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Made in ca
Gargantuan Gargant






If there's one issue that I've noticed it's that the Ork elites slot is effectively only comprised of tankbustas and meganobz for all intents and purposes competitively, and even for casual games the other units are very hard to pull off without some hot dice on the Ork player's part. In particular Kommandos and Burna Boyz, alongside Nobz (which I won't discuss given that other previous threads have covered this), are the odd boyz out with how fragile they are and their lack of damage output for the points you pay.

So this is what I propose to help bring them up to par with tankbustas and meganobz:

Kommandos become 8 ppm, can increase their unit size to 20.

May take up to 4 special weapons rather than 2, burnas reduced to 10 ppm.

They gain the special rule "Kunnin' Brutality" - Kommandos epitomize the aspect of Mork bashing in the enemy's head in when they're not looking and know exactly how to use their green bulk to their advantage in an ambush. To represent their refined (for Orks) ability to overwhelm the foe when they reveal themselves, Kommandos gain +2 initiative on the charge alongside any other bonuses.

This largely comes from the fact that Kommandos, despite being a kind of elite Ork strike unit, don't really feel that much different from normal boyz and I feel that them being able to go before other or on par with xenos (other than Eldar) and marines gives them that extra oomph.

I also feel like they need their own gear, this is more up in the air since it's unprecedented, but I feel they could go the marbo route and also have poisoned choppas as upgrades. These would be 3 ppm and not only does it increase the weapon variety for Orks but also gives them a potential anti-MC role within the Ork army, rather than having to make tankbustas and meganobz having to do the work.

The only other potential upgrades are that they get "silenced" shootas as upgrades. Maybe around 2-3 ppm, the stats would be 18" S4 AP6, Assault 1, Sniper. This would be only one or the other regarding the poisoned choppa/silenced shoota upgrade so they can't have both.


In terms of burna boyz, with the recent FAQ on grenades/melta bombs, tankbustas are somewhat forced to do most of their job at range rather than in CC. Burna Boyz need a significant price drop down to 12 ppm to consider being used, and I think the actual burna should have armour bane in its CC mode given that they are described as being used to weld metal plates and salvage whatever metal scrap ruins are left of tanks/vehicles left behind by the enemy. It wouldn't be over kill given that S3-4 means you need quite a few hits to really hurt the big AV guys while making them viable against lighter-medium class of vehicles while the tankbustas handle the big stuff.

I also think burna boyz (or at least in some formation) should have a combined firing mode that reflects the inferno that is unleashed when all of them fire at once at the same target. They forgo firing their templates normally but in return gain a profile like this:

Range: Template S:X+4 AP:5 Heavy X, Torrent.

The X represents 1 strength and shot for every 5 burna boyz in the squad. This way it doesn't go too overkill (maxes out at S7 and 3 shots) and still gives most units saves but also provides more flexibility, particularly for those in mounted in transports to do something even when something isn't immediately in range.


So what do you guys think? Too wish-listy? Too conservative? Anyfeedback would be great




This message was edited 2 times. Last update was at 2016/05/28 07:24:33


 
   
Made in us
Decrepit Dakkanaut




You're mostly paying for Infiltrate with Kommandos, right?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Lord of the Fleet






London

If we're talking about a large number of Burna units, then perhaps they could use the Hellstorm template instead?
   
Made in ca
Gargantuan Gargant






@Slayer-Fan123

Yep, and MTC and stealth, but compared to SM scouts who are only 1 point more than what Kommandos cost right now while having flat out better stats, weapons options and a 4+ armour save (and options for camo cloaks) to boot. Also given that morale wise Kommandos are much more poor and not troops makes them a rarely seen unit in most Ork armies since we can't assault from reserves or infiltration. I figured that until the core rules change again to make more fragile assault units like Kommandos work, this would be a decent workaround to give them some place in this dakka-laden meta.

@Valkyrie

I definitely had this in consideration, and I think it'd ultimately be incorporated as some form of burna boy formation where you can use the hellstorm template instead if they all fire together. To make that feasible we would have to drop their points cost to 12 for sure since currently at 16, they are absolutely not worth that for how fragile they are and limited their damage output is.
   
Made in gb
Longtime Dakkanaut






Tbh, I think I'd be fine with Kommandos getting Initiative 3 as standard, rather than loading in any additional special rules.

I like the armourbane idea for burnas. Also agree both need a price drop. Particularly the burnas, as they're more expensive than either lootas or tankbustas.
   
Made in us
Regular Dakkanaut



Portland, OR

Burnas actually used to have Armourbane back in the day, only Str 3 I believe but they packed a wallop on Dreadnaughts and the like when a mob with three charged. It's supposed to be for scrapping vehicles and the rules reflected that. Of course they were also an option for Boyz mobs at the time which was really good. Why Meks can't take one is beyond me. Even if expensive, it would really improve Boyz mobs putting one in the unit.

   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Regarding Burna Boyz, as a non-Ork player, I'd honestly have no problem at all with giving them a 4+ 'Ard Boyz style armour save as well as adding Armourbane to their S3 (S4 on the charge) attacks.
IIRC, their Burna attacks are still ap3 anyways in combat? So even with Armourbane, all you're really doing is giving them the ability to HP to death heavier vehicles, since they won't gain the ap1/2 bonuses when rolling for any damage.

Besides, when you look at the actual models, between the heavier looking helmets/masks, and the sheer bulk of their weapons, they look and feel like they're more heavily armoured than a standard Boy.
Add in a few of those (plentiful among Ork players!) added shoulder plates that come in the kits, and it's easy to get across the idea that they're wearing an Orky equivalent to Carapace armour.

Ork players feel free to correct if I'm wrong obviously, as sadly, I haven't played against Orks in so long now, due to most of the locals playing some form of Loyalist Superfriends/GSF.

 
   
Made in us
Longtime Dakkanaut




I think the current problem is that basically any unit that was good and competitive in the last codex was hit in the face with the nerf hammer or at worst was left alone in the arms race.

Kommandos on the other hand have always been bad and they have been bad for the same reason that most Ork units are bad. They are a close combat unit in a close combat army that is barely above average at close combat. they pay a premium for rules that are almost useless because they have no synergy with the rest of the game.

If Kommandos were allowed to assault from infiltrate, out flank or from reserve it would make them almost competitive by itself. Add in a few special weapons that aren't priced through the fething roof! (Why does a burna cost so much when a Marine can take one for 5ppm?).

As far as burnas, they need a price reduction, they need to be able to use both profiles of their weapons on the same turn and they need some kind of ability to kill vehicles I think that S4 Armorbane works pretty well, but realistically it won't do much.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
I think the current problem is that basically any unit that was good and competitive in the last codex was hit in the face with the nerf hammer or at worst was left alone in the arms race.

Kommandos on the other hand have always been bad and they have been bad for the same reason that most Ork units are bad. They are a close combat unit in a close combat army that is barely above average at close combat. they pay a premium for rules that are almost useless because they have no synergy with the rest of the game.

If Kommandos were allowed to assault from infiltrate, out flank or from reserve it would make them almost competitive by itself. Add in a few special weapons that aren't priced through the fething roof! (Why does a burna cost so much when a Marine can take one for 5ppm?).

As far as burnas, they need a price reduction, they need to be able to use both profiles of their weapons on the same turn and they need some kind of ability to kill vehicles I think that S4 Armorbane works pretty well, but realistically it won't do much.


Unfortunately, it's true that without the ability to assault from reserve/outflanking/infiltrate that Kommandos won't be viable compared to meganobz/etc, which is a core rule they need to fix rather than a unit specific one. Genestealers have the same problem, since they actually have a good damage output (short of not having grenades/flesh hooks), but they are far too fragile to make it into combat. At best I could see a formation or Snikrot bestowing the assault from reserves rule but I think it'd be weird to just give Kommandos this ability when other stealthy units don't have it.

Also I believe burnas are overcosted since GW always overprices "versatile" weapons which a burna is a flamer/power sword mixed in one. I made it 10 ppm since it, with the new weapon profile I gave it, does have much more damage potential and being able to choose what to use is good for commandos especially if they have to flame some pathfinders in cover.

This message was edited 1 time. Last update was at 2016/05/30 14:45:13


 
   
 
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