think 3 rokkits per unit are any concern of what I'm losing, and adding those extra big shootas in only gets me a extra 9 shots anyway.

w0chtulka wrote:Drop all ranged stuff, especially for deff dreads because 7 I3 S10 attack on charge is just scary... take armour plates and grot riggers too, meks cannot fix everything and you want your dreads running not firing scorchas, besides you REALLY want to run so take those plates because of pesky stunned results, rokkitz with killa kans make sense because of better BS but if they want to keep up the cover for boyz they will be running too because it makes no sense to keep orks out of CC so buy them CCW, same reason with the running thing for boyz mobs. Drop power klaws for meks. You really dont need more S10 or 8 weaponary ignoring saves i guess giving them burnas is better because of better iniciative. There is enough heavy CC weaponary: 3x6 + 2x4 dread CCW and 3 PKs in boyz mobs and 2 more in deffkoptaz, that makes 56 PK/DCCW attacks wich is enough i think ... of course something dies approaching but it is part of being ork right? If you will dig some more points try to add one small shoota mob just with big shoota for 65pts. It is a cheap and relatively sensible objective keeper, maybe add PK there too if you thing some deffkoptaz/terminators/sentinels are comming for you- dont forget about objectives
About the deffkoptaz ... make them 3 units of two, drop 1 or 2 PKs from those 3 units maybe. I personally run them only with TL rokkitz. Like this they can be much more annoyance than 2 larger targets and can still make real mess out of .. say.. dreadnoughts or transport vehicles. Otherwise i think it is fair list and dont forget those objectives (and to stick meks into units just for case of picky lascannons or meltas, cover save is not all you must roll it too ) I hope my expressing wasnt too confusing and bravo to all who red it all the way to end.

Sorry for my english


Dude, you need paragraphs...

How am I going to take out tanks at range? Deff dread has a skorcha, one less attack isn't a concern when it gets 6 already. I don't intend my meks to fix anything at all, point is for KFF only and if you read my plan deff dread would be close by, so they would benefit from it anyway.

artyboy wrote:Stick with the rokkits. You need them against heavy mek armies. Especially eldar. If you don't have a way to deal with them at range they'll just dance around and pick you apart. I always take grotzookaz on my kanz. Put 9 of them on the field and watch your opponent's army disappear. +1 on the deffkoptaz. I'd just run two units of two at the most. I'd give them 1 buzzsaw per unit. Deffkoptaz are already way too expensive even without the buzzsaws. I prefer small biker units with a PK nob. They cost about the same, are just as fast and they hit harder. Also, drop the PKs on the big meks. They're too easy to take out so they'll probably never get their attacks. Stick with a burna or choppa.


Exactly what I've been saying. Glad someone is on the same page, or I can glance armour 11 to death with big shootas and hope no one brings land raiders! lol.

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Made in cz
Storm Trooper with Maglight






PKs make tank destroying really well ... LR can be killed with massed 2-3 PKs and AV10 can be glanced wich is all you need cuz one immobilised result and PK hit home automatically

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Made in gb
Tower of Power






Cannock

Up close. My point is no range. Shoota and big shootas do nothing to tanks.

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Made in cz
Storm Trooper with Maglight






Deff dreads will NOT be standing in shooting phase otherwise they will never assault. Armour plates are way to go with dreads. Also really stick that small shoota mob in. It is a life saver. 6 Attacks is not enough, more attacks makes more ork And burn da mekz! Aww, giv da mek a burna!


Automatically Appended Next Post:
You will not hit with RLs and against AV14 you need 5,6 to hit and 6 to even glance ... orks just cannot shoot (except TL or lootas)

This message was edited 1 time. Last update was at 2009/10/19 16:19:20


Mud company 2000 pts.
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Made in gb
Tower of Power






Cannock

What do you mean will not tot be standing?

A small shoota mob serves no purpose - why would I want a small number of orks which easily die for?

No, 6 S10 attacks is enough and minces through things.

I know rokkits won't do a lot against armour 14, but thats not my point. My point is they can against other armour, unlike big shootas and shootas which are NOT anti armour weapons and you cannot depend on S4 and S5 to take out vehicles - never heard so much rubbish in my life. Odds are, that even armour 14 would take damage from that many rokkits, but as I said that is not my point.

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Made in cz
Storm Trooper with Maglight






Ok 27 Rokkitz, several linked: say 11 hits, that is say two 6es, and that assumes none is dead and all are shooting on the same target, bad idea. Deff dreads will run/fleet in your shooting phase not fire scorcha. You want small number because it sits in your deployment zone in cover and protects objectives. Simple as that. In capture and control it gives you really lot of points plus enemy is annoyed by vision of you scoring "free" 1000 points. So he either has to send something to deepstrike/outflank or has to break line of 100+ orks. When he outflanks it is probably scout sentinel, deffkopta, genestealer or something like that. Shoota boyz can handle that even in small numbers, PK ensuring enemy takes second thought before assaulting them. Or he can deepstrike something like monolith, land speeder or stormboyz. You can handle almost all with just 10 shootas. They will pay themselfs about 10 times if they hold the objective. That is why you want 10 shootas

This message was edited 1 time. Last update was at 2009/10/19 18:31:31


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Made in us
Regular Dakkanaut



CT

I don't know why they are telling you not to use rokkits. You want to have a range anti armor solution when fast units are dancing around you. A mech armies doesn't worry about this (just boarding plank PK the sucker), but a footsloggin army needs to address this problem. I always have at least 1 rokkit kan squad in my footsloggin configuration. Though you might want to consider a grotzooka squad to give you more templates. They can be pretty effective on the table.

Also for this army why not lootas? A squad of lootas would be nice to take out melta equiped bikes/landspeeders or other fast attackers looking to take out your kan wall. They all usually have low armor value so the lootas should do pretty well with their str7. The only problem I've been having is protecting the lootas from deepstrikers or outflankers. I'm thinking about fielding a grot squad as a speed bump to give me time to react. That way the lootas/grots could hold an objective in cover and offer support fire at the same time.
   
Made in cz
Storm Trooper with Maglight






Lootas are the solution well done. But you should agree that orks want to charge the table so will be probably running shooting phase but thats just my spirit of play i run KOS after all

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Made in us
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CT

The rokkits in the boyz squads maybe don't make sense unless the entire army you are facing is mech. I can see spending a couple more points though for those "just in case" moments where the boyz need to face off against a tank and they have the option to rokkit it before the PK charge. You certainly don't want to focus too much attention on the rokkit boy though. He will most likely miss anyway.

The rokkits on the kan squads are great. Remember dreads want to assault but kans don't. They are WS2. They suck in assault. They might be a reasonable road block but then you are throwing out their real use. They are 1. a bullet wall and 2. a BS3 platform with anti armor options. Str8, BS3 is the best shooting in the ork army (well TL BS2 str8 i think is statistically better but..) you should take advantage of that. Once they open their lines and deliver the assualting units they should be hitting armor with their rokkits.

skorchas on the dreads make great sense. Sure they will run to get to the battle, but if you time it right you can unlease a nice scorcha blast on an enemy (or two scorcha blasts if you are like me) just before you assault. That should score alot of nice hits to soften the unit up, and it's template so it ignores cover. Now it's just silly to put rokkits or KMBs on the dreads with it's BS2, but for scorchas that doesn't matter. The 4 CCW option is great, but makes the dreads pretty pricey (and thus a bullet magnet). The scorcha is worth the couple more points and is infinitely more useful than the big shoota.
   
Made in us
Battlewagon Driver with Charged Engine




People are saying that the rokkits on the boyz don't make sense for two reasons.

1. Boyz shooting are boyz not running. This is also the reason I rarely take shoota boyz at all.

2. A big boyz mob shooting rokkits at a tank utterly wastes all the rest of its shooting. In short, a boyz mob is heavily, HEAVILY geared towards anti-infantry; all rokkits do is tempt you towards largely-ineffectual light AT fire. You want a versatile army made up of specialized units, not an army suffering from Jack-of-all-trades syndrome. A boyz mob with rokkits is inefficient.

The kans with rokkits are good, the koptas with rokkits are good, although even better in three squads of two each. The boyz are, as mentioned above, inefficient. It's impossible for a boyz mob to specialize in AT, and so you are generally better off not trying. For a unit capable of dealing with medium armor, get a mob of Lootas. For heavy armor, Orks have no good ranged answer. You should depend on your power klaws for that. If you can free up the points, a small mob of PK Nobz or Meganobz in a trukk are a good answer.

This message was edited 1 time. Last update was at 2009/10/20 00:30:21


 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Its a perfect list to have lootas in.

I wouldn't sign off on it until it had 30.

Without lootas it would be ludicrous to drop the rokkits.

Its not about dice downfield, its about killing what the orks need killed. Orks NEED to kill transport pillboxes, fast vehicles, and mid to long range gunships. All of these things max out at armor 12. the sweet spot for strength 8.

having an impressive amount of big shootas doesn't get you anything when you are facing down a mechvet army or mech eldar.

I think lootas are required for things like thunderfire cannons and typhoon speeders, the stuff that is going to be able to stay out of kan rokkit range for more than half of the game.

The only other comment would be to somehow thin out the deffkopta units to make way for a third unit.

2x deffkoptas 2x rokkits 1x buzzsaw
2x deffkoptas 2x rokkits 1x buzzsaw
2x deffkoptas 2x rokkits 1x buzzsaw

this scares my IG army way more than your other set up. more reserves rolls when outflanking, fully complex units for allocation, and more buzzsaw hits on first turn charges.

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The rokkits on the boyz mobs initially look like a bad idea, as you will be wanting to run every shooting phase possible.

But, when building an all comers list, this rokkits start to look a lot better. If you wind up facing off against mech armies that you can't assault on your terms, that investment of points begins to pay off. I know the kans have rokkits but the more the merrier when facing mech.

Orks need to get the charge to be the most effective, so taking down transports is your number one priority. You can not let the enemy dictate the assault phase.

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Storm Trooper with Maglight






Rokkitz on kans and deffkoptaz are much better. If you want to outflank buy a bigbomm(optional). PK is orks answer to AV14 in an allcomers list. Because orks are bashy not shooty. More smaller kopta units are better yes. And in case you dont want to outflank 3 3+ covered units sitting in frong of your guns scares the opponent and they will get shot to pieces wich is good. It buys your boyz one more turn to run, where they want to run not to fire RLs. Lootas fit every army ... and furthermore. Not running in your shooting phase is wasting waaaagh and slowers down your approach for one trun wich is loads of dead orks. When you do the deffkopta thing too enemy has 1/2 of his shooting phase to kill you before you hit him if you begin, if not about 1+1/2 but certainly better than 2 or 3. To keep up the cover for running boyz you either have to be smart or order kans to run too or you will stick with 5+ cover from KFF. Also befare of flamers. Burnas for meks are better than PKs. Kans can actually do good stuff in CC against vehicles cuz they are still S10.

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Made in ie
Norn Queen






Dublin, Ireland

4+ cover won't be unstoppable, but my original permise was I was bored and did this for fun and probably wouldn't do the list any ways.


Fair enough.

100 shots per turn at S4 or S5 will only glance armour 11 or 10 vehicles. What am I going to do against armour 12,13 & 14. Oh I can't. All my boyz will have shootas anyway, so still bucket of shots and 3 rokkits per mob only drops 6 shots - hardly worth thinking about.


As I stated your kans/dreads are the armor killing portion of the army, the boys are there to take out his infnatry and light armor. As I stated before, sure vs a mech army it'll suffer but I think you and some other posters are much too focused on mech armies here.

Granted to do that killing they have to be up close but thats the sacrifice I think one must make.

Rokkit heavy? There are still 26 orks per mob with shootas (ok perhaps I should have said with shootas) but thats 52 shots per unit. I don't think 3 rokkits per unit are any concern of what I'm losing, and adding those extra big shootas in only gets me a extra 9 shots anyway.


Adding in the big shootas gets you 9x3(mobs) shots extra which is a decent 27 shots, not to be sniffed at.
Sub in a few more on say 1 squad of kans and thats 36.


Dman137 wrote:
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By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gb
Tower of Power






Cannock

Thanks for the comments all.

Skorcha on deff dread stays, won't be running all the time and is very handy before going into assault.

Mass rokkits stay. No good saying got power klaws because how am I going to take out ranged armour? The rokkits work well against armour, and tough troops. You'll also find that most armies are mech now, in fact I do not play against none mech armies any more.

I may split the deffcopters down. But I've found them to be annoying, and become a target. I want to keep them alive to be even more annoying. Still something I can look into.

Lootas, I take two units of these in my ork army already, and they are great. Though in a foot slogging army they don't have much of a place. Everything moves forward, the lootas cannot move and shoot and would have to stay in cover. This is why I have rokkits, I know range is nothing and volume of shots, but at least they can take out armour from a-far and then charge whatever is inside the transport.


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Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Made in ie
Norn Queen






Dublin, Ireland

Let us know how things go, my m8 plays a mech army from time to time and I'd be interested on any tips you come across specifically if you're playing objective based games.

Dman137 wrote:
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By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Never seen Deffkoptas in action.
Is it really worth the investment?

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Battle-tested Knight Castellan Pilot






UK

I play a sqwadron of 3 or 4 deffkoptas with rokkits.

they usually miss in the shooting range.

not very effective, but I love the models.

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Storm Trooper with Maglight






Deffkoptaz are great harrasing units. Lower their count is the better it is. Ideal are 3 single koptaz annoying or 3 squads of 2 sometimes can make mess of any armour (not counting LR or Monolith) and because of their TL they will actually HIT something. But better option than RL are BS because it is solid firebase wich can chew up units like genestealers (one of the biggest pain dealers, they can easily kill massed nob squad)

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Hamburg

s.j.mccartney wrote:I play a sqwadron of 3 or 4 deffkoptas with rokkits.

they usually miss in the shooting range.

not very effective, but I love the models.

That's what I thought. I have 6 models and never used them.
They are a harassing unit and can take on tanks.
But one casualty in the shooting phase and they could be gone.

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Mercer: When shooting you can kill AV12 with RL easily but ... Lemans, Land riders etc are all over the place so i dont think it is great idea. Besides you said lootas dont fit because of the running theme. This is no running theme when you fire loads of rokkits instead of running for PK delivery


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Actually if deffkoptaz want to stay alive it is just pointless to make larger squads of them because they will likely run. Better option is to take 1 to 2 koptaz per squad so it is not so tempting to fire at them but they can do some damage and can really annoy. And can send guardsmen or fire warriors running of the table

This message was edited 1 time. Last update was at 2009/10/20 13:54:16


Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in gb
Tower of Power






Cannock

I know rokkits can not damage armour 14 well. Thats not my plan. Klaws would be for that. Rokkits are for ranged other armour.

I didn't say everything runs, I said everything moves. Rokkits are assault so I can still shoot them.

I've used deffcopters once before and I was impressed with them.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in cz
Storm Trooper with Maglight






Yes deffkoptaz are godlike. But when you move in the movement phase and shoot in the shooting phase you will not be in position to assault in the assault phase until turn 3 when your army could possibly be very thinned so that assault wont make any impact at all.

Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in gb
Tower of Power






Cannock

Depends. Board I play on is 48" wide, so turbo boost straight across and half way there. Then 12" movement and probably in assault.

Though, I use mine for vehicle hunting. I find three sets of twin-linked rokkits work well and throw on a buzzsaw to get up close and personal. Works a treat

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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