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An Essay Pretaining To The Tactical Viability Of The Deffwing
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Old 22 Dec 2008, 20:17   #1 (permalink)
Shas'Vre
 
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Default An Essay Pretaining To The Tactical Viability Of The Deffwing


  • Warboss Kalazaklawh, Kommanda of the newly established Deffwing Krumpany, strode easily through the battlefield, walking through the feebly constructed barricades erected by the Imperial Guard as if they were not even there. Taking note of his specially trained Orks, he began to think. This was unheard of for an Ork and soon Kalazaklawh turned back to the battle, ferociously taking the head off of a Guardsman equipped with grenades. Obviously a suicide bomber. The grenades exploded, peppering Kalazaklawh with stinging fragments of the miniaturized bombs. Of course he was all right. The only thing that the paltry attempt to kill the hulking warrior had achieved was that the fragments had scratched off a portion of his war paint. In side the armored beast, standing nearly 15 feet tall, Kalazaklawh was more then safe. And he thought that he needed tactics, he scoffed at himself as he lined up a group of Stormtroopers with the barrel of his formidable Shoota.


    Many moons back, Kalazaklawh had just been a regular boy, yet, throughout the bloodshed and the unwarranted killing, he sensed that there was a higher calling in life that he was struggling towards. His muscles grew at a rapid pace, yet his mind did as well. Relative to the rest of his society, he was an intelligent killing machine, and his grasp of some basic tactics and maneuvers brought him the rank of Nob. Still he grew, both in brawn and brain, and was soon awarded command of a squad of Meganobs. It was at this moment when both this size and his capacity for retaining and utilizing knowledge came together. He went rogue, bringing with him sixty of the Warboss's best soldiers, primarily Meganobs. Thus, WAAAGH! Kalazaklawh was born. Woe to the galaxy.

    First things first, I believe that a definition of the so called “Deffwing” is needed. Based upon the Deathwing, the First Company of the Dark Angels Space Marines, the Deffwing are to the Deathwing as the Ravensquig are to the Ravenwing. Both revolve upon a completely different force composition than regular Ork armies, the Ravensquig relies on the agile and exceedingly fast performance of Orkoid bikes, while the Deffwing capitalizes on the Orks natural stubbornness and brute strength, while enhancing these natural phenomena with colossal suits of Mega Armor. Both have their advantages and drawbacks, which will be discussed, at length, later.


    Of the sixty warriors that Kalazaklawh took with him on that fated day, twenty of them were Meganobs. They formed the core contingent of his army, slashing and bashing through ranks of enemies as if they were Grots. Of the other twenty, ten of them were crew for the various vehicles that accompanied their operators in their mass exodus, and the rest of them were regular boys, forming into smaller groups. Kalazaklawh soon mixed things up. Relying on the capacity of command of his Nobs, he instead focused on the overall layout and conduction of the entire battle, often foregoing involvement to gain tactical know-how. This served two purposed. Firstly, he gained personal knowledge, and secondly, hearing of how he allowed his Nobs more freedom, more and more Orks came to join him. His ranks swelled. How much longer could the galaxy contain him?

    In order to have a completely and fully Mega Armored army, you must follow these minimum prerequisites.

    Key: Mandatory, Optional
    [list type=decimal]
  • 2 Warbosses equipped with Mega Armor
  • Both of the two Troop selections must be made up of MAN squads(Mega Armored Nobs)
  • [color=green]No Fast Attack selections may be purchased[color=green]
  • Any number of the Elites selections may be occupied by MAN squads
  • The only Heavy Support choice that may be purchased is the Battle Wagon

There are also many variation of this standard force organization that capitalizes on the sheer strength in Close Combat powers of the MAN. There are less requirements then that of a pure MAN army, but they have to be touched on as well.

Key: Mandatory, Optional
[list type=decimal][*]Any number of Warbosses equipped with Mega Armor[*]Any number (depending upon the number of Mega Armored Warbosses included) of MAN (Mega Armored Nobs) squads occupying your Troop selections[*]Any number of the Elites selections may be occupied by MAN squads[/list]
Of course, in order you stick to the overall feel of a Deffwing army, you will want to have these selections, regardless of whether you are playing a pure Deffwing army, or a hybrid army. These minimums are discussed below.
[list type=decimal][*]At least one MAW (Mega Armored Warboss)[*]At least one MAN squad occupying a Troop selection.[*]At least one MAN squad occupying an Elite selection.[/list]
In order to enhance the comparability to Deathwing, many Deffwing players opt to include Mad Doc Grotsnik and give Cybork Bodies to all of their MAN and MAW squads to add a 5+ invulnerable save to each MAO (Mega Armored Ork). In addition to being extremely fluffy, this also has a huge impact upon the tactical viability of Mega Armored armies. With out this important Invulnerable Save, every MAO is extremely vulnerable to Instant Death Weapons, especially Power Fists. A single Space Marine Sergeant equipped with a Power Fist could feasibly destroy 3 MAO by himself. The addition of a 5+ invulnerable save will circumnavigate this slight set back.

Another variation of the list for the player to include a Warphead as a Headquarter choice, which allows the possibility of the psychic power of ‘Ere We Go to be enacted. This also relates nicely with the Deathwing philosophy, depicting the uncanny habit of Deathwing Terminators to deep strike into battle. Even if you do not make the roll necessary to constitute the ‘Ere We Go rule, the other psychic abilities of a Warphead make it a formidable foe for your enemies.


Back in his Finking Room, Kalazaklawh, now ridded of his cumbersome armor, was now free to enhance upon his previous innuendos on the battlefield. He had lost 3 of his most trustworthy Nobs and one of his Trukks. These losses, he believed, could be cut down, provided he could think of a proper strategy in which to employ the next time he faced an enemy as stubborn as the Guardsmen he just got done krumping. He put his Squig Ink Pen to the notebook he had laid in front of him and started to think. This was harder then he previously thought.

Warboss- 140 Points
  • Mega Armour
  • Cybork body
  • 2 Attack Squigs

Warboss- 140 Points
  • Mega Armour
  • Cybork body
  • 2 Attack Squigs

5 Mega Armored Nobs- 200 Points

5 Mega Armored Nobs- 200 Points

5 Mega Armored Nobs- 200 Points

5 Mega Armored Nobs- 200 Points

5 Mega Armored Nobs- 200 Points

Trukk- 60 Points
  • Rokkit Launcha
  • Red Paint Job
  • Grot Riggers
  • Armor Plates

Trukk- 60 Points
  • Rokkit Launcha
  • Red Paint Job
  • Grot Riggers
  • Armor Plates

Trukk- 60 Points
  • Rokkit Launcha
  • Red Paint Job
  • Grot Riggers
  • Armor Plates

Battle Wagon- 135 Points
  • Red Paint Job
  • Grot Riggers
  • Armor Plates
  • Kannon
  • 3 Big Shootas

Battle Wagon- 135 Points
  • Red Paint Job
  • Grot Riggers
  • Armor Plates
  • Kannon
  • 3 Big Shootas

~1850

This list gives you 56, 2+ wounds that have to be taken away. Although this list is extremely slow, every unit and character has a transport. Every vehicle is fast and open topped which allows the units to have an assault move out of the vehicle. The assault range for the MAN in the Trukks is a thing of beauty, being around 20 inches. For assault-oriented armies, the tactics for this list would be to sit back in the relative safety of their transports and fire at the oncoming onslaught. There is 18 Big Shoota shots, 3 Rokkit Launcha volleys, and 35 24”/ 70 12” Twin Linked Shoota shots. That’s a hefty amount of firepower. Once the charging enemy is within assault range, you may disembark and charge. With Ferocious Charge, that adds up to a Klkn load of attacks with Power Klaws.

Warboss- 140 Points
  • Mega Armour
  • Cybork body
  • 2 Attack Squigs

Grotsnik- 160 Points

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

12 Ard Boyz- 205 Points
  • Nob
    • Power Klaw
  • Rokkit Launcha
  • Trukk
    • Rokkit Launcha

Killa Kan- 60 Points
  • Mega Blasta
  • Grot Riggers

Killa Kan- 60 Points
  • Mega Blasta
  • Grot Riggers

Killa Kan- 60 Points
  • Mega Blasta
  • Grot Riggers

~1850

This is the list that I personally am planning on using in most every battle that I play. It builds upon the idea of the pure Mega Armored army; The Battle Wagons spearhead the attack, with the Warboss with one squad of MANs and Grotsnik with the other. The 5 additional MANs are located the last one. The Kans gives you more cheap scoring units, and grot riggers are effective tools to keep them mobile to keep them scoring. The regular troops are Ard Boyz, more expensive, but with sluggas and choppas and a 4+ save they should still be good in melee, with another Power Klaw to tackle monsterous/ leaders/ trouble units. The list should be fairly competitive while retaining its “fun factor” as well.

Warboss- 140 Points
  • Mega Armour
  • Cybork body
  • 2 Attack Squigs

Grotsnik- 160 Points

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

5 Mega Armored Nobs- 395 Points
  • Cybork Bodies
  • Battle Wagon
    • Armor Plates
    • Kannon
    • Deff Rolla
    • Grot Riggers
    • Red Paint Job
    • 3x Rokkit Launchas

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

12 Ork Boyz- 127 Points
  • Nob
    • Big Choppa
  • Trukk
    • Rokkit Launcha

~1850

In this variation of the second list, the Killer Kan’s and ‘Ard Boys have been swapped out for three scoring units of regular boys. These boys should, for optimal performance, be equipped with Shoota’s instead of Sluggas and Choppas. The reasoning for this is because of the assault orientation of the rest of the army, these boyz play a much smaller role in the composition of the army, and are, essentially, objective grabbers and (hopefully) keepers.


As Kalazaklawh got farther and farther into his analysis of his troupe, he began to understand why the humans planned out each battle so diligently. Although he too first believed that it would be an incredible waste of his time, he soon began to understand that there were glaring holes in his battle plans and warpaths. If corrected, he would sustain less losses and gain more experience. With a grin on his face, he became more and more intrigued with the sly innuendos associated with battle.

Like every other army in the 40k universe, Deffwing have drawbacks as well as advantages that they can utilize in battle. Discussed below are only a few of the tradeoffs that will accompany you if you choose to play Deffwing.

Advantages of Playing a Pure Deffwing Army
  • Every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesn’t mean that the army will be ineffective or bad, just that it’s tactical options will be extremely limited.
  • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000 point battle and field only 25 models.
  • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
  • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. My army, for example, will be based around the leadership of a steampunk-like Mega Armored Warboss who is, in actually a renegade Grot who commandeered the most powerful Dreadnought in his former army, and then enlisted the help of a group of Rebel Grots who command a fairly large contingent of Grot Tanks, my count as Mega Armored Nobs. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.

Disadvantages of Playing a Pure Deffwing Army
  • Vulnerable to AP 2 weaponry and Instant Death weapons.
  • Extremely low model count.
  • Lists that normally aren't competitive will be against Deffwing, such as actual Death Wing. Lysanderwing - not extremely uncompetitive, granted, but not top tier - would be even worse for MAN oriented armies. Sisters of Battle would have a fairly easy time, and so would a Witch Hunter army using units such as Penitent Engines and Arco Flagellants. Deffwing are much more of a fluffy army then a competitive army.
  • Very set around a non-variable set of tactics. There really isn’t much room for innovation and even less for adaptation, both on and off the battlefield.

Advantages of Playing a Hybrid Deffwing Army
  • Nearly every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesn’t mean that the army will be ineffective or bad, just that it’s tactical options will be extremely limited.
  • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000-point battle and field only 25 models.
  • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
  • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.
  • More room to tactical adaptation.
  • Higher, though not when compared to other horde armies such as Tyranids, model count, relative to Pure Deffwing.

Disadvantages of Playing a Hybrid Deffwing Army
  • Vulnerable to AP 2 weaponry and Instant Death weapons.
  • Extremely low model count.
  • Lists that normally aren't competitive will be against Deffwing, such as actual Death Wing. Lysanderwing - not extremely uncompetitive, granted, but not top tier - would be even worse for MAN oriented armies. Sisters of Battle would have a fairly easy time, and so would a Witch Hunter army using units such as Penitent Engines and Arco Flagellants. Deffwing are much more of a fluffy army then a competitive army.


As soon as the battle began, it was won. Through the obtainment of objectives, higher ground, and resources, Kalazaklawh's plan came into realization. Not one boy was lost that day, and the enemy suffered staggering casualties. Kalazaklawh was, in turn, well equipped and well suited for his conquests. He claimed this world as his own. It would be from here that his strategic strikes and deftly crafted wars would be commenced from. Helznok, it would be called, Home of Kalazaklawh.

In conclusion, The Deffwing do have their shortcomings. But what army in the 40k Universe doesn't? Tau are terrible in Close Combat, Tyranids need Synapse, Necrons Phase Out. This is all included to keep the balance in the game that we play. Tactically, Deffwing are as sound as you choose them to be. You could play them as a radical and wild company of insane soldiers, marshaling no disobedience at all, or you could play them with the dedication and vigor of regular Deffwing, with an advanced sense of tactics and maneuvers. Deffwing are extremely underplayed in the 40k Universe, and I hope that this article will help the great citizens of this forum change that sad fact. [/list]
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Old 22 Dec 2008, 21:36   #2 (permalink)
Shas'Ui
 
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Default Re: An Essay Pretaining To The Tactical Viability Of The Deffwing

I read this on your other thread. It is quite a nice addition to our thematic armies andn I'm sure that Thor will add it in. I have only one small bone of contention. If you are using deffrolla wagons you will be shooting only one weapon as you advance your BWs. Now i do always take a big shoota ( to prevent an immobilized result ) but generally that is it - deffrolla, big shoota, plates and riggers. On the Manz themselves I like to add a kombi-scorcha.

I have a custom Grotsnik that I tried out with my Manz. I have to say I was not that fond of his rules. I would rather fit a KFF Mek in a BW to give all my BWs and Trukks an 'obscured save'. Of course neither the Mad Dok or the Mek allow you to field a squad of Manz as troops.

For your Ork boys in trukks - well toeach his own but I really like a Nob w/ PK and Bosspole and I never use rokkits on the trukk - just a ram. Riggers also are pretty useless on a trukk.

That said - very nice writeup.
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Old 22 Dec 2008, 22:01   #3 (permalink)
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Default Re: An Essay Pretaining To The Tactical Viability Of The Deffwing

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Old 22 Dec 2008, 22:47   #4 (permalink)
Shas'Ui
 
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Default Re: An Essay Pretaining To The Tactical Viability Of The Deffwing

nice tactica however I'm pretty sure a warboss can't have 2 attack squigs just 1 also I'm sad to see grots not mentioned since they can be extremely valuable to a deffwing just drop a single MAN and get an 11 men scoring unit.
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