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Made in us
Regular Dakkanaut




USA

Umm..correct me if i am wrong here...

Setting aside the question of legality of the "pivot move" with death koptas for a sec.
They are mounted on round flying bases, so what's the point? It's not like the base is longer in one dimension than another.
Also, I don't have the BRB in front of me, but doesn't it specify that you have to measure distance to/from the same location on the base for non-vehicle models?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, its the basis of WaaghBikerBoss that provides 1'' after pivoting.

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 us
Regular Dakkanaut




USA

wuestenfux wrote:Well, its the basis of WaaghBikerBoss that provides 1'' after pivoting.


the principle of consistantly measuring distances from the same part of the base still comes into play.
It's cheesy as hell to measure from the center of the biker base for the movement phase, and then the forward edge for the assault phase.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Waaaaghmaster wrote:
wuestenfux wrote:Well, its the basis of WaaghBikerBoss that provides 1'' after pivoting.


the principle of consistantly measuring distances from the same part of the base still comes into play.
It's cheesy as hell to measure from the center of the biker base for the movement phase, and then the forward edge for the assault phase.

I couldn't agree more.

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 us
Nasty Nob






Gardner, MA

I agree with that as well - consistently measuring from the same point is how the game is played. Its not about pivoting a model on a biker base to extra distance. I dont think anyone is recommending to do that. The movement to join coherency in order to benefit from the scout move is the move being discussed. Thats legal and I dont think cheesy. It is risky though and does have a high pay-off if your opponent is kind enough to present a target.

This message was edited 1 time. Last update was at 2011/01/06 23:10:35


A man's character is his fate.
 
   
Made in us
Regular Dakkanaut




USA

A warboss (bike or otherwise) that joins a unit of deathkoptas does not gain the scout move. In fact, the warboss joining the unit causes the koptas to lose that ability.

Pg 74 BRB
"The special rules marked with an asterisk (*) are automatically lost by an independent character joining a unit that does not have the same special rule.
These rules are also lost by a unit that is joined by an independent character that does not have the same special rule"

pg 76 BRB
Scouts is marked with an asterisk.

If anyone is actually using this "tactic", they are either cheating or have an incomplete understanding of the rules.
   
Made in us
Nasty Nob






Gardner, MA

The Waboss doesnt start the game attached to the Koptas - he moves into coherency and joins them during his first movement phase after the Koptas have conducted their scout move.

The Koptas scout move with the lead kopta about 20 inches away. The second one is directly behind him within 2 inch coherency. With the kopta bases as large as they are and the 2 inch coherency - this provides about 6 inches of space. The Biker Warboss then moves during his normal movement phase 12 inches to be within 2 inches of the trail Kopta moving into coherency and joining the Koptas. The lead Kopta assaults with the other Kopta and Warboss pile in with their normal pile-in movement.

This is legal. It is risky as there is no guarantee that the Warboss with actually fight during the first round of combat. He can only move another 6 inches with the pile-in move.

This message was edited 3 times. Last update was at 2011/01/07 03:33:08


A man's character is his fate.
 
   
Made in au
Skillful Swordmaster






KingCracker wrote:
Jubear wrote:
KingCracker wrote:
Jubear wrote:
Murrdox wrote:In terms of playstyle... to each his own.

However, when I hear about people doing cheesy things like this (and yeah I've seen this strategy used before) it just makes me shake my head and groan. Lump the "I'm going to start my Landraider facing to the side and then rotate it 90 degrees when I start my turn so that I get 2 inches of free movement" strategy in there with this one, and several others I've seen used.

When stuff like this gets used at tournaments, it's just going to ensure that when / if the Ork Codex gets an update, they'll be spending their time nerfing cheese like this and not fixing Looted Wagons, Zzap Guns, Weird Boyz, etc... We'll be lucky if DeffKoptas keep their scout move at all in the next codex.

This strat is just generally so full of cheese that while yeah, it's legal per the rules, I'd want to smack someone with a Dreadsock for doing so.


Well it is legal rules wise and if you know of the strat you can use it too =) The only time I feel bad bout doing the pivot trick is against new players but I explain it before the game even starts.



Honestly if you use the pivot trick (specially on a new player) your a TFG instantly. Enjoy the title


I cant stress enougth that I always tell a new player about it before the game even starts. Meaning he can take it into account and deploy a little farther back and Its one less trick that a vet can pull on them.

In a way its a community service some might even say that I am a modern day folk hero of sorts =)



What ever lets you sleep at night. You can just as easily tell new players about the trick so they know about it. Rather then "lengthy chat about pivot movement" got it new guy? *blank stare* ok let me cheese you on your first game!"


Ok so playing by the rules and trying to teach a new player the tricks that can help down the line is cheesy? What do you do when your teaching a new player how to play? Sit around holding hands and braiding each others hair while you tenderly hold his hand let him know that you will be gentle and it wont hurt a bit?

Damn I cant wait to the GW legal team codex comes out now there is a dex that will conquer all. 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

I use them in squads of 3. I find squads of 5 are to expensive and a squad of 1 is easily destroyed.

I tend to use them for their rokkits, which is some of the best anti-transport orks have. You need to crack open the candy coated shell to get to the tasty marines inside.

You can take 1 as the buzzsaw trick, but as that requires you to go first, but investing to many points in an trick that works 50% of the time is not what I call a safe bet.
   
 
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