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Are Deffcoptas any good in the new codex,and what would be the best use of them?
I'm so-so at this point. If they had the Exhaust Cloud like Bikes I'd likely take them over Warbuggies for TL Big Shootas and/or Rokkit Launchas. They could be good flanking units, being Jet Bikes they can get anywhere quickly and have the full range on Big Shootas. But by the same argument, Warbuggies can do the same job...
However unlike warbuggies Deff Koptas have access to Big Booms and Buzzsaws, basically a one-use blast template and a powerklaw, respectively. Also, the DK has the Scout, Hit and Run, and Furious Charge rules. This makes them much faster, and easily adaptable to assault if needed. The warbuggies aren't however can take vehicle upgrades liek red paint and grot riggers, plus they are cheaper then DK's.
hey don't forget the Dk's abilit to jump back behind cover due to it being a jet bike,
i wasted my whole life on warhammer so it's a good thing i have 2 wounds and a 2+invul
One matter is unit size, if you want a fast strike force then coptas offer more models per unit.
Also buggies are tougher against everything up to str 8, and always have a pretty good chance to live, regardless of ap.
A lasgun hurts coptas on 6, and can't hurt buggies.
A bolter hurts coptas on 5, and buggies on 6.
A Heavy bolter hurts coptas on 4, and allows no save, it hurts buggies on 5, and there's always a chance to survive.
You see where I'm going I hope.
Also power weapons don't do anything to buggies, so
Orks - esp the new ones - thrive from feet on the ground
unless your playing speed freaks, Stormboyz are the way to go... strong and weirdboyz extra waagghh, sweet turn 2 combat
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Remember though that Koptas are now only S3, so that Buzzsaw, which is the same price as any other PK, only makes then S6 (7 on the charge).
Also, Tossy, Stormboyz don't benefit from the Waaagh rule. At least in the current leaked Codex I have they don't list Waaagh as a special rule. But I agree that the new Orks benefit from feet on the ground. Currently I play strictly speed freaks, but with the new Dex I will likely have a mix.
I think the deffkoptas look like they could see a lot of use, sure a 4+ armour save isn't THAT great but it soon turns invulnerable if you turbo boost. The fact that the bomb can be used on the turbo is awesome, coupled with the scout move, you can be expecting to flatten imperial guard command squads hiding at the back in no time! if they survive, which they may well do (4++ is surprisingly handy) they'll be in a good place to rokkit rear armour etc., something their quite adept at. sure this squad gets expensive but with the incredible cheapness of just about everything in the codex, who's fussed?
I think the (not posting exact stats) more than 1 wound is also v.useful, adding to survivability in combat. (especially as warbiker nobs only have 1 wound. why i'm not sure. i hope it's a mistake!)
And who wouldn't want a squad of multi-wound flying nutters with power fists (with a 24" first-turn charge range!!! scout+bike+charge )?
If I've replied, i've probably used Italics...
www.goodbyeboltgun.blogspot.com - Some of my stuff.
First of all, I thought furious charge got applied before the double.
And second, there's 2 entries for every unit, the first one has all the fluff and rules, the second is the points.
The fluff one for Strom boyz does have Waagh!, the points one doesn't.
I would suggest that they do get it, but the way the rokkit packs work effectively means they already have fleet, so 12" +2D6" +6" is anywhere from 20" to 30" movement (including charge) in ONE TURN!
Storm boyz are officially the fastest unit in the game.