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Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

In the hope of modeling my 15 deffkoptas intelligently, I just completed a probability chart of all the ranged Ork weapons. (I would include it here were I not afraid it would give away too much material protected by Games-Workshop.) Among many interesting statistics, the most was the likelihood of a twin-linked rokkit glancing (glancing, mind you) the armor of a land raider: for every 54 kopta models, 5 will glance (0.925); or, rather, a little better than one in eleven. (I haven't figured out the probability of killing the land raider by acquiring 6 weapons-destroyed through progressive glances.) So two trukks full of tank bustas might scratch a land raider each turn. Is my mathhammer right?

On a brighter note for my orks, the deffkoptas are extremely effective against other transports.

Paul Cornelius
Thundering Jove

PS. Today, I bought my second and third battlewagon online, and now just have to build them. Obviously, the above will shape my strategy.

This message was edited 1 time. Last update was at 2010/02/19 04:24:34


Paul Cornelius
Thundering Jove 
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Give me the stats for the Rokkits and the BS of the Kopta, and I'll give you a number.

2000 pts 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

Rokkits: S8 AP3 (can be twinlinked)
Kopta: BS2
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

17 hits, so you get 37 re-rolls. 12 more hits for a total of 29 hits! after that, 4.8 glances. You're right.

My god that's sad. Remember your opponent just might pop smoke if he sees that you are about to unload 54 rokkits at him.

2000 pts 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

you need to math hammer out that a Str 8 weapon has trouble killing a AR14 vehicle?

The Orks best way of dealing with AR14 is to hit with a power claw. Get boarding planks

   
Made in us
Crazy Marauder Horseman





With 54 Rokkits, twin-linked, you have a 56% chance of attaining at least one immobilized result on the vehicle damage chart vs a Land Raider. You have a 20% chance of attaining two!!!!!

Personally, I think there are better solutions
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I run two units of deffkoptas in my take-all-comers list, and they will never shoot at a land raider. Their job is for dealing with light transports and tanks that have rear armor 10. Land raiders are dealt with by powerklaws or DCCWs. STR9 and STR10.

I played against a Black Templar the other day whose list was 4 land raiders. Two had lightning claw terminators and an emperor's champion, and the other two had troop choices. He got to go first, and it was a capture/control game. I had a 40 point gretchin unit hiding on my objective, in the opposite corner of the table from his. He kept two land raiders on his objective, and deployed two on the other side to deal with mine.

I lost a lot of stuff during the game, but my primary goal was to hold mine and contest his, and I kept my deffkoptas in reserve, had them turbo-boost around the field for 3+ cover until turn5, then turbo-boost 1" away from his land raider (he was sitting on the objective) to contest it. I won.

Use those koptas for other things.

   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

I played my first in many many years game Monday night. My opponent brought his Space Wolves. Now, I didn't know anything about the Space Wolves; my opponent explained to me their counter-assault special rule, which sounded very dangerous, so I figured I would shoot the hell out of him with lootas. Unfortunately, my lootas got forgotten at home, and instead I used my fifteen rokkit-koptas (without the spam Dash recommended -- I haven't modeled them yet) and the green horde.

I assumed that land raiders had a weak back armor, at least not AR 14 all around, so I turbo-busted behind him. What a mistake: Not even a glancing shot, and worse, my 15 koptas were in assault range. On his turn, he blasted one of the three squads with whatever-the-hell was in that land raider. On my next, I turbo-busted far far away from that mofo and made it to his other flank, where I destroyed two rhinos with incredible ease. Unfortunately, the rhino wrecks funneled me into the center of the board, where he was able to delay my assault. But on turn five, with his land raider effectively blocked by 3 kanz & a dreadnaught on my right flank and with my remaining two kopta squads popping his other two rhinos on my left, my center beat its way against his gun-line marines, and destroyed them to the man. He conceded; the land raider would have been toast against the boss, the walkers, the remaining boys and the remaining koptas.

So with complete incompetent play, the Orks still murdered.

I have decided to attach my Mathhammer document. Please let me know whether you think it inappropriate or, more important, inaccurate.

Paul Cornelius
Thundering Jove
 Filename Mathhammer.docx [Disk] Download
 Description Mathhammer: Ork Weapons
 File size 13 Kbytes


Paul Cornelius
Thundering Jove 
   
Made in us
Crazy Marauder Horseman





Drop a .pdf and I'll take a look at it.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

Orks can't shoot down landraiders without a miraculous shot, don't even waste the dice unless you literally have nothing else to shoot. Even AV13 is tough for orks unless you have a crapload of rokkits and/or lootas. Power klaws are the way to go.

You would think a race that makes a living off of looting their enemies would occasionally grab a melta gun.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

I played against a Black Templar the other day whose list was 4 land raiders. Two had lightning claw terminators and an emperor's champion, and the other two had troop choices. He got to go first, and it was a capture/control game. I had a 40 point gretchin unit hiding on my objective, in the opposite corner of the table from his. He kept two land raiders on his objective, and deployed two on the other side to deal with mine.

I lost a lot of stuff during the game, but my primary goal was to hold mine and contest his, and I kept my deffkoptas in reserve, had them turbo-boost around the field for 3+ cover until turn5, then turbo-boost 1" away from his land raider (he was sitting on the objective) to contest it. I won.


Dash, you mind sharing your army list?

Paul Cornelius
Thundering Jove 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Skarboy wrote:

You would think a race that makes a living off of looting their enemies would occasionally grab a melta gun.


It doesn't make a 'bang'

   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Dash is totally right.

Killa Kans and Warbosses are the best thing to deal with AV14.

Shoot your Rokkits at something a little weedier.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Guys,

I understand that the koptas are a little better than worthless against land raiders. That's the point of my post. Thank you for the reiterative agreement.

Paul Cornelius
Thundering Jove

Paul Cornelius
Thundering Jove 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Nobs with PKs are still only so so against AV14. they glance on 6s and can penetrate on the charge on a 6. Warboss's and Dreds are what is nessisary to reliably take down AV14.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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