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After contemplating whether to use Deffkoptas as a part of an army or not, I am left thinking that their Hit and Run ability is entirely useless. With such low Initiative the chances of them pulling off such a manoeuvre are unfavourably low and therefore I can't find seem to figure out why anyone would equip them for Close Combat; forking out over 70% their original points cost to upgrade to a Buzzsaw. True that they might prove useful on a vehicle's rear armour, but even the rokkits would be more effective. The only thing I can picture for these guys in close combat is to be swamped, so am I right in thinking they should just fly around avoiding any confrontation with chainswords and powerfists?
I always take at least one buzzsaw in a unit of 5. it's handy to have as it can discourage assault.
As well as assaulting tanks.
Granted, you should avoid combat as they are a small unit, but for attacking small vulnerable units, such as broadsides, or artillery units, it's nice to be able to deny armour saves and wound on a 2(mostly)
plus you have a one in three chance of passing the HnR. as odds go, that's not that bad. I've managed it a few times so far.
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That buzzsaw makes Deff Koptas extremely scary for vehicles and support units like Broadsides, Devastators, and Heavy Weapon squads. I like to run 5 big shoota koptaz with 2 buzzsaws as a general harassment, tank-killer unit. They work very well.
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1 buzzsaw on a unit of 5 is worth the points, but yea, the hit and run is mostly useless. So low I that its impossible to count on.
I think it was implemented as a defensive measure, rather than an offensive one. Deff koptas are meant to get in close and do as much havoc to heavy support elements as possible and get out so they can unleash hell elsewhere. If they fly in close, chances are they'll be assaulted quite a few times throughout several games, hit and run is meant to be used to back off from a unit thats just going to be a waste of time in attempt to hit more armour and heavy infantry.
I also disagree with people bashing their points cost. You can't ever look at a single unit as a whole, think about what they are capable of doing for the WHOLE army. Even if they just drop a Leman Russ and tie a unit up in combat for two turns, they are still saving the rest of the Boyz a LOT of trouble.
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I agree w/ GoreStompa 100% but hav to add:
I use Deff Koptas to fly around shooting rokkits in to vulnerable rear/side armour. I mainly play Guard/Nids and Deff Koptas are good against the rear armour of a Leman Russ Battle Tank.
I also use them to charge into a combat i am confident of winning but unsure whether i can wipe out the unit then use the koptas to seewping advance.
I am goin 2 increase the number of Deff Koptas in my army, probably another trio and will put a buzzsaw on one to see if it deters enemy assault, mainly i try to keep Deff Koptas in a position that it is impractical for the enemy to charge. SO that if they do, another unit of mine can wreak havoc.
Waaaaaagh!!! Good Luck to all players using Deff Koptas
fast ways to get into combat with vehicles and destroy em is the purpuse ide use them for