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Deffkoptas
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Old 11 Dec 2007, 22:25   #1 (permalink)
Shas'Saal
 
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Default Deffkoptas

I really like the deffkopta rulz, and they present great conversion opportunities, but they seem like kindof a points sink to me... anyone else think so?
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Old 12 Dec 2007, 02:07   #2 (permalink)
Shas'El
 
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Default Re: Deffkoptas

Oh Tao-Avatr, methinks that the Deffkoptas are gonna be a real bargin! They are like jetbikes and not limited during movement by terrain. They come with Twin Linked big shoota as standard equipment. This can be upgraded to a Twin-Linked Rokkit Launcha for a minimal point cost.

Add a "Buzzsaw" to the package and you have a Strength 10 power klaw (for all practical purposes). A 4+ armour save and a Toughness 4(5) makes for a tough cookie ............. all for seventy points.

............. it's an Ork bargin!!

Best Regards,

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Old 12 Dec 2007, 03:12   #3 (permalink)
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Default Re: Deffkoptas

Actually the deffkopta can't manage a str 10 power klaw. Best you can do is str 7 with furious charge. They don't get the extra strength they had in the old speed freak list and the furious charge bonus is applied AFTER the doubling.

Still, they have the potential to be a VERY annoying unit and an easy first turn charge against units vulnerable to assault.
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Old 12 Dec 2007, 03:24   #4 (permalink)
Shas'Saal
 
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Default Re: Deffkoptas

so what do you think would be effective unit sizes... I was going to field either all bikers or koptas... the new biker models are cool, but I was totally going to convert tau piranhas and eldar jetbikes for the deffcoptas
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Old 12 Dec 2007, 06:54   #5 (permalink)
Shas'El
 
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Default Re: Deffkoptas

And, IIRC, Deffkoptas have two wounds... again, nothing to scoff at!
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Old 13 Dec 2007, 01:44   #6 (permalink)
Shas'Saal
 
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Default Re: Deffkoptas

It's a steal, it basically fulfils the same role as a Warbuggy- a cheap anti-tank unit, then an objective grabber.

The Deffkopta for 10pts more than the Warbuggy: Ignores Cover for movement, is deployed in Escalation, gets a free 12" move before the game starts, can benefit from cover saves, is oddly more resilient than an AV 10 vehicle, can only be prevented from shooting by being killed (Warbuggy only needs to be Glanced)....and finally can if necessary charge units to tie them up (such as IG Heavy Weapons Teams, Fire Warriors, etc).

So to me, it's a no brainer.
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Old 13 Dec 2007, 01:52   #7 (permalink)
Shas'El
 
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Default Re: Deffkoptas

Quote:
Originally Posted by Fish Ead
Actually the deffkopta can't manage a str 10 power klaw. Best you can do is str 7 with furious charge. They don't get the extra strength they had in the old speed freak list and the furious charge bonus is applied AFTER the doubling.

Still, they have the potential to be a VERY annoying unit and an easy first turn charge against units vulnerable to assault.
Ack! Your absolutely right, Fish Ead. Karma point for keeping an eye on the old guy!

Best,

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Old 13 Dec 2007, 02:25   #8 (permalink)
Shas'Saal
 
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Default Re: Deffkoptas

well I'm convinced... I'm going to fill my fast attack section with them...
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Old 13 Dec 2007, 12:19   #9 (permalink)
Shas'Saal
 
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Default Re: Deffkoptas

One unit r good for me. Cool profile!
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Old 13 Dec 2007, 17:17   #10 (permalink)
Shas'Vre
 
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Default Re: Deffkoptas

Hilariously enough, there is nothing that says you can't turbo-boost on you scout move. Every other bike with Scout has that stated, but not the Deffkopta. You can start the game 1" away from the enemy if it suits you.
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