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Defkilla WT - Now Good?


xommul

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Hi Folks, 

 

Hows about this for a buffed HQ. 

 

He can call a Speed Waagh - Plus a Dakka Shot and adv/shoot without penalty (its not great as not many assault weapons remain) 

 

Put him in Evil Sunz with the Remsdekker Redder Armour Relic - Give him a WLT of Road Killa and Shokka Hull KJ

 

So he has a +4" Mv with Klan and relic taking him to 18". You can shoot his 12" weapons then use STRAT to get back out of range or behind cover. 

 

 

Need more range? He has 9" +1" one off advance if you want to get him somewhere fast and shoot (always without penalty in Evil Sunz) 

 

Or forget advancing if charging is your thing. 

 

Use Ramming Speed. 3D6 Charge and 3D3MW on 2+

 

So when he gets where he is going

 

He does 2 lots of D3 MW on the charge. (2+)

Makes everything in engagement range fight last

In melee does 5 S7 -2 2D attacks re rolling wounds. 

After enemy resolves attacks he does another D3 MW (4+)

 

Dont forget the 5+ Invun and Ramshackle. 

 

Opinions?

 

 

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Yes he is probably viable now.
Personally i like him with the brutal but kunnin' WLT as thats 6 attacks that re-roll wounds, then can fight again for every one that doesnt go through.
He has a couple of problems
1) Speed Waagh is pretty pants. It buffs shooting on an army that has a BS of 5+. That would be like giving tau an ability to either buff their shooting or combat.
2) The redder armour relic is locked behind one of the worst clans. And so for him to take it, you need to have a evil suns warlord.
But i would probably still find a way to get him into nearly every list, even as just a throw away unit to tie things up in combat.

Edited by toaae
removed random font and size changes
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Agreed, 

 

I would potentially run him in a detachement of 3 Dragstas wo they can fire their shokk rifles without penalty and then when he calls speed wagh they get extra AP on it. Might make the difference between a 6+ sv if a marine is in cover and it going straight through. 

 

Miss all those re rolls from Deathskulls. 

 

I still think the klans got needless nerfs when compared to other books traits. They kind of give each klan a little treat here or there but on their own all but goffs and snakebites cant stand alone. 

 

For those going to tournaments and wanting to take a competitive list of multi detachments they now have to paint their models in klan colours. 

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He really loves being an evil sun, as his weapons are all assault. But I've run him as a freebooter a couple times to great success. I usually give him the Junkboss WL trait for durability and throw him out as far as he can go to cause chaos on my enemies Frontline. He's a great distraction carnifex, but there are better options if you want to be killy.

 

In one game he finished off a drukhari Raider with shooting and then charged and killed 3-4 kabalites. He died the next turn but it took a huge chunk of my friends dark elf army to do it. Worth it.

 

And another game vs Tsons(old codex) he survived a charge from 5 terminators and then killed a chunk of them before dieing from brain bullets.

 

I also tried the SpeedWaaaagh! and it was pretty brutal. I do run Freebooterz with a crap ton of speed freaks though

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Not sure how good it is but one thing I noticed is I believe you can have 3 chances to inflict mortal wounds with a deffkilla. RoadKilla Trait + ramming speed is fairly consistent 2D3 mortal wounds on impact, and since he is a vehicle he can take Shokka Hull which means after the enemy is done attacking there is a chance they will eat another D3 mortal wounds.

 

Take the Rezmekka's Reddest Red relic on it and now you have the most obnoxious deffkilla trike to deal with in terms of it doing work. It may not be insanely durable but if you let it get a chance to charge and melee, it will do a fair wack of mortals on entry (4 on average) followed by melee which he gets to go first with and then after retaliation there is a chance he will deal more mortal wounds.

Maybe not something that would be competitive but you never know, would certainly be great at bulldozing objectives with basic infantry chilling on them.

 

To be honest, orks have a surprising amount of various ways to get "impact" hits, something I notice my Waaagh will have (My Warboss GubSkul will be wearing the Krushin' Armour, My deffkilla will be roadkilla because I think it just seems so flavourful). Not sure how that will pan out in the ork competitive scene but I could see Kustom Boosta-Blastas becoming pretty good and brutal just off their mortal wounding ability + good firepower.

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"For those going to tournaments and wanting to take a competitive list of multi detachments they now have to paint their models in klan colours. "

 

As long as they are differentiated from the other in some way visible, that should be enough. Just doing the bases in different colors for each clan is an easy way to have a unified looking force but still have the black bases are goffs and the red bases are evil suns despite both clans actual models being painted as Snake bites.

Edited by Galron
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"For those going to tournaments and wanting to take a competitive list of multi detachments they now have to paint their models in klan colours. "

 

As long as they are differentiated from the other in some way visible, that should be enough. Just doing the bases in different colors for each clan is an easy way to have a unified looking force but still have the black bases are goffs and the red bases are evil suns despite both clans actual models being painted as Snake bites.

 

 

Pretty sure they actually state that isn't good enough, they need to be clearly painted in different colours.

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  • 2 weeks later...

They do specify that different colored bases are not enough for detachments. I think its a needlessly nitpicky thing for GW to do, but hey its on the low side of nitpicky for them. I think its good for tournaments to tell chapter/clan traits apart, but limits creativity in painting and list making and me and my friends generally ignore it. I run cadians and its stupid to have 2 battalions of infantry painted different because I'm limited on troop slots, not to help with rules.

 

Getting back on topic, that trike is mean. In the couple games since the codex released hes been a pretty immediate target. Speedwaaaagh is a great ability alone and with his melee build he can wipe squads. Ive only played with guard against him so the MW haven't helped much, but that math makes me worry for when my wolf guard will wind up fighting him. My friend is running him, a bunch of trukk boys, and scrapjets, and can often overwhelm a section of guard and move on while the scrappjets tie up the big things. I forget which clan he had, but he had a reroll per unit for pretty much everything. He still sems a bit fragile to shooting as  hes big as heck compared to the trukks and unless hes well screened can go down to a couple missiles/cannons.

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The trike is a tax if you want Speedwaaagh! and not take Ghaz, but I don't think it's a bad unit. The Ork warlord traits can be tacked on to make him brutally tough to kill, which is how I would lean with it, but it's also not a bad unit for Brutal but Kunnin. Sure, I would take that on a Beastboss on Squigosaur first every day of the week, but the trike's melee has never been bad.

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