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30/10/2009

Ork Deffkopter tactica




The previous nasty metal models were over priced and fell apart, now the ork deffkopter comes in a new plastic form which has been circulating for over a year. Now that deffkopters are every where like other pieces of the AOBR box set how do they fare in game.


The deffkopter is 35 points and for that you get the average ork profile but with the added bonus of 2 wounds and a 4+ armour save. Wargear sees a twin-linked shoota. Oh, they move as jetbikes so turbo boost and you get a 3+ cover save and move 24". And no difficult terrain tests, unless you start or finish in difficult terrain, which then actually counts as dangerous terrain. For 35 points I think thats a good deal. Oh, did I forget to mention you get scout and hit and run rule too :)

Wargear you can upgrade to a twin-linked rokkit for 10 points or a kustom mega blaster for 5 points. The mega blaster might be 5 points but its not twin-linked so forget about it. Rokkit is the way to go for 10 points. You can also get a buzzsaw which is basically a power fist and a big bomm, which is a large blast using S4 AP5 profile. The bomm you can use after turbo boosting, but only over a target you have flown over and costs 15 points. Here is the crap thing, you can only use it once. Ok it only scatters D6", but if you miss thats 15 points wasted and for basically a bolter template I don't think its worth it.

I arm my deffkopters with rokkits and one buzzsaw in the unit, this way they can go tank hunting. With each kopter having rokkits, and twin-linked they become a dangerous unit. Whats the point in having big shootas and moving that much and having scout? Just use them for tank hunting popping tanks and rear and side armour and be done with it. Buzzsaw comes in handy for assaulting vehicles.

What you can do is make your scout move, which can be 24". Then when its your turn you can move 24" too. So if you get first turn your deffkopters can move 48" before your opponent even moves! Personally I'd turbo boost forward, but after that I'd get the anti tank shots in. You can move 12" and have 24" range rokkits which gives a impressive range of 36" all together.

With scouts you can also outflank. This can come in useful for taking out vehicles on the table edge, but you've got to hope your come in the right table edge and is your opponent going to leave vehicles around the edge ready for you to move on and blow up? I don't think so. Outflanking isn't a reliable tactic for deffkopters, in fact it isn't a reliable tactic all together I don't think.

Deffkopters come in a interesting unit size, 1-5. Take a unit of 5 and its costing 175 points before upgrades. Throw on some rokkits and your anti tank unit is costing more than the tank itself, so its not really making its points back. Throw all rokkits on and do you think a tank is going to survive 5 x 8 S8 twin-linked shots? I don't think so. Ok, problem solved take in a smaller unit, say 3. But morale becomes a problem now. Kill one and you've lost 33% of your unit, rule is lose 25% and take a morale test. They have a leadership of 7 which is a average roll, but fall back 3D6. Could be risky and you've lost your tank unit.

Here's a remedy. Take them in singles if you have the fast attack slots free. Give one a buzzsaw and hide it behind the others to get a cover save. This why when they are shot at only one unit can shoot at one at a time, so your deffkopter takes 4 un-saved wounds you only lose one, if you had them in a unit you'd lose two :( . So taking them in singles but keeping them together works well for targetting and morale purposes.

Deffkopters are a simple impressive unit. Give them rokkits and one buzzsaw, keep them in single units to keep the wounds down. They kill tanks and do well at it. Thats all. Don't expect them to do a lot, but they can be really annoying. Give them some thought.


If you've got anything to add, or want to point out my mistakes be sure to leave a comment! :)