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:
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 :(