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.