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![[Post New]](/s/i/i.gif) 2014/09/15 17:51:33
Subject: Viability of Deffkoptas?
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Stabbin' Skarboy
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They seem like a good choice. I own 9 of them, but are other fast attack choices better? I really like the twonlink rokkits and T5.
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![[Post New]](/s/i/i.gif) 2014/09/15 17:53:31
Subject: Viability of Deffkoptas?
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Bonkers Buggy Driver with Rockets
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They are amazing. Really good at hitting a good vehicle facing.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/09/15 18:41:06
Subject: Viability of Deffkoptas?
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Dakka Veteran
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I wonder why I don't see more Deffkoptas in Ork lists.
Their ability to throw down heaps of missiles quickly for a fairly
Low price seems to make them a great choice for a boyz heavy list.
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3000 Points - Right Hands of the Emperor, Imperial Fists Successor
1000 Points - Right Hands of the Emperor Elite PDF force
Bolt Action 1500 pts US Army
Bolt Action 1000 pts US Airborne
X Wing - Giant rebel fleet
Halo Fleet Battles - 1000 pt UNSC Force, 1000 pt Covenant Force
======Begin Dakka Geek Code======
DR:80S++G++MB+IPw40k96#+D+A++/areWD-R+T(T)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2014/09/15 19:05:55
Subject: Viability of Deffkoptas?
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Quick-fingered Warlord Moderatus
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I use three all the time, and I run them seperatly. yes they are easy killpoints/first blood, but they are a fairly good distraction unit, and they are awesome in malestrom of war missions with the scout
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413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
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![[Post New]](/s/i/i.gif) 2014/09/15 19:15:38
Subject: Viability of Deffkoptas?
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Dakka Veteran
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I've ran lists with 15 buggies and/or deffkoptas since the book came out and have a huge preference for buggies over deffkoptas at this point.
Both serve pretty much the same role now - vehicle/transport poppers so the boyz can do what they do best.
The reason why I am preferring buggies is that they are harder to kill from my experiences. Yes AV10, 2HP isn't THAT hard to destroy but a squad of 5 takes a bit. They are vehicles and thus fearless and cannot be tied up in combat.
Deffkoptas are great in that they CAN charge and tie something up in combat if you want; however, at I2, most of the time they will fall before they can hit. When this happens, most of the time they will get swept. Adding a boss on a bike helps with this due to higher LD and access to a bosspole; however, they can still get tied up if the opponent gets you into a corner.
As Tiger9gamer mentioned though, deffkoptas are great for malestrom missions due to their speed and maneuverability.
Overall for me though - buggies before deffkoptas.
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![[Post New]](/s/i/i.gif) 2014/09/15 20:53:05
Subject: Viability of Deffkoptas?
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Regular Dakkanaut
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On paper I think they look great. Good stats, for a good point cost. Your thinking wow I wonder why I never see people run these. Then you go to the store to buy them. $33 each here in Canada.
Now this will effect you differently where you play. If your group allows some heavy proxies you might just use something to count as them.You might try some kit bashing and get something pretty close. Most I suspect look at the price and just say nawww I can get way cooler stuff for that price.
Since you already have 9 however I would say go for it. They look really solid.
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![[Post New]](/s/i/i.gif) 2014/09/15 21:08:15
Subject: Viability of Deffkoptas?
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Big Mek in Kustom Dragster with Soopa-Gun
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They are the opposite role of a Warbiker unit. Point for point, more wounds than warbikers (less dakka though if you want bigshoota route). This makes them great for escort duty on a KFF mek, since its 10 ablative wounds for 150pts without taking a 12" footprint bubble lol. Access to Rokkits and Scout and 24" Turbo boost, which grants them turn 2 rear armor access even if you dont outflank them. Still S3, 2 attacks base and no worthwhile melee upgrades (buzzsaws are a ripoff...if they were killsaws oh hell yea lol). This makes their melee really bad point for point, but good enough to not suffer TOO badly if they get caught in it. Usually i use them as kff bike escort duty with bigshootas (reason: kff is usually forcing them to hold back, if i took rokkits i would be shocked if i could even use them turn 1, and most vehicles i even want the rokkits for i need rear armor which i do NOT want the kff to be that far up to utilize). If points allow, sometimes i bring them with rokkits and do the scout 12 move 12 turbo 24 to the other side of the board. Freaked one opponent out because i ran 10 of these things in 2 units as well as 15 warbikers + painboy + warboss lol. Turn 1 he had 10 rokkit koptas behind his tanks and 17 regular bikes just infront of his face. That...was...awesome... Oh, and all T5 with a 4+ Jink for koptas and 3+ for bikers/fnp lol. Neither were especially easy to deal with without leaving the rest completely unharmed.
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This message was edited 1 time. Last update was at 2014/09/15 21:10:54
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/16 04:10:27
Subject: Re:Viability of Deffkoptas?
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!!Goffik Rocker!!
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They're great in low point games when you take 1-2 per squad. But later on, you're better with buggies for the same role. LD7, no character with bosspole makes squads larger than 1-2 very vulnerable to morale checks. But in low pt games they're good both on their own and as a retinue to bikerboss. I'd say that when you're playing somewhere around 500-1k pts, a squad of 5 koptas + bikerboss are better than a squad of 10 bikers + bikerboss due to scout + h&r. But the higher you get, the easier they go down and 3+ cover paired with a max of 15 bodies start to dominate.
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This message was edited 1 time. Last update was at 2014/09/16 06:07:49
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![[Post New]](/s/i/i.gif) 2014/09/16 11:48:59
Subject: Viability of Deffkoptas?
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Sneaky Lictor
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I have been trying out a unit of 3 in my list.
I attach a warboss and a painboy to the unit and use them as a second "biker" unit. The Warboss then benefits from the scout and hit and run rules and the unit benefits from his Ld and a boss pole.
The hit and run has been very usefull, the scout not so much as you can't assault turn 1 so the extra distance is mostly overreach.
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FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.
Ork Management Program
I take care of problems that need to be solved with violence |
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