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Made in us
Daring Dark Eldar Raider Rider





Sarasota

One of the Ork players I go against is planning run a huge swarm of Deffcoptas(cue Rise of the Valkyries) with all wargear upgrades. Is there any way ether Sisters of Battle or IG can stop this? I got minced with just 3 of these, so I'm pretty desperate for an answer.
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

1 blast from a demolisher LRBT will insta-kill them, if they have all the upgrades, thats a fairly large chunk of his points gone. Melta make stupidly light work of them too.

   
Made in us
Sneaky Kommando




Just shoot them, they check at ld 7. The only issue may be IF the ork player gets first turn, he turbo them in his scout phase and charge you turn one. Just bubble wrap your important units with expandable ones. Yes 5x deffcopers will kill a transport unit easily, but pretty much, they get shot to death the next turn. Keep your more valuable tanks in a castle where the deffcopters wouldn't be able to charge on turn one.
   
Made in us
Dakka Veteran





I give your friend full marks for creating a cool themed army list.

That being said, I don't see beating them as being all that difficult. As an Ork player I can tell you that Deffkoptas are best used in small strike groups, not as a swarm. If your friend was smarter he'd be using Warbikes instead of Koptas, BUT then he couldn't play Ride of the Valkyries at top volume during his movement phase.

- Deffkoptas don't take their cover save with them, except when turbo-boosting. Turn 1 you'll have to deal with this a lot.

- Deffkoptas only have a 4+ armor save and are only T4(5). Any AP4 weapon of S4 or 5 will work wonders against them.

- Use pinning weapons and weapons that force morale checks. Deffkopta squads are too few to take advantage of Mob Rule, and they have no Bosspole option unless he pairs them with a Biker Warboss.

- Screen your vehicles so that he can't get in buzzsaw attacks.

- Buzzsaws won't work on Dreadnaughts since they're only S6, and the Deffkopta won't be getting rear armor hits.

I predict that turn 1 / 2 will be hard for you, he might take out a vehicle or two, and you'll be dealing with that Turbo-Boost cover save. After that, however, just tie up as many Deffkoptas as you can in CC, and they'll start going down pretty quickly. You'll probably have more staying power than he does.
   
Made in ca
Fresh-Faced Inquisitorial Acolyte



Canada

3 words: hydra flak battery

Hydras are quite literally the best shooting unit in the game for killing jetbikers like deffcoptas and skimmers of (almost) any kind.

what you get: a high volume of twin-linked, very long range, high strength, AP 4 shots that ignore cover from turboboost or SMF!

Any jetbike or low armor skimmer caught out in the open against hydras is as good as dead.
The best part is that against orks, the hydras will be almost as amazing at wrecking any vehicle but a battlewagon and mulching small infantry units like nob bikers, etc.

Hydras are a deadly threat to most walkers, skimmers, bikers, low armor tanks and MCs in the game. Anyone who plays against them will learn that very quickly.

The key to using these wunderkinds is that they need to stay still to fire to full effect and therefore need a clear line of sight to pretty much the entire board. Not always easy to achieve but the bigger challenge will be keeping them alive long enough to do their job.

My personal method for using hydras is either area denial or big game hunters depending on how much LOS blocking terrain is on the board.

If the board is full of big terrain pieces that will hide good targets like light transports, skimmers, bikes and MCs, then I place my hydras in a spot that will threaten a key location (such as a flank or an exposed objective). Smart players will avoid putting threatened units anywhere near that location, giving you a major advantage in board control.

As big game hunters (my favorite way to play them), I place the hydras in a nice, wide open location with clear LOS to most of the board. A big hill looking down on the rest of the board is a great example of this. Now you have super snipers ready to destroy any target of opportunity that happens across their gunsights. Pick and choose the best targets based on what threatens your army or the objectives the most, and watch happily as the hydras remove it from the board.
   
Made in us
Fresh-Faced New User




Lotsa Dakka!
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

As IG: Pack in lots of STR8 weaponry. Take a unit of conscripts or a cheap platoon. During your deployment, wrap all your vehicles with your cheap platoon/conscripts. Spend the rest of the game shooting down deffkoptas. When they scout, they have to stay 12" away from enemy units (your infantry), meaning that while they can shoot your vehicles, they won't be able to assault them because infantry will be in the way. If you take a big unit of conscripts, you can probably even stack them well enough to get cover saves from his shooting - and at the end of the day, he can only kill 3 vehicles at most (best possible ork result) with his 3 fast attack choices - being kopta units.

Don't be afraid of this tactics, deployment defeats it.

   
Made in ca
Member of the Malleus





Canada

Strength 8 shooting will shred em, as will template weapons that remove his cover save, hell hound squadrens will eat his kopta units. Another option as the basics of bubble wrap and template weapons is covered.

 
   
Made in ca
Regular Dakkanaut




Just shoot them. I do not fear deffkoptas.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Deffkoptas are best used as an annoyance. Thats why you normally see people take so few. Its just to buy some time, hurt a few tanks. They cost ALOT of points upgrading them like that.

Basically what ever army your using, just go as shooty as possible. You will down them, or IG just blob them. You can tie those fellas up in no time.
   
Made in us
Regular Dakkanaut





Sherman, TX

I was wondering how effective he could even hope to be with that setup.

I'm guessing 2 warbike bosses
3 squads of 5 koptas
2-4 trukk mobz- i'm guessing here.

If going first turn one, it might be a good idea to have the koptas rush in to tie up units or wreck vehicles.
Trukks would just close in and be set to charge on turn 2.

If going second, I'm pretty sure he would have to reserve everything. Probably not going to be pretty when they show up, but seems like small numbers for orks.

I don't really see this being more than an expensive gimmick. I'd say just reserve everything if he goes first, that way you get to blast his guys when you enter the board. Otherwise just setup on your side and blast his guys away as they show up.

Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points 
   
Made in ca
Regular Dakkanaut




I thought about the mass koptas again. If I were to do it, I'd take a buzzsaw on only afew and just rokkits on the others. Then use them sort of like buggies.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
 
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