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Made in us
Mekboy Hammerin' Somethin'






The main armies I am basing my opinion on is MEQS (Blood Angels and Black Templars)

So far my Kommandos with 2 burnas and Snikrot have been unable to make back their points back... The most tempting targets to attack has been 10 assault marines and losing a couple of komandos but lose a lot of kommandos when they get assaulted by a TAC squad and lose combat by 1 and will be just whittle down or another Assault Squad will just flat out route the kommandos by beating them by 3... or I could Assault 10 Terminators, kill a few and then losing in next round of CC (provided I can roll less then 5 on 2d6)

My Deffkoptas are also not immune to not earning back their points as they have a habit of only completely disabling 1 vehicles and weakening 1 vehicle with either no shooting or no moving... Followed by a few dead marines the result is 2 squads that only recover 1/4 of their points but soak up many templates that would kill my boyz...

This message was edited 1 time. Last update was at 2009/03/27 03:22:50


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in ca
Stalwart Ultramarine Tactical Marine





Firstly, are you taking the maximum sized squad? Kommandos are as fragile as trukk boyz while costing twice as much. You probably are attacking targets that are too ambitious for them to handle, or letting your opponent get the charge against CC-oriented marines. Use the Waagh if you need it to get the charge.
   
Made in us
Mekboy Hammerin' Somethin'






Unfortunately there are not many units of infantry that cost close to 265 points that wont rip kommandos a new one... also the Kommandos can glance anything with AV 10 in the rear but unfortunately this results in the death of something that typically cost at most 140 points...

however against GEQS, I will say that they would wipe the floor with an entire unit of anything but when denied the charge and assaulted I do not how well they would fare...

It is not a matter of being out of range but things that I assault weaken the mob to a point where if anything charges the kommndos they fall apart like wet paper...

what are some better targets that Kommandos can handle and survive the assault of... or just assault and lose but cause enough casualties to weaken that unit to worthlessness
(like eliminate everyone but a IC and the IC will just die to a Mob assault)

This message was edited 2 times. Last update was at 2009/03/27 04:12:33


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in ca
Stalwart Ultramarine Tactical Marine





Remember that units don't have to make up their points to be worthwhile, just fulfill a role that will help you win the game. In objective missions, kommandos are especially useful to attack units that try to baby sit objectives. They also are good to help roll up gun line armies. I would suggest using them as a force multiplier to your main attack or to destroy vulnerable targets.
   
Made in ca
Devious Space Marine dedicated to Tzeentch






Creston, BC

Arbalest wrote:Remember that units don't have to make up their points to be worthwhile, just fulfill a role that will help you win the game. In objective missions, kommandos are especially useful to attack units that try to baby sit objectives. They also are good to help roll up gun line armies. I would suggest using them as a force multiplier to your main attack or to destroy vulnerable targets.


bingo

Use the Komandos to knock out scoring troops in the back, or to wipe out a unit/vehicle capable of shooting blasts and templates. They're so fragile and you're opponent will almost always shoot a unit that suddenly appears behind them. You can't really expect them to be hanging around by end of game.

I really wouldn't worry about the "making back points". Winning the mission is what matters.

Cheers!

   
Made in gb
Towering Hierophant Bio-Titan



UK

Also bare in mind that when you are thinking about "making their points back" you can look at this from a different angle.

If they go in and stomp somthing vital to the other guy (even if it doesnt cost as much as they do) then get shot to bits.. That is firepower against a unit that has already done its job and not directed at the rest of your force gunning it towards the enemy.

(Oh + every every1 else has said on this thread too)

HTH

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
 
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