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![[Post New]](/s/i/i.gif) 2009/02/12 12:57:29
Subject: Ork Kommandoz infiltrate question
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Yellin' Yoof
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Hi all,
Idea of how to use my commandos like this when playing a SM player:
I guess that he will use a squad or two of scounts, probably with heavy bolters. In his infiltrate move he will most probably put them into some cover (say a 3+ cover save ruin) in the middle of the field in shooting range for his weapons, or somewhere away to score victory points:
My idea is now to use a five man squad of Kommandos to infiltrate just next to them. Two of them are equipped with flamers and one nob with powerklaw (this squad is about 105 points).
* If I get initiative I might just flame-wash him out of cover and assault to kill the rest
* If he gets the initiative he is busy shooting me to pieces and probably assaulting me and so cannot shoot on something more valuable. I may be very lucky and survive his first turn an and assault myself in my fist turn (depends on how strong his scouts are).
Good idea? Viable? Or just crap?
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I used to collect WarZone and Void minis but have sold them off after my first look at the Black Reach box. |
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![[Post New]](/s/i/i.gif) 2009/02/12 13:09:09
Subject: Ork Kommandoz infiltrate question
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Blackclad Wayfarer
From England. Living in Shanghai
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Well there are restrictions to the infiltrate rule about distances from enemy units. I can't remember exactly but it's all in the rulebook.
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2009/02/12 13:11:22
Subject: Ork Kommandoz infiltrate question
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Been Around the Block
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Well you can't infiltrade anywhere within 12" of him if he can't draw LOS from any of his units to your squad, 18" of them if he can, so you can't infiltrate just next to him.
You can set up the 18" away, move 6" towards him and open up with your sluggas, but theoretically if everything is measured right only a few of your kommandoz will be in range the first turn.
This isn't really a rules question, more of a tactics question.
-Scott
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![[Post New]](/s/i/i.gif) 2009/02/12 14:38:08
Subject: Ork Kommandoz infiltrate question
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Dominar
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Is your concern that you're worried about the Scouts killing off your Boyz (seems you want to counter the firebase that the Scouts create?)?
Scouts are BS3, so only 1/4 of all their shots will actually stick a wound on you. The heavy bolter can knock some guys down with their poison template, admittedly.
So for an easy counter to this, what about two squads of Trukk Boyz. You don't even have to give them a PK Nob. That'd run you 100 pts with red paint, and it's virtually an automatic win versus his scouts.
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![[Post New]](/s/i/i.gif) 2009/02/12 15:41:17
Subject: Ork Kommandoz infiltrate question
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Longtime Dakkanaut
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The rules part of your question.... is that you can't infiltrate next to his scouts, so the tactics aren't really relevant.
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![[Post New]](/s/i/i.gif) 2009/02/12 20:01:26
Subject: Re:Ork Kommandoz infiltrate question
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Yellin' Yoof
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Cheers. I wonder, how battles are played that field many infiltrators when the rules deny them getting too close.
Will look it up in the rulebook.
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I used to collect WarZone and Void minis but have sold them off after my first look at the Black Reach box. |
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![[Post New]](/s/i/i.gif) 2009/02/12 20:49:28
Subject: Ork Kommandoz infiltrate question
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Grovelin' Grot
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5 kommando's isn't really worth it. If you could max the squad and use snikrot then it's pretty good. If you both have infiltrators and want to use them that way instead of outflanking then you'd roll off to see who deploys their infiltrators. If you don't have a full squad of kommando's per say, then just use boys and say they're Kommando's
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![[Post New]](/s/i/i.gif) 2009/02/12 22:36:05
Subject: Re:Ork Kommandoz infiltrate question
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Kommandos aren't particulary special until you stick Snikrot into the unit and give them the Ambush special rule so that they can come on from the back edge. THAT puts the fear in your enemies.
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