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![[Post New]](/s/i/i.gif) 2010/01/15 21:03:27
Subject: do these guys have a role in an ork mech list?
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Evasive Eshin Assassin
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dreads and kommandos. i dont know if an assault dread will be able to keep up with the all mounted boyz and frankly im a bit afraid of his I2. i thought if i just kept him running he'd be a nice follow up punch to the boyz. can someone with experience let me know, do dreads tend to get killed quickly due to their low initiative? i thought Kommandos might be a decent fit since they can infiltrate.
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This message was edited 4 times. Last update was at 2010/01/15 21:05:11
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![[Post New]](/s/i/i.gif) 2010/01/15 21:14:01
Subject: Re:do these guys have a role in an ork mech list?
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Stabbin' Skarboy
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Dreads no, since the battle will be over by the time they get there. Kommandos maybe, but I would still say no. Mechanized Orks are looking a a turn 2 charge generally, and kommandos will only be able to support this 50% of the time, less with a master of the fleet about. However, kommandos will outflank by turn 3 pretty reliably (83.3% of the time unless MoF is there.) They have the added benefit of being able to show up behind your enemy too, provided snikrot is with them (and I really wouldn't recommend them without.) Dreads don't tend to die due to their initiative unless you're fighting other walkers or MCs. Most of the time it's shooting, especially meltas that see the end of them or powerfists which always strike at I1.
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This message was edited 1 time. Last update was at 2010/01/15 21:15:29
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![[Post New]](/s/i/i.gif) 2010/01/15 21:19:03
Subject: do these guys have a role in an ork mech list?
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Waaagh! Warbiker
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Kommandos definitely. Particularly with Snikrot, anything that can get inside your opponent's head and keep him toward the front of deployment zone (meaning his units are in easy T2 assault range) or take away from his front row melee power as he places to counter-charge your reserves works in your favor. Snikrot can pay for himself pretty easily, though he is never a guarantee, and depends completely on what the opponent does. His real value is in deployment and options.
Dreads are up to personal taste. They will not make the turn 2 assault, so you are going to be following up the rest of the boyz when you have easy soft targets to land on. On games where everyone is mechanized, he'll make the front line at the same time as the rest of your troops. The assumption here being that you will use boarding planks and klaws to drop transports before actually getting out of your vehicles... In fact, he's a bargain at 105 to add additional str 10 hits on any vehicles you happen to pin with a grabbin' klaw.
He also typically won't draw a tremendous amount of fire, as the other vehicles draw priority away from him, particularly the battle wagon that the burnas are cruising in. If that battle wagon goes down, you would usually have another wagon to deal with, as the burnas move from their destroyed wagon to another and continue on their way. Add to that that your dread is the slower moving component of your army, and won't even get engaged until mid-game, and he's just not what they will focus on.
All of that said, he's not guaranteed to do anything, and is just as likely to be the bridesmaid instead of the bride in every single major battle as your orks mount up and go where they need to go while he treads along at 6+1D6 like a kid brother nobody wants to play with. This largely depends on how much of the battle is brought to you and how much you have to seek out, but it is a major consideration. 105 points buys 2/3 of a group of a trukk w/ boyz, and some games you'll honestly doubt he was worth that much.
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![[Post New]](/s/i/i.gif) 2010/01/15 21:21:04
Subject: Re:do these guys have a role in an ork mech list?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Greetings.
Kommandos are the perfect addition to a mechanized ork list. Here's a few reading references:
http://www.dakkadakka.com/dakkaforum/posts/list/0/265245.page#1113036
http://www.dakkadakka.com/dakkaforum/posts/list/263869.page
Let me copy one particularly relevant post:
8. Kommandos: Pay no mind to heathens telling you that Kommandos aren't worth it. Think of it like meta-gaming....having him in your list is a psychological advantage because it makes your opponent fear the table edges, meaning that they'll deploy closer to you, meaning you get to assault sooner. The board edge is 48" across. If they give up some of their rear and move closer to you, you have more wiggle room for getting stuff into assault together. However, this is honestly a unit where you either take 15 of them and 2 burnas, or you don't take them. Excepting Snikrot, these guys are I3 on the charge, meaning that you're not going first 99% of the time. You need survivability to stick around and WIN the combat you get into. Take 14 Kommandos, two burnas and Snikrot. The other day in a tournament, Snikrot came on the back table edge and tackled Eldrad and a squad of dark reapers set up in cover to snipe across the table at me the whole game. I ate them up tastily. Heavy weapon teams, IG anything, rear tank armor on anything that doesn't say landraider or monolith....these guys belong in an assault list.
The purpose of mechanized orks are to get into assault fast, as a wrecking ball, causing targeted damage. Snikrot helps define the table edges and the parameters of the battlefield. He *IS* the perfect complement to a mechanized list.
Dreadnoughts have no place in a mechanized assault force.
Deffkoptas do.
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![[Post New]](/s/i/i.gif) 2010/01/15 23:22:06
Subject: Re:do these guys have a role in an ork mech list?
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Mutilatin' Mad Dok
SE Michigan
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Dashofpepper wrote:Greetings.
Kommandos are the perfect addition to a mechanized ork list. Here's a few reading references:
http://www.dakkadakka.com/dakkaforum/posts/list/0/265245.page#1113036
http://www.dakkadakka.com/dakkaforum/posts/list/263869.page
Let me copy one particularly relevant post:
8. Kommandos: Pay no mind to heathens telling you that Kommandos aren't worth it. Think of it like meta-gaming....having him in your list is a psychological advantage because it makes your opponent fear the table edges, meaning that they'll deploy closer to you, meaning you get to assault sooner. The board edge is 48" across. If they give up some of their rear and move closer to you, you have more wiggle room for getting stuff into assault together. However, this is honestly a unit where you either take 15 of them and 2 burnas, or you don't take them. Excepting Snikrot, these guys are I3 on the charge, meaning that you're not going first 99% of the time. You need survivability to stick around and WIN the combat you get into. Take 14 Kommandos, two burnas and Snikrot. The other day in a tournament, Snikrot came on the back table edge and tackled Eldrad and a squad of dark reapers set up in cover to snipe across the table at me the whole game. I ate them up tastily. Heavy weapon teams, IG anything, rear tank armor on anything that doesn't say landraider or monolith....these guys belong in an assault list.
The purpose of mechanized orks are to get into assault fast, as a wrecking ball, causing targeted damage. Snikrot helps define the table edges and the parameters of the battlefield. He *IS* the perfect complement to a mechanized list.
Dreadnoughts have no place in a mechanized assault force.
Deffkoptas do.
I'm backing up dash on this one,deff dreads and kans are too slow to keep up with the mech
and outflanking coptas are just dangerous
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![[Post New]](/s/i/i.gif) 2010/01/16 03:45:00
Subject: Re:do these guys have a role in an ork mech list?
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Stabbin' Skarboy
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I've never personally had an opponent deploy forward to avoid my kommandos, ever, and I've run them in dozens of games against almost as many opponents. They are only a psychological impact for people who don't know what they're doing, and you should stomp those people anyway.
That being said, they can still work for mechanized armies in a jump on the board and take some dudes out kinda way.
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