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Made in gb
Longtime Dakkanaut




UK

The title pretty much sums it up, but basically I am trying to come up with army list ideas, but the limitations on points and force slots are causing a lot of conflicts.

Killa kans vs grot tanks:

I like both these units. The kanz models are nice, and I have a sprue set of 3 that I havent built yet. HOwever, they are widely considered... lets say "lacklustre" these days, and so I dont know if they are worth making. I could instead convert them into grot tanks (who seem to be considered fairly good), and use the spare parts to convert up some MANz too.
But are the kanz really as bad as people say? I currently have 2 deff dreads made up, and will soon have a converted mega/meka dread too, so i dunno if the kanz would be helpful or unecessary.


Warbikes vs deffkoptas:

Again, I like them both. I currently have the bits for 4 deffkoptas, and 5 converted warbikes. But, its unlikely I would have the slots or points to field both. I could however, convert the 4 koptas into warbikes, and have 9 warbikes.

There are ways I could shuffle things about to have room for a warbike and a seffkopta squad, but it seems that koptas are best used in units of 1 or 2, outflanking to get a quick tank kill before they get destroyed.



If anyone has any thoughts on this, I'd be grateful. Thanks


edit: realised im not sure if this should be in this forum or just in general... If I'm wrong can a mod please move it? Thanks

This message was edited 1 time. Last update was at 2014/12/20 19:26:33


 
   
Made in gb
Sybarite Swinging an Agonizer





Kazakhstan

Get as many warbikes as you can, 2 squads of 14 is what you should be aiming for.
   
Made in gb
Longtime Dakkanaut




UK

Unfortunately warbikes are expensive, and I generally dislike having huge numbers of the same models. I prefer variety.

So I would either have one big squad of warbikes (which I would then probably make a centrepiece, with a warbike warboss or big mek) or possibly two small squads MSU style.
   
Made in us
Regular Dakkanaut




IMO if you don't want a large squad of any one unit, get like 3-5 Deffkoptas and 3 HQ's on bikes 1 mek 1 painboy 1 warboss, and make it a mini death ball.

Your deathkoptas can split from the HQ's your HQ's get a little bit of a head start scouting move and are an early threat, or they stay together.

Seems like a cool thing to try at least.

I agree with not wanting a ton of the same units, but I buy third party models too, so...I can kinda get around a few things...but thats expensive.

I think I'm coming around to biker boyz and will probably get some eventually. I like shooty orks, and they're kind of a good middle ground between shooty/choppy...with good mobility.

Bikerboyz are seriously good stuff, so don't be afraid of getting at least 1 large blob.

This message was edited 2 times. Last update was at 2014/12/21 01:10:08


 
   
Made in gb
Longtime Dakkanaut




UK

I am yet to find a good third party alternative for warbikes that are actually cheaper. I have 5 on the way being converted like i said, and i plan another 1-3 of a different kind of conversion which are likely to be characters (hence 1-3... might do a big mek, and maybe a painboy and warboss if im going to run a mini deathstar) though i am undecided if id run the characters with warbikes or deffkoptas.

I can turn the 4 deffkoptas i have into warbikes easily enough, but not sure if its best to keep them as koptas.
   
Made in us
Trustworthy Shas'vre



california

Make them into both... Build completely as deffkoptas but put wheels n a few biker Godzilla on then so you can run them on or off the stand..
   
Made in gb
Longtime Dakkanaut




UK

Pain4Pleasure wrote:
Make them into both... Build completely as deffkoptas but put wheels n a few biker Godzilla on then so you can run them on or off the stand..



biker godzilla? now that would be an awesome conversion :p

It *may* be possible for me to have the warbike conversions i have in mind be removable and put back in as deffkoptas, however it depends on a few factors. I'm not just doing a standadr *add wheels* conversion.
   
Made in nz
Longtime Dakkanaut





New Zealand

Or model them as hover bikes, attachable to two different stands - very low for counts-as bikes, and higher for counts-as koptas. And magnetised weapons, of course.

And you can do something similar with Kanz and Grot tanks - at least, I've never seen anyone object to walking counts-as grot tanks or tracked counts-as kanz, so long as they're clearly identified pre-game.

This message was edited 1 time. Last update was at 2014/12/21 19:50:18


 
   
Made in gb
Gangly Grot Rebel





Never used grot tanks myself, although I seem to remember them being a viable option at one point
Killa Kanz are useful units though, especially massed- cheap, and BS3, I like to run them with either rokkits or grotzookas, with i know is very similar to grot tanks.

As for koptas vs bikes, ill say both.
3 koptas with rokkits have been an auto take for me since I started in 5th edition, and have caused many vehicles to go down turn 1 (although not played orks in 7th edition yet).
As for bikes, both big and small units can be fun, although take a very different role to the koptas, with these going after infantry and maybe MC's (although the rokkit koptas do this too).

Tbh, they all have a purpose, and is up to you with which you want to use, although I would class them as:
Koptas: Anti Tank
Bikes: Anti infantry
Kanz and tanks: Both

But thats just my opinion

Hope this helps

I can see it now....Nids are now a collection of autonomous hive fleets there are multiple Hive Minds and they all war with one another in addition to everyone else. They speak to humans using telepathy, and they can now ally with Space Wolves as battle brothers, because reasons.
Tyranids talking to humans would be like you talking to your mashed potatoes or the probiotic in your kiefer drink. It is neither possible nor productive.
Inside my mind I pinched my nipples and savored his bitter silence.

DT:90S+++G+++MB++IPw40k10#+D++A+++/hWD-R++T(T)DM+ 
   
Made in gb
Longtime Dakkanaut




UK

Killa kanz just seem to get a lot of flack for being not worth the points. Grot tanks are similar in spec, and the same price, but are at least more focused in their role as a shooting platform and also come with a 5+ invulnerable which isnt too terrible.

I think I'm thinking of going for grot tanks and MANz, as then i have a pure shooty setup and a pure CC setup, instead of going for killa kanz which are jack of all trades.

This seems sensible.... maybe.

Besides, I will only be putting wheels on the kans and magnetising the weapons whatever I do, so I'll still be able to use them as kanz.
   
Made in ru
!!Goffik Rocker!!






Niiru wrote:

Besides, I will only be putting wheels on the kans


mek approved


Automatically Appended Next Post:
As for koptas vs bikers:
Koptas are not great antitank - remember, ap3 can't explode a non-opentopped vehicle no more. However, koptas are amazing in maelstorm. And are much cheaper now with free rokkits. And they're more mobile than bikers thus can hide behind blos easier. Less survivable and choppy, however. But if you have spare FA and not much points to spare, it's much more rational to get 1 or 2 squads of 1 rokkit or even bs kopta than a min squad of bikers.

If you're playing speed freaks with lots of wagonz and trucks, bikers are superior as a place to stick your bikerboss and painboss in. They're more combat-oriented and get 3+ cover save. Nob with a PK is much scarier than a buzzsaw kopta and can get a bosspole. Just cause of nob, large squads of koptas are getting inferior to bikers pretty fast.
14 warbikers + biker nob + boss + painboy = awesome speed freak orky deathstar. Relatively cheap, durable vs stuff that ain't ap4 + ignore cover. Shooty and choppy enough.

In some cases koptas are supertior to bikers as an HQ carrier, however. They provide scout + h&r. In smaller games i'd prefer koptas over bikers.
Scout is also valuable if you're running a blitz brigade. Attach a bikermek with KFF to koptas or even a single kopta and scout alongside your wagonz.

This message was edited 4 times. Last update was at 2014/12/22 04:40:11


 
   
Made in us
Dakka Veteran




One advantage to the grot tanks is they allow you to take a Mega-tank if you take a unit of them. Even better is unlike Kans which are in the Heavy Support, a very crowded part of the codex, the Grot Tanks are in Elites and the Mega-Tank is in fast attack giving you options to bring other things.

The only real downside to koptas is their leadership (7). You have to attach a character to their squad like a character on a bike to mitigate this or there is a high chance you could fail on the mob rule table.

This message was edited 1 time. Last update was at 2014/12/22 07:06:13


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Niiru wrote:Unfortunately warbikes are expensive, and I generally dislike having huge numbers of the same models. I prefer variety.
To me, 18points for a bike, with 4+ coversave, 4+ armor save, Assult 3, strength 5, AP5 twinlinked Dakkagun, toughness 5 and extra FnP if you join a Painboy Biker to the unit definately does not quality as expensive. Warbikes got ALOT better in this new codex.

But they have a different functionality than Deffkoptas, so they can't REALLY be compared.

This is what I'd suggest:
Deff Dreads and Killakans: Look at how they fit into 7th ed and into your list. You have 3 Heavy Support Slots, 2 Deff Dreads + 5 killakans instantly fill them, forcing you to take another CAD if you want some cover fire like Lootas, Mek Guns or something like a Battlewagon for your Warboss. Killakans WERE once good, but they were nerfed, badly, in the new codex. On top of this, most of the other armies you'll face against have LOTS of Monsterous creatures and powerful gun lines. You will never outshoot them and you'll never get in range of CC with these armies with walkers. To make these models successful, you need a Big Mek with a KFF or M.KFF, which does jump up the points. Use them as a Fluffy army, but IMO, only as a Fluffly army, never a serious one.

Grot Tanks: To me these are awesome and their 5+ invulnerable save is brilliant. These are a stand alone unit who can cause alot of mayhem and don't need extra support to function well. The only downside is that some people don't like playing against Forgeworld models.

Deffkoptas: There are 2 ways to run these. Either as 1 or 2 in a squad for objective grabbing and light vechile destruction OR as a Deffkopta Deffstar. The Star is 5 Deffkoptas, a Warboss + Bike + PK + BP + Da Finkin Kap, and a Painboy + Bike. Deffkoptas suffer from the Mob Rule. Loosing one of these models will effectively loose you the squadron if you don't have a character. The Deffkopta Star is very durable and has the ability to scout a Warboss into CC, bringing the threat early. They're not as CC powerful as Nob Bikers once were, and they can't overload you're opponent with mass dakkagun fire, but they are nice for lower points.

Warbikers: One of the best units of the new Ork Codex. IF you are playing with Forgeworld models, then you should also be able to take the Forgeworld Warbiker Warboss Zhadsnark 'Da Rippa'. The unit of Warbikers that he joins all gain SCOUT and SKILLED RIDER (which translates to a better jink save, not suffering difficult terrain tests and getting into CC much faster than normal). Normally this is a unit of Zhadsnark, 15 Warbikers inc their Nob + BP + PK (who I forgot to mention ARE TROOPS because of Zhady) + a Painboy on a Bike. This is the unit which can handle Wave Serpant spam effectively, no other unit in the codex can really say that. For the sheer number of shots you get from this unit, you can jink and snapfiring still isn't that bad for us orks, decreasing our BS from 2 to 1.

The downside of Zhadsnark is that he doesn't allow Big Guns to be taken. On a technical nit-picky note, the Ork Codex doesn't have Big Guns anymore, only Mek Guns, but i'm pretty sure this isn't fair play to your opponent. Either way, if you're scouting first turn, most of the action is going to happen further than 36'' away. You CAN still take lootas though, who are still really powerful.

As a starter, I would be going with this:
Spoiler:
HQ: Painboy + Bike = 75
HQ: Zhadsnark ‘Da Rippa’ (warlord) = 150
Troops: 15 Warbikes + Nob + PK + BP = 300
Fast: 1 Deffkoptas + Rokkits = 30
Fast: 1 Deffkoptas + Rokkits = 30

Heavy: 15 Lootas = 210
Mini HQ: Mek + Rokkit = 20
It's a fair few models who can scout on the first turn. I was going to suggest taking a min squad of Grots and an ADL + Quad Gun for extra anti-flier function, however I'm not sure how effective it would be. It certainly unlocks the 2nd CAD, which you'd need for the Big Mek if you wanted to take the Grot Tanks. Remember that Grot Tanks are quite expensive as they do cost 15 points per Rokkit compared to the 5pts :(



30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in gb
Longtime Dakkanaut




UK

Sketchyfk wrote:
Niiru wrote:Unfortunately warbikes are expensive, and I generally dislike having huge numbers of the same models. I prefer variety.
To me, 18points for a bike, with 4+ coversave, 4+ armor save, Assult 3, strength 5, AP5 twinlinked Dakkagun, toughness 5 and extra FnP if you join a Painboy Biker to the unit definately does not quality as expensive. Warbikes got ALOT better in this new codex.


Ahhh no, sorry, I meant they were expensive models haha. £25 for 3, means a decent squad of 12 is £100.

Sketchyfk wrote:

This is what I'd suggest:
Deff Dreads and Killakans: Look at how they fit into 7th ed and into your list. You have 3 Heavy Support Slots, 2 Deff Dreads + 5 killakans instantly fill them, forcing you to take another CAD if you want some cover fire like Lootas, Mek Guns or something like a Battlewagon for your Warboss.


This is why I have been thinking about using the FW dread mob list. Deff dreads are troops in that, and so using two deff dreads still leaves me with 3 HS slots free. It does mean I can't use mek gunz, or warbikers. So thats a real pain.


Zhadsnark is a tempting pickup, but using a HQ slot on him is a big tax to pay in an army that needs its HQ's. I've even been thinking of ignoring objective secured in order to use the Ork codex FOC, so I get 3 HQ slots.

Something I've been considering even more is the Mogroks Boss Boys formation, that gets me 5 HQ's without using up any slots. However the problem is that it requires one of the big meks to be warlord, and so I wouldnt be able to use zhadsnark too.... I think.
   
 
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