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![[Post New]](/s/i/i.gif) 2007/11/07 07:26:04
Subject: Ork deffkoptas hit above there weight.
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Battlefortress Driver with Krusha Wheel
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Havent seen many people talk about the deffcoptas yet, so I thought I would try em out. Turns out there a often overlooked gem in this codex. Thought I would really give em a go, so took 2 squads, fairly inexpensive for there points. Played a game against ultramarines. You can have 5 in a squad, for a reasonable amount of points, they have toughness 5 and 2 wounds apiece. For a very few amount of points any of there twin linked big shootas (important to note, as the bikes dakkaguns are the same BUT are range 18, these are 36!) can be upgraded very cheapley to mega blastas, which are assault 1 24" range str 8 ap2, gets hot! but a 4+ save combined with 2 wounds is decent to fight this hinderance off. They may also be armed with power klaws, and fly by bombs, but I dident test these more expensive options. Also they are jetbikes, so may move 6" in assault and have hit and run... Anyway I took one squad with the twin linked big shootas, and one with mega blastas. They have the scout rule as well. First turn fly near some terrain with the big shoota squad, and open up on a landspeeder with assault cannon. 10 hits, 2 glances, immobalized. The mega blasta armed koptas fire on a predator annihalator (yes the cheezer built his army specifically to fight orks, with a whirlwind with mines and a dev squad with heavy bolters, i hate those kinds of builds) and managed to shake it. One rolled a one, but saved the wound. I am mostly focusing on this unit, so its only a mini battle report on how they did. After the shooting phase both moved 6" behind cover. I smell crisis suit style versatility in these, I really do. Realizing that ork shooting combined with lootas was no longer a joke, he began moving his rhino squad, dread, and assault squad toward my koptas. Now I dident take zagstuck as he refused to play with those cheezy rules he said, I said good luck on that, he is the new eldrad, unless you never play competativley again your bound to fight him. But it was ok, as zag and stormboyz would have been overkill on fast attack. I moved my stuff up to assist the koptas, as they popped out again. Both squads concentrating on the 10 man assault marines, and bringing them down to 4 combined. Another one, but no save. He was shocked when I told him thats ok they all have 2 wounds. Unfortunatley the lootas dident have LoS to the powerfist armed assault marines, and even with a 6" move they were bound to get hit next round. Sure enough he jumps in, but there toughness 5, the only wounds scored are by the power fist. 2 wounds, but thats enough for 2 complete koptas, as you count there t4 before adding the +1 for insta death. Somehow on an unmodafiable LD 7 I manage to stick around. His forward army is all but decimated, with his shooty units doing ok in return. There are so many mines my foot sloggers would be down to nothing, so I am racing my trukks behind cover to get there. Next round pops up, and I inform him that my koptas have hit and run. He asked me how many points the unit was, and asked again after I told him heh. The game ended semi close thanks to mine laying madness, if there is a better anti horde weapon out there I cant think of one. Had he 2 of those I would have had to sacrifice the koptas to take em out, or the game would have been pointless. Anyway the koptas over the course of a game managed to kill a landspeeder with assault cannon, shake a pred, kill an assault marine squad for the loss of 2, disposed of a devastator squad hidden in terrain, and managed to only lose 2 of there numbers. I am so far very impressed with there numbers. Against mech tau, 10 mega blastas with the manuverability of jetbikes to get good angles on the suits/hammerheads could very well be a game cincher. They have alot of promise. I hope this review gets some of you thinking about adding them to your armys. Best of all, I converted the old gorka morka bikes, cut down there guns, added new ork torsos heads and arms, cut off the banner, glued a round top with rotors, covered the front wheel with a steam shovel ram, and a tiny wheel on the front and got deffkoptas on the cheap from models I already had! Just in time to be replaed by the sexy NEW ork bikes coming out. Amusingly they look better as koptas then they ever did as bikes.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2007/11/07 07:42:37
Subject: RE: Ork deffkoptas hit above there weight.
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Scarred Ultramarine Tyrannic War Veteran
Maple Valley, Washington, Holy Terra
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The 6" move during the assault phase is only for Eldar Jetbikes. See the BGB, p. 54.
Still, shooty Deffkopters is something I didn't even consider. It was always All About the Klaw in the old Speed Freeks list. Thanks for the tip.
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"Calgar hates Tyranids."
Your #1 Fan |
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![[Post New]](/s/i/i.gif) 2007/11/07 07:46:03
Subject: RE: Ork deffkoptas hit above there weight.
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Battlefortress Driver with Krusha Wheel
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Posted By Pariah Press on 11/07/2007 12:42 PM The 6" move during the assault phase is only for Eldar Jetbikes. See the BGB, p. 54. Still, shooty Deffkopters is something I didn't even consider. It was always All About the Klaw in the old Speed Freeks list. Thanks for the tip. Oh well crap, that sure shuts down alot of my posabilities. I was told all jetbikes had a 6" move in assault.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2007/11/07 08:05:29
Subject: RE: Ork deffkoptas hit above there weight.
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[ARTICLE MOD]
Fixture of Dakka
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I always included a lone mek deathkopta in my speed freeks list, with a burna (which, unfortunately, isn't an option anymore  ) He won me more games than anything else, cause he was so versatile. I remember one game, versus guard, he took out a lascannon team, a ratling squad, a demolisher, and had time to turboboost onto the objective for another few hundred points. He's an excellent objective grabber, and at T5, was great at tying up any S3 squads. The new ones gained Scout (they'll replace my outrider squad) and Hit&Run, plus you can run any number of them with the chainblades or whatever they called them, and a wound. They lost a point of Strength and the ability to take a burna, while remaining the same price. Not bad at all. Plus, from my reading, if you give the guy a buzzsaw, he's then got two CCWs, and so gets an extra attack out of that upgrade to boot.
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![[Post New]](/s/i/i.gif) 2007/11/07 08:07:02
Subject: RE: Ork deffkoptas hit above there weight.
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Widowmaker
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Single koptas with a Megablasta or TL Rokkit are a dirt cheap scoring option that I expect will be pretty popular in lists that don't max their fast attack out with stormboyz. Too dangerous to really be left alone, and too cheap and dodgy to really be worth shooting at.
Lotta goodies for the points too.
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![[Post New]](/s/i/i.gif) 2007/11/07 13:38:13
Subject: RE: Ork deffkoptas hit above there weight.
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[ADMIN]
Decrepit Dakkanaut
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Yeah, I was looking at the Def Koptas and I thought they looked really, really good. They are much better than buggies as small scoring units. I would definitely take the TL Rokkit upgrade and a single Kopter as a cheap scoring unit that can pop out and take shots at enemy vehicles. The PKlaw upgrade is an interesting choice to.
Ultimately, I think its going to come down to whether you're maxing your army out on Stormboyz. If you aren't (or you don't have all the models painted up yet) then you definitely would want to throw in a Kopter or two.
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![[Post New]](/s/i/i.gif) 2007/11/07 15:35:13
Subject: RE: Ork deffkoptas hit above there weight.
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Longtime Dakkanaut
St. George, UT
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I've been looking at them too. I was original all orgasmic, then I got really depressed, then I went not too bad. Let me explain. At first look my immediate thought was first turn assault. Fast attack that gets placed last, 12" scout move + 12 move (ignoring difficult terrain as you fly over it), + 6" charge is 30" Woot. This was the orgasm. Then I said, what can I kill... Not a damn thing. If they were Nobs not boys assault would be real option. As it is, just a regular boy stats. So even on the charge we strike last. Sure they are two wounds but you drop a kopter right from the get go. So I said, well, if I'm going last anyway, might as well take a P claw. But now I've got a whole lot of points in one kopter. Each one is going to have to kill 4 marines just to get his points back. Thats not going to happen before they get wiped out. So I thought, Ok. First turn vehicle killing. Power claw, S9 on the charge... woot. Nope, only S7. Now granted you will auto hit if it didn't move or isn't a skimmer, but its still only S7. And regardless of outcome, your stuck as you can't use hit and run after assaulting vehicles and wide open to shooty death on your opponents turn. Bleah... Now I'm really depressed. Then I said, ok, what about shooty. TL rokkits make the bike 5 points more than a buggy with TL rokkits, and riggers. Well. Its comperable. Bikes get to always shoot, but can be wounded by any gun. Buggies can be stopped from shooting, but are a little tougher to hurt because of AV10. So its a wash. This is why I went not too bad. Ultimatly I can only see them as a shooting platform. Its a great way to get some more fast rokkits into the army, and its a style of wounds vs AV and which ever is your preference. I personally really like the look of buggies (I've converted up 5 of them), but the Kopters look cool too. Its going to be a real struggle to choose between them for my KOSish list.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2007/11/07 15:41:29
Subject: RE: Ork deffkoptas hit above there weight.
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[ADMIN]
Decrepit Dakkanaut
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Jayden, please don't post points costs in your posts from the leaked PDF. I removed all of them from your post.
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![[Post New]](/s/i/i.gif) 2007/11/07 15:44:04
Subject: RE: Ork deffkoptas hit above there weight.
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Longtime Dakkanaut
St. George, UT
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My bad, Sorry.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2007/11/07 17:47:25
Subject: RE: Ork deffkoptas hit above there weight.
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Scarred Ultramarine Tyrannic War Veteran
Maple Valley, Washington, Holy Terra
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They're keeping you busy, Yakface!
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"Calgar hates Tyranids."
Your #1 Fan |
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![[Post New]](/s/i/i.gif) 2007/11/08 03:03:28
Subject: RE: Ork deffkoptas hit above there weight.
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Regular Dakkanaut
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They're sick agaisnt a static shooty army. Played a combat patrol vs. 10 boyz w/PK nob in a truk, and two squads of three koptas w/one PK in each. First turn they zoomed up behind cover, boyz did the same. Second turn they got stuck in with two seperate squads, blocked LOS. Third turn the boyz dismounted and charged, and it was all over. Yeah, they strike last, but but on average it takes 16 non-powered attacks to kill one, and three w/one PK should kill 4-5 SM in two assualt phases.
Compared to bikes, for only 10 points more you get two wounds. Granted, they've got one less attack than a Nob and only S6, but they've also got smaller squad sizes so it's easier to hide them. They also have more weapon options and longer ranges on most of those options.
Against assualty lists w/powerfists they'll struggle, but vs. shooty lists with little CC ability they could be invaluable to tie up units and block firing lanes. I'm not saying they're necessarily the end-all be-all, but if you're not maxing out on stormboyz I think they're better point-for-point than bikes.
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![[Post New]](/s/i/i.gif) 2007/11/08 06:32:58
Subject: RE: Ork deffkoptas hit above there weight.
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Longtime Dakkanaut
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To use a Necron comparison, Stormboys are the Destroyers of the new ork codex, while deffkoptas are the scarabs. That is, Stormboys are incredible and strongly tempting to maximize. Deffkoptas are much less investment and always useful.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2007/11/08 07:04:09
Subject: RE: Ork deffkoptas hit above there weight.
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Longtime Dakkanaut
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grrr, too many cool Fast Attack choices - i want stormboyz, bikes, buggies and deffcoptas! Hmm, that might make for a cool apocalypse army...
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![[Post New]](/s/i/i.gif) 2007/11/08 10:17:10
Subject: RE: Ork deffkoptas hit above there weight.
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Longtime Dakkanaut
St. George, UT
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Well, you can always take wazzdakka as your HQ to move the bikes to the troop slots. That way you can have a little bit of everything.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2007/11/08 10:36:42
Subject: RE: Ork deffkoptas hit above there weight.
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Abhorrent Grotesque Aberration
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I am seriously thinking about using defkoptas over buggies in the new book. I used to use buggies quite a bit, but after my last game I am starting to rethink it. Armour plates was amazing in the old book, and I don't know how many times I saved a buggy. They seem easily stopped and wiped out in the new list. Not sure why they seem so much more fragile, but I have had much less success than I did in the past.
It is funny, but there are a lot more competing choices in this new codex as I go through it. There are definately some things that stand out over others, but I am having a lot harder choice of picking what I want out of HQ, Elites and FA.
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I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain. Time to die. |
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