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![[Post New]](/s/i/i.gif) 2014/07/22 00:46:19
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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Before this thread I didnt even know there was an entire Kommando formation. Is that the only real competive-ness to them.. is an enitre detachment made from kommandos? or does the general all-comers list have a space for a good sized (10+) mob of kommandos and snikrot?
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![[Post New]](/s/i/i.gif) 2014/07/22 02:00:38
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Longtime Dakkanaut
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even a general list has a place for a non formation kommando unit.
A unit of 10-15 kommandos with 2 burnas, a nob with a powerklaw and snikrot will cause some problems anywhere they show up. (I would go 15...)
Other than a cost reduction that snikrot doesnt replace the nob anymore is a big deal as it lets you ambush a powerklaw into your oppponents side at a place of your choosing more or less.
The real nice thing about the ork codex is how everything can compliment each other well so you can achieve similar/same results without spamming 1 unit over and over.
for example- 60 orks showing up with snikrot is scary, but so is snikrot+15 orks and 10 buggies with twin linked rokkits
or you dont have to spam trukk boyz to have fast light assault elements, you can do trukks+stormboyz
just so many possible good builds.
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![[Post New]](/s/i/i.gif) 2014/07/24 11:26:03
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Raging Ravener
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Thanks for the info. The Kommando formation gives me a good excuse to make more Kommandos!
(commence the kitbashing fiesta!)
What are the requirements for it?
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2014/07/26 23:00:45
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Flashy Flashgitz
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easysauce wrote:they are very competitive...
esp with snikrot from the waagh codex...
3 units on whatever edge you want is awesome, anyone complaining about no more charge from reserves is stuck in the past a few editions... its not needed, and would make it way OP...
if being shot at for one turn destroys your plan, your plan sucked.
having 45+ guys coming in on any edge of your choice, all in the same turn, with shrouded AND rerolling cover saves is AWESOME... snikrot is also very powerfull now that he has shred he is forcing lots of wounds and can solo many light infantry squads as well as take challenges while your PK nob does his thing. I believe you can also put meks in these units as they are infantry, so add a mek with killsaw to up the character goodness for anti MC and tanks.
that coupled with burnas makes for some scary stuff, and if you are playing right, your opponent will have to choose between shooting the orks who just outflanked with snikrot and can charge turn 3, and the rest of your army which should be charging turn 2... not an easy choice, neither option is good for them!
Only Snikrots unit can choose the table edge... Rest has to roll... And no, you cant get 45 in one komm squad
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![[Post New]](/s/i/i.gif) 2014/07/27 02:59:42
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Big Mek in Kustom Dragster with Soopa-Gun
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he's referring to the snikrot formation, not just 3 kommando units in the normal codex.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/27 03:37:14
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Yellin' Yoof on a Scooter
In Da Junk Yard Makin' Fings
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I really like the ideas being presented here, especially the use of the Red Skull Kommando formation from Waaagh Ghazghkull. The question I have is how to incorporate this formation into the FOC.
I want to use this formation as part of a Battleforged list. The way I understand it, I need a CAD as the main component of my army, to which I can add additional Detachments. The rules for a Detachment say that all the units/models in the Detachment must have the same Faction (not a problem since they're all Orks). Next the rule says that the Detachment can't have the same faction as the CAD (this is where the problem comes in).
So, how can I add this formation (or any other Detachment of Orks) to a Battleforged list that has an Ork CAD at its core? Or do I need to go Unbound and lose all the benefits of Battleforged?
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![[Post New]](/s/i/i.gif) 2014/07/27 04:22:20
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Dakka Veteran
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See, I have a whole other concept behind my Kommandos. Either minimum-sized units (most likely) or ten-Ork mobs (less likely), to go hold objectives and stay in cover. Ideally, they nest in some ruins, enjoy a 3+ cover save, and never stick their heads outside.
A small Kommando unit with a pair of Big Shootas comes in at 60 pts, 75 if you upgrade to a Nob and a Bosspole. You can take a few of them, scatter them about, and make the other guy decide if he wants to waste firepower trying to wink them out of cover or if he wants to deal with the massive wave of Ork Boys cresting across the middle.
Remember, 6+ T-shirt save in melee, with an Initiative of 2, or a cover save + Stealth, giving you a 3+ in ruins... that's right 'ard, that is. Heck, you get a 4+ just from standing behind some Grots! Best to hang back and blaze away, I'd think. It's not bery Gorky, but it's *quite* Morky. "Kommandos is a bunch of kunnin' gits!"
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![[Post New]](/s/i/i.gif) 2014/07/28 05:36:45
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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!!Goffik Rocker!!
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I've tried out a snikrot supllement in the last friendly game vs ig gunline. It consisted of:
Snikrot
2 * 15 [nob, pk, bp, 1 rokkit]
2 * 5 barebones
I'd take 2 rokkits each but the points were very tight and i wanted to try out killsaws on a manz missile instead.
So, that's what i've found out:
1. All your tactix relies on the supplement that starts in reserve. It's a good move to get comms relay and units that are in the opponent's face turn 2. I've got a feeling that the supplement won't fit well with a footslogging horde. But if you have a wagon full of boyz or bikers than they're golden.
2. The key factor is to destroy as many ignore cover stuff as possible before they arrive. Rerollable cover is great but without it they're 10 pt orkses with a 6+ t-shirt. Every flamer will hurt them badly.
3. It's really hard to place all 4 units in cover when they arrive. So i found this 2 full and 2 barebones doing fine with small squads screening the big ones.
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![[Post New]](/s/i/i.gif) 2014/07/28 08:26:59
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Tough-as-Nails Ork Boy
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BigMekGearGrinda wrote:I really like the ideas being presented here, especially the use of the Red Skull Kommando formation from Waaagh Ghazghkull. The question I have is how to incorporate this formation into the FOC.
So, how can I add this formation (or any other Detachment of Orks) to a Battleforged list that has an Ork CAD at its core? Or do I need to go Unbound and lose all the benefits of Battleforged?
Your army can have any number of detachments from any number of Factions and still be battleforged. The one restriction is that you can't take an Allied Detachment (the one with just 1 HQ and 1 Troop required) from the same faction as your Primary detachment, other detachments are a-ok. Also, staying battleforged in no way requires you to take the Combined Arms Detachment, in fact most of my army lists have managed just fine with our own Ork Horde.
For maximum Kommando Fun I plan to try the following one day:
Redskulls
Blitzbrigade (scouting battlewagons!)
Ork Horde (to fill up those battlewagons and get some support FA and HS)
I'm still missing two battlewagons and 10 Kommandos, though...
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![[Post New]](/s/i/i.gif) 2014/07/28 13:37:56
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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koooaei wrote:I've tried out a snikrot supllement in the last friendly game vs ig gunline. It consisted of:
Snikrot
2 * 15 [nob, pk, bp, 1 rokkit]
2 * 5 barebones
I'd take 2 rokkits each but the points were very tight and i wanted to try out killsaws on a manz missile instead.
So, that's what i've found out:
1. All your tactix relies on the supplement that starts in reserve. It's a good move to get comms relay and units that are in the opponent's face turn 2. I've got a feeling that the supplement won't fit well with a footslogging horde. But if you have a wagon full of boyz or bikers than they're golden.
2. The key factor is to destroy as many ignore cover stuff as possible before they arrive. Rerollable cover is great but without it they're 10 pt orkses with a 6+ t-shirt. Every flamer will hurt them badly.
3. It's really hard to place all 4 units in cover when they arrive. So i found this 2 full and 2 barebones doing fine with small squads screening the big ones.
It kinda seemed to me that the Kommandos would benefit a footsloggin style because it shrinks the board significantly. and by the time your kommandos pop out and want to start striking fear in the enemy which is when your boyz should be approaching the lines. this makes the opponenemt make some quick/emotion based decisions which might not end up to well for him or her.
I really like the ideas being presented here, especially the use of the Red Skull Kommando formation from Waaagh Ghazghkull. The question I have is how to incorporate this formation into the FOC.
now this is an idea that had NEVER popped into my head! what an awesome idea!
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![[Post New]](/s/i/i.gif) 2014/07/28 14:53:56
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Mekboy Hammerin' Somethin'
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Sal4m4nd3r wrote:
It kinda seemed to me that the Kommandos would benefit a footsloggin style because it shrinks the board significantly. and by the time your kommandos pop out and want to start striking fear in the enemy which is when your boyz should be approaching the lines. this makes the opponenemt make some quick/emotion based decisions which might not end up to well for him or her.
Problem is that 4 units of Kommandos can soak up a lot of points. If you run 60 kommandos and snikrot that's 660 points right there. Throwing in nobz, bosspoles, klaws, and burnas takes it upto 940 for 4 units of full-kit kommandos + snikrot.
I realize that full kit is overkill and you probably won't run that, but even if you just do two kitted squads with two 5 mans screening, that's still going to be over 500 points. Having 25-50% of your points (in a 2k points game) tied up and off of the board is sketchy enough. Doing it when the rest of your army is moving 12 inches a turn at most? You'll be blown off the table.
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![[Post New]](/s/i/i.gif) 2014/07/28 22:17:26
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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How do you feel about a (1) full blazing squad, 2 burnas nob pk snikrot whole kitten caboodle in a mostly foot army?
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![[Post New]](/s/i/i.gif) 2014/07/29 06:06:23
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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!!Goffik Rocker!!
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From my experience of playing a footslogging horde, it takes like 4 turns on average to cross the board and make a charge vs an enemy that's not eager to go mellee himself. It was faster in 5 ed but now we take casualties from the front and are generally slowed for a turn.
So, you risk splitting threats. The enemy has great opportunity to deal with commandoes and have time to regroup and face the horde again.
I'm not saying that it's not a passable combination. I just feel that it's more synergising with a turn 2-3 charge. And that's what your battlewagonz, trucks and bikers can do.
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This message was edited 1 time. Last update was at 2014/07/29 06:16:15
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![[Post New]](/s/i/i.gif) 2014/07/29 07:38:43
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Tough-as-Nails Ork Boy
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I think outflanking rokkit buggies would complement a Redskull formation nicely. They are a real threat to vehicle side and rear armor and while die easily, they're also dirt cheap.
Maybe something like this?
Redskull formation (15, Nob, PK, Snikrot, 2 burnas;3x5, 2 rokkits/bigshootas)
3x2 Rokkit Buggies
With three tries you should get some buggies to help the Redskulls, and while there's only one truly dangerous Kommando mob for your opponent to worry about, you have three screening units to provide extra cover saves. As a bonus those Buggies turn into extra cover pretty easily with just 2 hull points
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![[Post New]](/s/i/i.gif) 2014/07/29 10:13:17
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Raging Ravener
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Wakshaani wrote:See, I have a whole other concept behind my Kommandos. Either minimum-sized units (most likely) or ten-Ork mobs (less likely), to go hold objectives and stay in cover. Ideally, they nest in some ruins, enjoy a 3+ cover save, and never stick their heads outside.
A small Kommando unit with a pair of Big Shootas comes in at 60 pts, 75 if you upgrade to a Nob and a Bosspole. You can take a few of them, scatter them about, and make the other guy decide if he wants to waste firepower trying to wink them out of cover or if he wants to deal with the massive wave of Ork Boys cresting across the middle.
Remember, 6+ T-shirt save in melee, with an Initiative of 2, or a cover save + Stealth, giving you a 3+ in ruins... that's right 'ard, that is. Heck, you get a 4+ just from standing behind some Grots! Best to hang back and blaze away, I'd think. It's not bery Gorky, but it's *quite* Morky. "Kommandos is a bunch of kunnin' gits!"
Thanks for this. Definitly gonna try out two 5 with 2 big shootas.
Tried out 10 with snikrot and pk nob. They died so hard in close combat.
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2014/07/29 12:27:37
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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What did you charge that they died so fast in cc?
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![[Post New]](/s/i/i.gif) 2014/07/29 13:12:12
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Raging Ravener
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Well, there was only one target and I was hoping my stormboyz would hold for a turn but. Yeah....
It was the space wolves tac. Squad with 2 flamers(ouch) and a wulfen. They lost their terminator and Krom to the stormboyz luckily. Not that it helped.
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youtube.com/user/SwedishWookie
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![[Post New]](/s/i/i.gif) 2014/07/30 02:19:56
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Yellin' Yoof on a Scooter
In Da Junk Yard Makin' Fings
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Warbrucey wrote:
Your army can have any number of detachments from any number of Factions and still be battleforged. The one restriction is that you can't take an Allied Detachment (the one with just 1 HQ and 1 Troop required) from the same faction as your Primary detachment, other detachments are a-ok. Also, staying battleforged in no way requires you to take the Combined Arms Detachment, in fact most of my army lists have managed just fine with our own Ork Horde.
For maximum Kommando Fun I plan to try the following one day:
Redskulls
Blitzbrigade (scouting battlewagons!)
Ork Horde (to fill up those battlewagons and get some support FA and HS)
I'm still missing two battlewagons and 10 Kommandos, though...
I'd love to see that list on table! Sounds Ded 'Ard!
I think I understand ... so my first Detachment has a minimum of 1 HQ and 2 Troops and can have up to the max allowed by the FOC (1 more HQ and 4 more Troops plus up to 3 Elites, 3 FA and 3 HS). The next Detachment has a minimum of 1 HQ and 2 Troops plus can have all the rest of the units in a normal FOC. Is this correct?
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![[Post New]](/s/i/i.gif) 2014/07/30 07:04:17
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Tough-as-Nails Ork Boy
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BigMekGearGrinda wrote:
I think I understand ... so my first Detachment has a minimum of 1 HQ and 2 Troops and can have up to the max allowed by the FOC (1 more HQ and 4 more Troops plus up to 3 Elites, 3 FA and 3 HS). The next Detachment has a minimum of 1 HQ and 2 Troops plus can have all the rest of the units in a normal FOC. Is this correct?
Sure, that's legal, but there is no mandatory first Detachment. You can use any number of Combined Arms Detachments (1 HQ 2 Troop minimum) of any faction or Ork Hordes (from Codex: Orks, obviously), and any number of Allied Detachments from factions different from your primary . You can also skip the FOC altogether and take just Formations:
Redskulls
Blitzbrigade
Bullyboyz
That's three formations, and a legal orky Battle-forged army. Just pick one of the formations to be your Primary, and one character from that formation to be your Warlord.
This is also a rulebook-legal army:
Redskulls
Skyblight Swarm (Tyranid flying things)
Storm Wing (Marine flyers)
Combined Arms Detachment from Codex: Tau
It's a terrible army and you probably will have difficulty even deploying most of your models, but it is both legal and Battle-Forged.
For Orks I usually skip the basic Combined Arms Detachment and go straight for the Ork Horde (and am planning to try two of those), because I usually run out of HQ slots first. I also think the Horde complements Redskull Kommandos nicely: a Warboss to be your warlord to ensure you have enought threats heading towards your opponent so the Kommandos aren't automatically targeted, a KFF Big Mek to protect your army while getting there and you still have room for 1 Painboy.
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![[Post New]](/s/i/i.gif) 2014/07/30 14:32:55
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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I always though kff Mel for walkers and pain boys for squads.. isn't a painboy much more effective in a squad?
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![[Post New]](/s/i/i.gif) 2014/07/31 03:46:36
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Yellin' Yoof on a Scooter
In Da Junk Yard Makin' Fings
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Warbrucey wrote:
Sure, that's legal, but there is no mandatory first Detachment. You can use any number of Combined Arms Detachments (1 HQ 2 Troop minimum) of any faction or Ork Hordes (from Codex: Orks, obviously), and any number of Allied Detachments from factions different from your primary . You can also skip the FOC altogether and take just Formations:
Redskulls
Blitzbrigade
Bullyboyz
That's three formations, and a legal orky Battle-forged army. Just pick one of the formations to be your Primary, and one character from that formation to be your Warlord.
This is also a rulebook-legal army:
Redskulls
Skyblight Swarm (Tyranid flying things)
Storm Wing (Marine flyers)
Combined Arms Detachment from Codex: Tau
It's a terrible army and you probably will have difficulty even deploying most of your models, but it is both legal and Battle-Forged.
For Orks I usually skip the basic Combined Arms Detachment and go straight for the Ork Horde (and am planning to try two of those), because I usually run out of HQ slots first. I also think the Horde complements Redskull Kommandos nicely: a Warboss to be your warlord to ensure you have enought threats heading towards your opponent so the Kommandos aren't automatically targeted, a KFF Big Mek to protect your army while getting there and you still have room for 1 Painboy.
Thanks for taking the time to explain everything Warbrucey, it really helps clear things up. The rulebook doesn't do a very good job of explaining Detachments and how they can be organized.
I like your idea of using Formations, I'll have to study those Formations in Waaagh Ghazghkull some more to see what cool combinations I can come up with. My army will be strictly Orky, I'm not keen on mixing in stuff from other armies. I like to stay true to the army and the fluff.
Thanks again for your time!
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![[Post New]](/s/i/i.gif) 2014/07/31 05:11:21
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Smokin' Skorcha Driver
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Warbrucey wrote: BigMekGearGrinda wrote:
I think I understand ... so my first Detachment has a minimum of 1 HQ and 2 Troops and can have up to the max allowed by the FOC (1 more HQ and 4 more Troops plus up to 3 Elites, 3 FA and 3 HS). The next Detachment has a minimum of 1 HQ and 2 Troops plus can have all the rest of the units in a normal FOC. Is this correct?
Sure, that's legal, but there is no mandatory first Detachment. You can use any number of Combined Arms Detachments (1 HQ 2 Troop minimum) of any faction or Ork Hordes (from Codex: Orks, obviously), and any number of Allied Detachments from factions different from your primary . You can also skip the FOC altogether and take just Formations:
Redskulls
Blitzbrigade
Bullyboyz
That's three formations, and a legal orky Battle-forged army. Just pick one of the formations to be your Primary, and one character from that formation to be your Warlord.
This is also a rulebook-legal army:
Redskulls
Skyblight Swarm (Tyranid flying things)
Storm Wing (Marine flyers)
Combined Arms Detachment from Codex: Tau
It's a terrible army and you probably will have difficulty even deploying most of your models, but it is both legal and Battle-Forged.
For Orks I usually skip the basic Combined Arms Detachment and go straight for the Ork Horde (and am planning to try two of those), because I usually run out of HQ slots first. I also think the Horde complements Redskull Kommandos nicely: a Warboss to be your warlord to ensure you have enought threats heading towards your opponent so the Kommandos aren't automatically targeted, a KFF Big Mek to protect your army while getting there and you still have room for 1 Painboy.
Ork horde requires a Mek, not a Big Mek.
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![[Post New]](/s/i/i.gif) 2014/07/31 05:24:33
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Tough-as-Nails Ork Boy
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You're thinking of Ork Warband (formation). Ork Horde is the detachment with extra HQ and Troops.
And actually, the Warband could also work with Redskulls:
Mount up the Boyz in Trukks and hope for Prophet of the Waaagh from the Warlord table. Turn 1 zoom up with everybody, turn 2+ Waaagh every turn for an army of fearless orks at your opponent's doorstep and fearless kommandos busting in from all sides. Really really fragile, but could be fun to play.
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![[Post New]](/s/i/i.gif) 2014/07/31 14:16:13
Subject: Re:Are Kommando's competitive at all? How to maximize their potential?
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Smokin' Skorcha Driver
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Warbrucey wrote:
You're thinking of Ork Warband (formation). Ork Horde is the detachment with extra HQ and Troops.
And actually, the Warband could also work with Redskulls:
Mount up the Boyz in Trukks and hope for Prophet of the Waaagh from the Warlord table. Turn 1 zoom up with everybody, turn 2+ Waaagh every turn for an army of fearless orks at your opponent's doorstep and fearless kommandos busting in from all sides. Really really fragile, but could be fun to play.
You're right.... My correction, has been corrected.
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![[Post New]](/s/i/i.gif) 2014/07/31 17:34:29
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Big Mek in Kustom Dragster with Soopa-Gun
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Holy crap it does say Mek not Big Mek. Ok, that formation just got easier to bring lol.
I want to run that formation for 1 reason and 1 reason alone - Warboss warlord gets the Fearless Waaagh! trait....starting Turn 2 my entire army is fearless forever as long as the boss is alive lol.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/01 17:22:25
Subject: Are Kommando's competitive at all? How to maximize their potential?
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Nurgle Veteran Marine with the Flu
Southern California
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the ork horde detachment requires a mek?
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