Switch Theme:

New Stormboyz vs Kommandos  [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
Been Around the Block





I'm not making this to discuss which one is better, but to discuss why they became so similar.

I'm looking at some of the new rules, and now Stormboyz can deepstrike. Kommandos and Stormboyz were almost identical to boyz, but in the index Kommandos had an improved cover save and deepstrike, and Stormboyz had better movement; but now Stormboyz also deepstrike.

Now you're either taking boyz who deepstrike and have better movement, or you're taking boyz that deepstrike and have a better cover save in a world where you have boyz that can teleport or deepstrike using stratagems.

The fluff kind of seems missing.
   
Made in us
Terrifying Doombull




I'm not clear why it matters.

The fluff also seems to be there. Kommandos infiltrate, Stormboys use jump packs, normal boys are teleported.

That they all use the same deep strike rule is just game mechanical coherence (which is a good thing).

Efficiency is the highest virtue. 
   
Made in us
Been Around the Block





Voss wrote:
I'm not clear why it matters.

The fluff also seems to be there. Kommandos infiltrate, Stormboys use jump packs, normal boys are teleported.

That they all use the same deep strike rule is just game mechanical coherence (which is a good thing).


It isn't that what they do is different, so much as it is that their role is the same. They're all swarmy anti-infantry units, they just do that role differently, but the end goal is the same. They want to get stuck-in somewhere.

An example of what I'd like to see for variation would be giving Kommandos a stratagem or weapon option that slowed down vehicles, so they're like saboteurs. Maybe you toss a grenade, and if it does a wound that vehicle halves its movement.

An example for Stormboyz is being able to quickly re-position, kind of like that one blood angels stratagem. Or give stormboyz the option to take kustom shootas so they can zoom around and pepper shots at people.


As it is, at the end of the day I'm just going to pick either Stormboyz and Kommandos, do a 9inch deepsrike, then run it at someone's face. If I take 30 boyz, make them hard boyz, and put them in cover, they're pretty much kommandos that can't take a flamer. If I da jump 30 boyz, they're pretty much stormboyz. The extra movement is redundant because they're going straight for the face.

This message was edited 1 time. Last update was at 2018/10/28 16:13:21


 
   
Made in us
Longtime Dakkanaut




Not sure if this is the right forum for this but a lot of this comes down to 8th simplifying mechanics so that a lot of things behave in a much more similar way even if how they are doing it should be really different.

Kommandos used to either outflank or Infiltrate cause they was sneaky boyz and Stormboyz could risk deep striking and all the risks that came with that cause they were da fly boys.. Now most of those abilities are represented by show up on battlefield at x inches away from enemy models. Both have ups and downs.

This message was edited 1 time. Last update was at 2018/10/29 00:07:26


 
   
 
Forum Index » 40K Background
Go to: