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post #1 of 20 (permalink) Old 03-28-09, 01:32 AM Thread Starter
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Deffkoptas viable?

Yeah well just needed some advice about Deffkopta's. They're good and all with a couple of wounds with a decent armour save as well as being on a jetbike but are they really that useful? They have TL rokkits but it seems that having tankbustas would seem more viable to me, you have a larger volume of shots, tankhammers, bombsquigs and a Nob to re roll those nasty leadership checks. So what would you suggest, much appreciated

My advice to you is to get married, if you have a good wife you'll be happy; if you get a bad one you'll become a philosopher.

In the grim darkness of the future the economy has even hit daemons, The Changeling is working at White Castle and Skarbrand is giving head in the alley next to Fateweaver's.You ever receive fellatio from a rhyming demon? It's a bad scene man.

Sticking your junk into a fang-filled mouth that breathes fire doesn't strike me as particularly smart.
Which is why that option should be available to any willing to take it.

In fact, there should be fang-faced, firebreathing demons on every streetcorner offering to pay 100 dollars to give BJ's. The gene pool would be vastly better off without anyone incapable of thinking it through.
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post #2 of 20 (permalink) Old 03-28-09, 02:40 AM
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You are comparing a scalpal to a chainsaw. If you were looking for a unit that could make a first turn surgical strike to an opponents tank then deffkoptas are the way to go. If you looking for a unit that is going to just make a mess out of everything that it comes across then the tankbusta's are the unit for you.

Deffkoptas in small units or individual units work great. Tankbustas need the group to be very effective but you are also forgetting the tankbustas weakness. If there is an armor vehicle that they can see infront of them but out of range of their rokkits they still have to fire at it. This does not allow them to run that turn also if an infintry unit is near them but they can see a tank they have to shot at the tank this means they can't assualt the infintry unit leaving them exposed to being charged by that unit next turn which will leave the unit reduced in numbers or destroyed all together.

So both are good but they have different rolls and functions in an ork army and how a warboss would use them. I like both units personally.

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post #3 of 20 (permalink) Old 03-28-09, 06:45 AM
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Deffkopta's give you awsome movement in your army.

I am a long time speed freeks general and the only thing scarier than orks is mobile orks!
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post #4 of 20 (permalink) Old 03-28-09, 08:19 AM
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I'm currently fielding 15 koptas in my ork army and i've ganked points to give all of them klaws and rokkits - turn 1 combat with all 3 units is just full on filthy.

iut's worth pointing out that if you turbo boost as your scout move and your opponent goes first you get the uber cover save in his turn which gives you survivability if you don't have the initiative.

it's a hrad list to win with despite the hardness though. since you tie up a LOT of your points in those little koptas.




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post #5 of 20 (permalink) Old 03-28-09, 09:07 AM
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They're a real pain in the ass!
Turn one power-klaw charges are an amazing way to stop your opponent shooting up your mob while it's coming full pelt towards their lines...

They're also pretty survivable (T5 2W) although I wouldn't recommend tying up too many points in them as you'll lose out on more BOYZ!

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post #6 of 20 (permalink) Old 03-28-09, 10:07 AM
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It depends on the player, personally I love them its so much fun when your opponent just realized he battlesuits/tanks just got raped by flying orks
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post #7 of 20 (permalink) Old 03-28-09, 01:22 PM Thread Starter
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Thanks for the advice, I guess I'll give the Deffkopta's a chance again, I posted this because my experience with them has been less than satisfactory. They helped take down a couple of transports/tanks with the outflanking but swiftly got beat in HtH and the rest ran like panzee grots and got run down. Oh well I'm adding PK to them next time

My advice to you is to get married, if you have a good wife you'll be happy; if you get a bad one you'll become a philosopher.

In the grim darkness of the future the economy has even hit daemons, The Changeling is working at White Castle and Skarbrand is giving head in the alley next to Fateweaver's.You ever receive fellatio from a rhyming demon? It's a bad scene man.

Sticking your junk into a fang-filled mouth that breathes fire doesn't strike me as particularly smart.
Which is why that option should be available to any willing to take it.

In fact, there should be fang-faced, firebreathing demons on every streetcorner offering to pay 100 dollars to give BJ's. The gene pool would be vastly better off without anyone incapable of thinking it through.
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post #8 of 20 (permalink) Old 03-28-09, 10:43 PM
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well it also all depends on the table your playing on. I mean I normally fight Space Marines and their favorite stratigy is the pie plates on my boys with whrilwinds. IF you have a small table and your coptas are together. then BOOM no more coptas.
....
I guess what im trying to say is, keep it flexible if you want to save lots of points id go with the tank bustas in a trukk, sending it hurtiling towards the nearst vehicle, Trucks are great as they are fast, as well as letting that tank hammer work magic and as an added bonus make a great ramming vehicle.

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post #9 of 20 (permalink) Old 03-29-09, 05:05 AM
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Remember that they can have TWL Big Shootas. My brother fields 6 Defkoptas that's 18 TWL S5 AP4 shots on the move
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post #10 of 20 (permalink) Old 03-29-09, 05:14 AM
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Having your Deffkoptas play a role in your army is key to victory. I don't personally play Orks but like someone mentioned before, they are like a scalpel.

Depending on their equipment and how many you get their role can change.

Shootas are anti infantry
Rokkits are anti tank
Klaws optional

Just remember, they are apart of the army and they are not THE army. Use them to compliment your list.

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