Switch Theme:

Ork Kommandos , What to Expect ?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Rough Rider with Boomstick




Places

In a apoc game that is happening Thursday , We have 8 Players v 8 players . The Impeirum vs Orks , one Player on Each side was selected to be the Special Ops unit and have a secret objectvie that they hve to take or unit to kill , no one on either team knows , But my Technical oppenont is feilding 65 Ork Kommandos gloried up on Upgrades , my Forces are 60 Kasrkin Stormtroopers ( Ten man Squads and 2 plasma Guns per squad ) and im just wondering , What should i Expect ? and how should i deal with the Orks giving that i 've never fought them before . The area i will be facing him in is a abandon Weapons Factory - from what i recall /./......... Just looking for some advanced help so my Stormtroopers don't get munched on by Orks , THanks

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Stealthy Grot Snipa




They will outflank or infiltrate, either bomb rush you with burnas and assault you fast or shoot from afar and in cover with Big shootas.
They've got power klaws lots of attacks and will slaughter you in close combat.
Keep them out of arms reach, if they get close you've got no chance.

Stock up on AI weapons, only if that's only enemy.
   
Made in us
Rough Rider with Boomstick




Places

thankyou , the Hot Shot lasguns ( Strength 3 AP 3 ) i think will be a little pointless seeing that im not fighting Space marines or MEQ's but over all with 18' range i think that might be problematic

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Fireknife Shas'el





yeah they are tricky but have low armor shoot em down

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Rough Rider with Boomstick




Places

Now since i am pretty much guessing that the host of the event to be an ass ( he Plays Ultramarines ) is going to force me to tackle a large item , be it a Stompa , or something similar , would a full scale Deep Strike operation be viable to help aviod those kommandos ?

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Krazed Killa Kan






lol there is absolutely no reason to get more than one squad of Ork Kommandos.

There will be exactly one Power Klaw per Kommando Squad as per the Nob or in the Snikrot Squad there will be an IC. Each Squad will most likely be carrying Burnas. Burnas are Power Weapons in CC. Everything else is Slugga/Choppa.

Guaranteed they will try to get into close quarters as soon as possible and seize the most lucrative target, probably your Leman Russes and then start taking on Guard squads. If you're using foot guard, beware. If you're using a parking lot, get away from the table edges immediately, else pad your flanks with soft targets of little consequence.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Rough Rider with Boomstick




Places

TedNugent wrote:lol there is absolutely no reason to get more than one squad of Ork Kommandos.

There will be exactly one Power Klaw per Kommando Squad as per the Nob or in the Snikrot Squad there will be an IC. Each Squad will most likely be carrying Burnas. Burnas are Power Weapons in CC. Everything else is Slugga/Choppa.

Guaranteed they will try to get into close quarters as soon as possible and seize the most lucrative target, probably your Leman Russes and then start taking on Guard squads. If you're using foot guard, beware. If you're using a parking lot, get away from the table edges immediately, else pad your flanks with soft targets of little consequence.[/quotemy entire Army Are Kasrkin as per the apocalypse game lol

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Longtime Dakkanaut





whidbey

65 kommandos are expensive orks. they can infiltrate or out flank and they have move through cover but they are orks. you would be much worse off if he had 100 boyz. they have nothing special other then snikrot who can come on any board edge. shoot them and they will break and run away.
   
Made in gb
Stealthy Grot Snipa




They're a problem because of move threw cover and burnas.
   
Made in us
Rough Rider with Boomstick




Places

skkipper wrote:65 kommandos are expensive orks. they can infiltrate or out flank and they have move through cover but they are orks. you would be much worse off if he had 100 boyz. they have nothing special other then snikrot who can come on any board edge. shoot them and they will break and run away.


So over all i can shoot the living hell out of him with Hot-shot lasguns before he can cause major damage , and would a Mass Deep Strike offensive be onto my objective ( if it's something i have to hold ) be better off ?

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Resentful Grot With a Plan





looks like you are going to have to watch out for many first turn charges, and they will definitely get onto you turn 2.

Important things to remember:
once a game they all get fleet
good orks know how to abuse cover.
charge them or you are getting ~4 str 4 attacks per ork, and they will have the same initiative as you. if you charge them they are str 3 and initiative 2.
They are going to be rushing towards you, so if you can find a bottleneck abuse it.

The strategy I would use is to bubble wrap my main force to prevent everyone getting locked into combat on the first or second turn. After that I'd have to see if it was better to charge or rapid fire into the orks (if I know the unit I was going to charge in with would lose the combat or get charged the next turn). Ideally my goal would be to stop the orks from pushing forward while eliminating as many squads as possible.

If the ork player reserves everything then deep striking could work because everything would be very random and holding the center while dropping further out to keep him from having one blob to charge into may help. If he opts to infiltrate whatever you have on the board that isn't in deep strike is going to die quickly, and if you deep strike everything you are going to have to be the one moving towards the orks that are going to be sitting on the objectives from turn 1.

If you want to cheese out a bit and can change your list then throw in some flame throwers that sit behind the bubble wrap.

now that I have found my guard codex here is what I would do:

Give every guy reconnaissance, Deploy units in a wide arc//circle to where the ork cannot infiltrate inside the arc. Scout everyone back 6". This prevents the first turn charge if they go first. If you go first stay back as far as possible and enjoy 2-3 turns of shooting. He is most likely going to be running towards you so he can still hit you turn 2, but it is more probable for him to hit you on turn 3 if you don't run out of room. Also you could throw one squad forward on turn two while everyone else falls back which should buy you another turn because he will have to move around that squad or waste a turn eating it.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Kommandoz are boyz with the option for burnaz and some additional deployment rules. I really wouldn't put too much thought into it...

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
Forum Index » 40K General Discussion
Go to: