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![[Post New]](/s/i/i.gif) 2020/09/29 11:33:24
Subject: [1750] - Orks - Kopta Rush
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Longtime Dakkanaut
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I'm keen on using Deffkoptas a bit more now that I'm seeing more ways to capitalise on their strengths. I've made a speed freeks list:
Evil Suns Battalion
HQ:
KFF Mek, Rezmekkas Redder Armour
Deffkilla Wartrike, Warlord, Speed Freek, Gorks Roar
Weirdboy, Warp'ead, Visions in da smoke, Warpath
Troops:
9 shootaboys, kombi-rokkit nob
9 shootaboys, kombi-rokkit nob
9 shootaboys, kombi-rokkit nob
Elites:
4 Kommandos, PK Nob
4 Kommandos, PK Nob
Fast Attack:
5 Koptas, Rokkits
5 Koptas, Rokkits
2 shokkjump Dragstas, whirlygig
Heavy Support:
Gorkanaught, Orkymatic Pistons
Mek Gun; Kustom Mega Kannon
1750pts.
The plan:
Gorkanaught, Deffkoptas and Wartrike are all going for turn 1 charges. The KFF Mek is in the 'naught, giving it 5++ and +1" movement, which combines with evil suns and orkymatic pistons to give him a 13" move! The koptas and Wartrike can all move a guaranteed 7" in advance (6"+1" for evil suns) and then shoot normally and charge, provided they are within 6" of the wartrike. The 'naught gets D6+1" advance, then 3D6+1" charge from Ramming Speed, with D3 MW's on a 2+. So the turn 1 movement for the army is:
Wartrike & Koptas: 23" + 2D6+1" charge
Gorkanaught: 13" + D6+1" + 3D6+1" charge (ramming speed)
Averages (without rerolls) are:
Wartrike & Koptas: 31" charge range
Gorkanaught: 29" charge range
So Turn 1 charges are very much on the cards.
The Weirdboy will be trying to put Vision in the Smoke and Warpath onto the Deffkoptas, meaning one unit will be rerolling all to hits, and they will have 3D3 attacks apiece (so 15D3 attacks at S5), which is pretty decent. Might put visions on the 'naught instead if it has something tough to crack.
Whilst the enemy is held back by the koptas and such, the Boys and mek gun will be holding objectives and scoring points. From turn 2 kommandos will arrive to bolster any objectives I look in danger of losing to long range fire - no point putting them on an objective that's guaranteed to be lost, as they are still very squishy!
'Naught should chew though pretty much anything it hits, koptas just need to be resilient and in the way. I've found that if you can hold an enemy back for just one turn, it can really tip the balance. Wartrike will be trying to shoot a vehicle with Gorks Roar, or clear screens (coupled with the 'naught's skorcha). ShokkJump Dragstas will be claiming table quarters and staying behind the enemy to try and make them move back to kill them - keep out of rapidfire range if possible, tempt them backwards! Alternatively SJD's can claim mid-field objectives. I'll move them last, to suit!
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![[Post New]](/s/i/i.gif) 2020/09/29 13:10:24
Subject: Re:[1750] - Orks - Kopta Rush
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Ork Boy Hangin' off a Trukk
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I think you´re on to something when going for the Alpha Strike. The idea to force the opponent to react on their half of the table and even inside their dz gives you alot of board control. That´s a game winner.
...but what do you do if you go second? Suppose they go forward and capture the midboard whilst shooting down coptas. Now you are penned in and your screening is limited.
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![[Post New]](/s/i/i.gif) 2020/09/29 14:07:27
Subject: Re:[1750] - Orks - Kopta Rush
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Longtime Dakkanaut
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Scactha wrote:I think you´re on to something when going for the Alpha Strike. The idea to force the opponent to react on their half of the table and even inside their dz gives you alot of board control. That´s a game winner.
...but what do you do if you go second? Suppose they go forward and capture the midboard whilst shooting down coptas. Now you are penned in and your screening is limited.
if they move forwards then there is more space behind them, so I suppose I'd be looking to potentially bypass any faster front-lines with any remaining koptas, shokkjump behind them as well. The Gorkanaught can charge without needing the wartrike so hopefully the wartrike can squeeze past to support the koptas.
I could opt for Brutal but Kunnin' instead of Speed Freeks for the warlord trait, allowing a minimum of 1 unit and the wartrike to redeploy after it's decided who's going first (It's at the start of the first battle round but before the first turn has started, so I'd know).
This would let me deploy aggressively and then reconsider if I end up going second, even moving the 'naught if I roll well enough. As deffkoptas are excellent at hiding due to being able to fly over obstacles, they are a great candidate for it. If the terrain's got LOS blocking stuff, then they can move out, shoot, then use 1CP to move again, back into hiding. Rinse & repeat.
I'm considering also deploying the mek behind the 'naught to give KFF cover to everyone nearby, and also to avoid an unlucky 1 killing him if the 'naught gets blown up on turn 1, as it may well do.
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![[Post New]](/s/i/i.gif) 2020/09/29 22:07:47
Subject: [1750] - Orks - Kopta Rush
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Longtime Dakkanaut
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How is your weirdboy staying in range? You're moving 23". Visions has a 12" range.
If you string back, you might barely have anything be able to strike into combat.
I'd just save a bunch of points and go big shootas on the koptas. You're suicidally charging anyway, might as well save the points.
Honestly, I think this bounces off certain armies hard... like SM, Custodes.
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This message was edited 1 time. Last update was at 2020/09/29 22:08:03
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![[Post New]](/s/i/i.gif) 2020/09/30 06:50:24
Subject: Re:[1750] - Orks - Kopta Rush
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Ork Boy Hangin' off a Trukk
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There´s a good question there. How to not overextend. Yet Kunnin' But Brutal is a neat way to react to opponents deploy. I guess it sort of hinges on opponent reacting to your strike by engaging and trouble will ensue if they instead try to contain the 'Naught. It´s something of a psychological issue
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![[Post New]](/s/i/i.gif) 2020/09/30 07:15:04
Subject: [1750] - Orks - Kopta Rush
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Longtime Dakkanaut
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tulun wrote:How is your weirdboy staying in range? You're moving 23". Visions has a 12" range.
If you string back, you might barely have anything be able to strike into combat.
I'd just save a bunch of points and go big shootas on the koptas. You're suicidally charging anyway, might as well save the points.
Honestly, I think this bounces off certain armies hard... like SM, Custodes.
If they're moving 23", with their base (about 2.5" round) then they are 20.5" away, so I guess I'll have to advance the weirdboy first and then move the koptas to suit his speed.
I thought about using big shootason the koptas, they just seemed so much more effective with rokkits. I may swap one squad out to big shootas and see how they compare in their first trial run.
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![[Post New]](/s/i/i.gif) 2020/10/01 07:55:27
Subject: [1750] - Orks - Kopta Rush
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Longtime Dakkanaut
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I worked out this morning how to combat the weirdboys speed. I'll have him embarked on the 'naught on turn 1, and then disembark 3" and advance 7+D6", for a total of 10+D6", which should keep him in 12" range of the koptas, who are going 23" less 2.5"for their base, so 21.5", so even if I roll a 1 on the advance, that's 11" vs 21.5" so 10.5" range, so the koptas should be ok to move full speed and still be in 12" range!
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