Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/06/18 19:55:29
Subject: What makes ork kommandos so good?
|
 |
Junior Officer with Laspistol
|
The INAT is not the rules.
|
Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/18 20:00:45
Subject: What makes ork kommandos so good?
|
 |
Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
|
Vrakk wrote:I checked the INAT for orks and it clearly states that independent characters may NOT join with snikrots unit to ambush. Ghaz, Mad Doc, bikerboss, etc. cannot join.
Try checking version 4.0 that clearly states they can (page 80):
+ORK.62C.01 – Q: Can an Independent Character (such as a Warboss on a bike) join Snikrot‟s unit before the game and arrive with them via „Ambush‟?
A: Yes, as Snikrot‟s ability applies to the unit (which a joined IC is part of) [clarification]. Automatically Appended Next Post: willydstyle wrote:The INAT is not the rules.
Correct. But it is often accepted as a ruling given the spotty GW FAQ support.
|
This message was edited 1 time. Last update was at 2010/06/18 20:01:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/18 22:36:16
Subject: What makes ork kommandos so good?
|
 |
Junior Officer with Laspistol
|
But in this case the actual rule is quite clear: if you attach an IC to the unit, you roll reserves with the unit and IC attached together, and snikrot specifically gives his rule ot the unit he is with.
It doesn't need an FAQ, because it's not an ambiguous rule.
|
Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/19 00:29:35
Subject: Re:What makes ork kommandos so good?
|
 |
Mekboy Hammerin' Somethin'
|
Kommandos are not just for cheesey moves. With Snikrot they make your opponent worry about there backfield if they've played against him before, if they have not they are in for a surprise. By turn two/three the rest of your orks are pushing the front and then when Snikrot comes in it's sandwich time. 15 Ork + Snikrot is nothing to sneeze at they can break some faces.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/19 01:43:10
Subject: What makes ork kommandos so good?
|
 |
Wicked Warp Spider
|
Vrakk wrote:Snikrot's mian ability is to screw with your opponets head. Point for point he and his unit will almost never earn there poitns back (unless your opponet is an idiot in his deployment phase) but he can force bad deployments and even movement towards your oncoming orks.
I think the idea of Snikrot is scary, in game play he's o-so. But people are terrified about his ability so taking him with 5 kommandos is usually enought to get gunlines/tnaks away from the table edge.
This. Your opponent may turn around and blast the gak out of the unit, then again that unit isn't shooting at your battlewagons/boyz that are higher priority threats in most cases.
|
This message was edited 2 times. Last update was at 2010/06/19 01:44:03
"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/19 02:32:08
Subject: Re:What makes ork kommandos so good?
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
the first reaction many people have is "they're just Boyz with Infiltrate" and then they realize "They're Boyz with Infiltrate"
15 orks with a PK and 2 Burnas infiltrating into a forward position or Outflanking from a board edge is prehaps one of the scariest things a player can have to deal with.
the above set up can deliver 54 Str4 I4(6 of which are power) and 4 Str8 I1 attacks on the charge.
It is a real shame that you can't have the PK nob and Grotsnik, but it would be a balance issue. a PK with a 12" threat range coming in on your opponents table edge would be killer. Grotsnik would have to be more expensive.
|
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
|
 |
 |
|