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Author Topic: Kunnin Plans: The Deffkopta-Warboss Slingshot  (Read 2621 times)

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Offline MagicJuggler

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Kunnin Plans: The Deffkopta-Warboss Slingshot
« on: October 27, 2010, 01:41:00 PM »
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Okay fellow Warbosses, listen up. Warboss Magic has a kunnin' plan to help you get stuck in quicker, and all you need to help out is a unit of two Deffkoptas (though having more is also viable). This trick is for if you're going first by the way.


Pictured here is an archetypical Imperial Guard army. The sort that you'd rather not fight on a bad day, no? But this deployment works for practical demonstration purposes. Opposite it is a not-so-standard Ork army, with 3 Loota units (bunched up in this case for convenience sake, and because said IG list has no blast weapons), 3 Battlewagons, and 6 Killa Kans. Notice the Warbosses deployed inside the unit of Ork Boyz.


The trick is as shown above. You first Scout your Kopta unit so that they forms an imaginary "right" triangle more-or-less. Remember to stay 12" from enemy units.


Now, you move your Deffkoptas so that one of them is 6" away from the enemy. You should have no trouble guessing this distance, for you had to premeasure enemy distance when Scouting. Meanwhile, the other Deffkopta hangs back just enough so one of the Warbosses can enter 2" coherency; the other Warboss should be able to enter 2" coherency of *this* Warboss as well.

When it comes time to assault, your Warbosses will get pulled into the combat though will not take part in the first round; they will most likely be able to fight on the subsequent round after they do Defender Pile-In; against infantry units, this minimizes the amount of damage you do in your turn, while more-than-likely ensuring you'll break them during *their* turn.

As for the unit itself, it isn't a distributed Nob Unit, but most enemies do not want it running around their backfield. Every model is treated as a unique wound group, the unit is always in 50% cover, and is treated as Toughness 6 (unless you decided to take more than 2 'Koptas). For not competing slotwise with Nob Bikers or Battlewagon Nobs, this isn't a bad deal. If you're going second, you can either Outflank the Deffkoptas, or start the Warbosses with them before having them break off to eat static vehicles or small units.

The main drawback to running a 2 Boss/2 Kopta setup is that it means you'll have to go without a Kustom Force Field. Personally, I've moved away from using the KFF in most games, but it's a serious issue to take into account. The other drawback to this maneuver is if the opponent Seizes the Initiative.

Offline Azonalanthious

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #1 on: October 27, 2010, 01:50:34 PM »
While the warboss slingshot in general works I thought I would point out that it doesn't work in the picture you used for an example - no infantry/walkers!  So even though you'll get him joined to a unit assaulting, they won't be locked in combat.  :(

Offline MagicJuggler

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #2 on: October 27, 2010, 01:59:45 PM »
I understand this, though thanks for pointing it out.

That said, there are 3 Loota units and 2 Warbuggy units in this diagram. Surely at least *one* transport can be popped, so you can get at the chewy Guardsmen on the inside (though of course, this won't work if you end up Wrecking the vehicle instead...oh well). Additionally, taking Wazzdakka in place of a second Warboss is worth considering if you want to give Rokkits to your Deffkoptas.

This Deffkopta unit has been rather useful for me in the past, even if only as a giant fire magnet for the rest of the army to advance into place.
« Last Edit: October 27, 2010, 02:01:05 PM by MagicJuggler »

Offline Guildmage Aech

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #3 on: October 27, 2010, 03:45:37 PM »
Seems like a kunning plan, as you admit its very reliant on killing the specific chimera with an 'explodes' result though so you can get at the passengers. Its a bit risky but the payoff is likely to be well worth an attempt, could also be useful against other armies to advance warbosses quickly uptable.

That said, facing the mech IG army in this style is a nightmare anyhow so it could be well worth throwing something like this out there to put them on the back food. Successful or not, they're forced to choose between responding to it to prevent their lines being thrown out or concentrating on the battlewagons getting involved.
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Offline Eidolon

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #4 on: October 29, 2010, 03:51:22 PM »
This could work great on armies like nids, or lol terribad gunline armies that people are still running.

Offline starbomber109

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #5 on: October 29, 2010, 04:12:45 PM »
Seems like a good idea, could also work with three koptas and 1 warboss, but won't deliver as much punch in CC.  I'll have to try this sometime, won't work on everything though, but in those cases, the biker-boss and the koptas are still good.  This is something else for them to do.

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #6 on: October 30, 2010, 02:28:18 PM »
This could work great on armies like nids, or lol terribad gunline armies that people are still running.

Whatever keeps units bottled up inside their transports, really. It has its place against Marine Biker lists too (I have 3 rolls to catch a fleeing Bike unit, so chances of being Combat Tactics'd are fairly low), provided I can focus enough on shooting the Command Squads first.

Against hybrid armies (some Guard, Space Wolf, or most all Tau Lists), it helps you get into combat quicker, or can pull screening units away from the main fight; granted in several cases it might be better to send the Koptas in solo and *try* to trust in Hit and Run...

Against pure-mech lists, it doesn't work so hot, but the unit is still able to either turbo-boost, or provide some mobile (though expensive) fire support.

Offline Eidolon

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #7 on: October 30, 2010, 05:56:54 PM »
Obviously it is also situational, so you dont try it against an army you know it wont work on. I could see it actually surprising a lot of people, as I never would have considered it.

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #8 on: November 1, 2010, 08:09:36 PM »
I have 3 rolls to catch a fleeing Bike unit, so chances of being Combat Tactics'd are fairly low

If your ICs are part of the unit (which in this case they are) you'd only get one chance to sweeping advance. Remember that ICs are only considered separately for the purpose of making attacks, once you're past that stage they're back in the unit.

[/quote]Against pure-mech lists, it doesn't work so hot, but the unit is still able to either turbo-boost, or provide some mobile (though expensive) fire support.[/quote]

Indeed, losing a couple of koptas to blow up a manticore is a good trade at the end of the day. Its just a shame that the only boost for the combat ability is the expensive chainfist, a cheap option on tankbuster bombs would have been very welcome....
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Offline GreaterGoodIreland

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Re: Kunnin Plans: The Deffkopta-Warboss Slingshot
« Reply #9 on: November 1, 2010, 09:03:39 PM »
Lads, where do you get the model pictures?

 


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