Switch Theme:

Why Take buzzsaws on Deff Koptas  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Krazed Killa Kan




Homestead, FL

Im just curious as to why anyone would take a buzzsaw on the deff kopta? If your facing a +2 army I can see the point but otherwise why? on the charge the buzzsaw is only S7 AP2 so its great vs terminators and light armor vehicles but armor 13 and up its kinda....useless. to add to that its obviously swinging at Init 1 and the pilot only has an armor save of 4+ so it can get messed up by higher init guys before it gets the chance to even kill anything. Lastly at 25pts a piece your almost doubling the cost of the deff kopta from 30 to 55pts each.

Why wouldnt you just throw 2 twin linked rockets on the thing for free and go to town on light to medium armor?

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Regular Dakkanaut



chicagoland

What has armor 13 on the rear? Besides the necrons and their shield thingy? It's still good to wreck any transport IMO.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Yeah, I think you're overlooking the fact that deffkoptas hit vehicles rear armor (unless a walker).

So, deffkoptas can be a serious threat to just about any vehicle short of a land raider / monolith, in addition to their rokkits.

So, good at taking out vehicles. I'd keep deffkoptas far, FAR away from any other combat, though, as their only real strength is shooting and speed. Getting into assaults with just about anything is a bad time - mine have lost to cultists.

yes, they have H&R, but with an I of 2, it's hardly reliable. Stick with what they're good at - getting shots on vehicle side/rear armor, charging stray vehicles when you can.

Off topic - the quantum shielding still doesn't protect rear armor, if I recall reading the new rule correctly. At least I damn sure hope it doesn't.

This message was edited 1 time. Last update was at 2015/02/02 23:42:22


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Krazed Killa Kan




Homestead, FL

Even with rear armor 11 thats still only glancing on a 4. and they each only have 3 attacks on the charge.
3 Attacks hitting on 3's means 2 hits ish... then you have a 50/50 of doing any real damage to the vehicle.

So 1 Kopta will do 1 glance or pen hit to a vehicle, which means that a unit of 3 of them will wreck most vehicles with rear armor 11 or lower. (possibly explode)
thats 55pts a model so 165pts for 3 koptas to destroy vehicles. vs, S8 Ap3 Rokkitz that are twin linked for only 30pts a model. so for 15 points less i could get 4 extra twin linked rockitz I just wont be able to assault a vehicle unless its rear armor 10 :-p

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Lieutenant General





Florence, KY

sangheili wrote:
What has armor 13 on the rear? Besides the necrons and their shield thingy? It's still good to wreck any transport IMO.

Necron Quantum Shielding only applies to the front and side arcs. It does not affect the rear arc.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in ca
Mekboy Hammerin' Somethin'






As stated, they are useful, as even with twin-link, Ork rokkits are only so reliable. Their main utility though goes back to when they were mainly used as an alpha-strike unit meant to have every possible chance to pop armour/transports as soon as they showed up.

   
Made in ca
Maniacal Gibbering Madboy






Ghazkuul wrote:
Im just curious as to why anyone would take a buzzsaw on the deff kopta? If your facing a +2 army I can see the point but otherwise why? on the charge the buzzsaw is only S7 AP2 so its great vs terminators and light armor vehicles but armor 13 and up its kinda....useless. to add to that its obviously swinging at Init 1 and the pilot only has an armor save of 4+ so it can get messed up by higher init guys before it gets the chance to even kill anything. Lastly at 25pts a piece your almost doubling the cost of the deff kopta from 30 to 55pts each.

Why wouldnt you just throw 2 twin linked rockets on the thing for free and go to town on light to medium armor?


In literally every game I have 5 deff koptas with twin linked rokkits, and two buzz saws. You can either start them on the table, or you can keep them in reserve and have them arrive using outflank. And they can move 24" a turn. Why would you not want that? They are cheap and verstile, and are the bane of light armour, and even heavy armour if they get into charge range.

I'm not convinced you fully understand how assaulting vehicles works, you ALWAYS hit rear armour (unless its a walker), and rear armour is almost always 10.

Take this as an example:

A squadron of leman russ are sitting hull down, shelling my approaching horde, the deff koptas arrive from outflank, and knock a hull point off a russ. The russ are overwhelmed with target targets, and ignore the deff koptas. Following turn my koptas knock a hull point off a russ in shooting, then charge in, and throw out 9 S4 and 6 S7 AP2 hits. You can reliably knock out two vehicles a turn with these bad boys.

Yes, they are fragile, yes they usually die every game, but they are a terrifying opponent for vehicles.
   
Made in us
Krazed Killa Kan




Homestead, FL

I understand how assaulting vehicles work but unfortunately my gaming club is heavy on Space marines who believe in Land raiders as a primary mode of transportation. So S7 doesn't do anything until their terminators get out :-P

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in ru
!!Goffik Rocker!!






It still helps vs background devastators or something.
   
Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

Wuss rong wif you gitz? Ya take buzzsaws 'cause dey's ded killy, dat's why! Ya don't wanna sit back an' NOT get stuck in like some weedy Eldar, does ya? Ya wanna run up dere an stick somefin' sharp inna da bellies o' dem 'umies! Ya wanna hear 'em scream an' bleed!

Buncha grots 'roun' 'ere... "Why da ya wanna take buzzsaws onna deffkopta." Dummest fing I evva 'eard.

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch 
   
 
Forum Index » 40K You Make Da Call
Go to: