Quannum
October 29th, 2009, 10:03
Following the success of the Tactica: Lootas thread, I thought I'd start a new one regarding one of the most contested units in our army book, the Deffkoptas...
*CUE WAGNER'S RIDE OF THE VALKYRIES*
Da dum da-dum DAA DAA, dum da-dum DAA DAA, dum da-dum DAA DAA, dum da-dum DAAAAA! etc.
Overview:
The Deffkopta occupies one of, if not THE most transitory FOC section of our army book - Fast Attack. With a race that so adores getting to the enemy fast, surprisingly few of the regular tabletop choices for Orks source from the Fast Attack section. Though fluffy and offering some intriguing conversion challenges, the Deffkopta doesn't hold down a regular place in lists as do Trukk Boys, Lootas, Biker Nobs, or Kustom Force Fields BMeks.
The purpose of this Tactica is to shed some light on how to bring these Deffkoptas back into the limelight, to open debate on whether they're a good choice, and for people who have used them to share their experiences.
Wotcha got dere, den?
So let's look a bit closer at the Deffkopta. At first glance, its statline isn't spectacular with its weaknesses being an unboostable Leadership value and poor Initiative, and its strengths being a higher than average toughness, a decent armour save for Orks, and multiple wounds. But I reckon the real boon of the Deffkopta are its special rules - Scout (coupled with Jetbike), and Hit and Run - I'll explain more in the Taktiks section. The Kopta is built to exploit its fast-moving maneuverability, soak up some fire if needs be, and repeatedly harangue the backlines of the enemy.
So how can we combat the weaknesses, play to its strengths and utilise its extremely useful special rules?
Waaagh-gear!
The options open to a Kopta are surprisingly varied, although do not be deceived - a relatively cheap jetbike squadron can suddenly rack up into many points if you over kit them. Twin-linked Big Shootas are nice but you have access to Big Shootas elsewhere in the list. Twin-linked Rokkits are intriguing and certainly tempting in an army book that doesn't have good shooting and relies on CC to combat AV. A Kustom Mega-Blasta is a big big point sink - its strength and AP are nice but you get one shot at average range that will miss 4/6 times. The buzzsaw is the most expensive upgrade available but suddenly turns the Deffkopta into a 3A, S7 rear-armour busting threat. A bigbomm is another fluffy, but precarious and expensive option.
All in all, the Deffkopta profile and options seem to suggest that a lightning-fast, hit and run, raiding unit that hits hard and fast is going to be our best bet. What needs to be understood here is that you cannot search for versatility with the Deffkopta, but kit them out for a single purpose, as now explained.
Taktiks aka Sneeky Stuff aka 'ow To Run Dem
All this has been building to this section. I'd like to open the thread by proposing two builds that have proven incredibly useful then explain why and how to use them:
Option 1 - 70 pts.
1 Deffkopta - Twin-Linked Rokkit Launchas, Buzzsaw
Option 2 - 160 pts.
2 Deffkopta - Twin-Linked Rokkit Launchas
1 Deffkopta - Twin-Linked Rokkit Launchas, Buzzsaw
These options configure the Deffkoptas to do the job they should be doing - cracking open enemy tanks on the first turn by assailing their rear armour. These builds also complement the special rules needed to achieve this tactic. The only thing that holds against this are the dreaded Land Raiders.
The idea works in any scenario but best in Annihilation, and even better if you can get first turn. I'll explain:
Deploy them as far forward as possible, opposite armour. Before battle, use their free move (Scout) to turbo-boost 24" towards the biggest threat to your Boyz. Then move as usual to the rear of armour, (if possible), firing rokkits and assaulting in - all attacks auto-hit, then Hit and Run behind some available cover to put you as far out of LOS as possible.
Option 1 is great in smaller lists against opponents that like to field a Leman Russ or two, for example, in lower point games. Its a precarious Kill Point if unlucky, but worthwhile if you can pull it off. And after all, dats wot Orksies are all abowt - RISK! I played a friend last week who played two Russes in an 800point battle - my lone Kopta (Option 1) got behind one Russ first-turn, immobilised it with a Rokkit, then assaulted it and destroyed the battle cannon. Hit and Run then put it behind a building out of line of sight. For the next few turns, the Kopta harrassed the two battle tanks, effectively forcing my opponent's hand and limiting their use.
Option 2 gives you a bit of an air-cavalry and expands on the idea behind Option 1.
Anyway, I'll leave it there - want to see what others think first.
Has this been helpful to you? If so, click the little thumbs up button on the bottom of my avatar sidebar! Cheers!
Q
*CUE WAGNER'S RIDE OF THE VALKYRIES*
Da dum da-dum DAA DAA, dum da-dum DAA DAA, dum da-dum DAA DAA, dum da-dum DAAAAA! etc.
Overview:
The Deffkopta occupies one of, if not THE most transitory FOC section of our army book - Fast Attack. With a race that so adores getting to the enemy fast, surprisingly few of the regular tabletop choices for Orks source from the Fast Attack section. Though fluffy and offering some intriguing conversion challenges, the Deffkopta doesn't hold down a regular place in lists as do Trukk Boys, Lootas, Biker Nobs, or Kustom Force Fields BMeks.
The purpose of this Tactica is to shed some light on how to bring these Deffkoptas back into the limelight, to open debate on whether they're a good choice, and for people who have used them to share their experiences.
Wotcha got dere, den?
So let's look a bit closer at the Deffkopta. At first glance, its statline isn't spectacular with its weaknesses being an unboostable Leadership value and poor Initiative, and its strengths being a higher than average toughness, a decent armour save for Orks, and multiple wounds. But I reckon the real boon of the Deffkopta are its special rules - Scout (coupled with Jetbike), and Hit and Run - I'll explain more in the Taktiks section. The Kopta is built to exploit its fast-moving maneuverability, soak up some fire if needs be, and repeatedly harangue the backlines of the enemy.
So how can we combat the weaknesses, play to its strengths and utilise its extremely useful special rules?
Waaagh-gear!
The options open to a Kopta are surprisingly varied, although do not be deceived - a relatively cheap jetbike squadron can suddenly rack up into many points if you over kit them. Twin-linked Big Shootas are nice but you have access to Big Shootas elsewhere in the list. Twin-linked Rokkits are intriguing and certainly tempting in an army book that doesn't have good shooting and relies on CC to combat AV. A Kustom Mega-Blasta is a big big point sink - its strength and AP are nice but you get one shot at average range that will miss 4/6 times. The buzzsaw is the most expensive upgrade available but suddenly turns the Deffkopta into a 3A, S7 rear-armour busting threat. A bigbomm is another fluffy, but precarious and expensive option.
All in all, the Deffkopta profile and options seem to suggest that a lightning-fast, hit and run, raiding unit that hits hard and fast is going to be our best bet. What needs to be understood here is that you cannot search for versatility with the Deffkopta, but kit them out for a single purpose, as now explained.
Taktiks aka Sneeky Stuff aka 'ow To Run Dem
All this has been building to this section. I'd like to open the thread by proposing two builds that have proven incredibly useful then explain why and how to use them:
Option 1 - 70 pts.
1 Deffkopta - Twin-Linked Rokkit Launchas, Buzzsaw
Option 2 - 160 pts.
2 Deffkopta - Twin-Linked Rokkit Launchas
1 Deffkopta - Twin-Linked Rokkit Launchas, Buzzsaw
These options configure the Deffkoptas to do the job they should be doing - cracking open enemy tanks on the first turn by assailing their rear armour. These builds also complement the special rules needed to achieve this tactic. The only thing that holds against this are the dreaded Land Raiders.
The idea works in any scenario but best in Annihilation, and even better if you can get first turn. I'll explain:
Deploy them as far forward as possible, opposite armour. Before battle, use their free move (Scout) to turbo-boost 24" towards the biggest threat to your Boyz. Then move as usual to the rear of armour, (if possible), firing rokkits and assaulting in - all attacks auto-hit, then Hit and Run behind some available cover to put you as far out of LOS as possible.
Option 1 is great in smaller lists against opponents that like to field a Leman Russ or two, for example, in lower point games. Its a precarious Kill Point if unlucky, but worthwhile if you can pull it off. And after all, dats wot Orksies are all abowt - RISK! I played a friend last week who played two Russes in an 800point battle - my lone Kopta (Option 1) got behind one Russ first-turn, immobilised it with a Rokkit, then assaulted it and destroyed the battle cannon. Hit and Run then put it behind a building out of line of sight. For the next few turns, the Kopta harrassed the two battle tanks, effectively forcing my opponent's hand and limiting their use.
Option 2 gives you a bit of an air-cavalry and expands on the idea behind Option 1.
Anyway, I'll leave it there - want to see what others think first.
Has this been helpful to you? If so, click the little thumbs up button on the bottom of my avatar sidebar! Cheers!
Q