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![[Post New]](/s/i/i.gif) 2022/03/04 16:16:21
Subject: Advice on Building Ork Kommandos
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Been Around the Block
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Background: I have several older kommandos (both the original and the later version), and an box of the new Kill Team Kommandos. I have not played a 40K game with Kommandos, instead using my squig-themed beastsnagga army list.
Questions: Is there any 40K benefit to assembling the Killteam models with all the fancy upgrades? It looks like most lists use 5 Ork mobs, and the upgrades only apply to 10 ork mobs. Is any upgrade so valuable it is worth including? Or just go with what looks cool, and tell any opponent they are just sluggas and choppas?
thx
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![[Post New]](/s/i/i.gif) 2022/03/04 16:21:30
Subject: Re:Advice on Building Ork Kommandos
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Stabbin' Skarboy
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I personally prefer to build with all the wargear, then downgrade em via proxy as base weapons, but it can get confusing if you do want to use any special wargear.
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"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos |
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![[Post New]](/s/i/i.gif) 2022/03/04 16:29:38
Subject: Advice on Building Ork Kommandos
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Master Sergeant
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In 40k, Kommandos are usually run naked or very close to naked, always in minimum size squads, because their duty requires being a cost effective and annoying speed bump that pushes out enemy shenanigans and provides some board control.
This is the opposite of how you would build them for Kill Team, where you probably want all the specialists.
Proxying is tolerated in some communities not in others. I proxy all the time and if someone complains tough, but some people get really bent out of shape over it so I'd do your research first.
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![[Post New]](/s/i/i.gif) 2022/03/04 17:36:23
Subject: Re:Advice on Building Ork Kommandos
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Stabbin' Skarboy
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To be fair, if you’re playing orks the right way, you’re going to have some “proxy” stuff anyways, I use a lot of stolen assault cannons in place of big shootas and thunder hammers are very very orky once you strap on some spikes.
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"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos |
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![[Post New]](/s/i/i.gif) 2022/03/04 18:02:08
Subject: Advice on Building Ork Kommandos
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Been Around the Block
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Rules change. Points change. Always build how you like the model. I also have the new ork kommandos, the old fw upgrade kit and the fw kommandos themselves.
I basically built out the new kommando kit like KT wanted and the older ones as is.
For actual games I would ignore the upgrades honestly. Nob has PK and the rest are choppas and sluggas. You're only taking the kommandos for their abilities and how cheap they are for it. Their equipment or ANY reason to increase their cost isn't worth the investment. They'll still die if focused down. They're meant to be annoying bodies who can make get primary/secondaries.
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This message was edited 1 time. Last update was at 2022/03/04 18:03:06
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![[Post New]](/s/i/i.gif) 2022/03/05 03:09:05
Subject: Advice on Building Ork Kommandos
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Been Around the Block
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Thanks for the help. I think I'll do the distinct builds, no reason to do a big shoota...
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![[Post New]](/s/i/i.gif) 2022/03/05 03:14:07
Subject: Advice on Building Ork Kommandos
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Longtime Dakkanaut
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Eh, Breacha Ram is a cheap way to add more D2 to melee, but otherwise I wouldn't bother with upgrades.
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![[Post New]](/s/i/i.gif) 2022/03/05 12:49:34
Subject: Advice on Building Ork Kommandos
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Rampagin' Boarboy
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If you already have some older kommandos, then I would build all of the options. You don't have to use all of your models at any given time, and you've then got the options when you do fancy using them.
Otherwise, if you've got the points I would recommend the bomb squig (MW output) and/ or the Breacha Ram (sometimes the D2 will be preferable over the extra choppa attack).
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![[Post New]](/s/i/i.gif) 2022/03/05 14:06:30
Subject: Advice on Building Ork Kommandos
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Longtime Dakkanaut
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As far as building them, Rule of Cool supersedes all other considerations. The big shoota is functionally useless, but it looks so damn cool I had to build it
As far as actual upgrades in game....none of them are really worth it right now except the 5pt PK for the Nob. Most people don't care too much about WYSIWYG so long as you aren't being ridiculous, and saying "Oh these Kommandos are all Choppa/Slugga" isn't going to cause much of a concern.
BTW on a WAAAGH Turn:
Nob W/ PK: 4 attacks, 2 hits, 1.66 wounds against T5 and below. Against 3+ armor its 1.38 failed saves for 2.77dmg.
Nob W/Double Choppa: 6 attacks, 4 hits, 2 wounds at -1AP against T5 and 2.66 against T4 and below. Against 3+ thats 1dmg and 1.33dmg.
So 5pts for a PK is definitely worth it, 10pts is pushing it.
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![[Post New]](/s/i/i.gif) 2022/03/05 16:40:03
Subject: Re:Advice on Building Ork Kommandos
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Terrifying Doombull
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Some_Call_Me_Tim wrote:To be fair, if you’re playing orks the right way, you’re going to have some “proxy” stuff anyways, I use a lot of stolen assault cannons in place of big shootas and thunder hammers are very very orky once you strap on some spikes.
Those are conversions, and are pretty straight forward (as long as your consistent about the TH being power klaws or big choppas).
Using weapons available to kommandos unit in the kit and 'proxying' them as something else available to the unit is just confusing for your opponents.
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Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2022/03/06 16:40:01
Subject: Advice on Building Ork Kommandos
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Been Around the Block
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My Ork bitz box is actually 4 boxes and some large food storage bags for the sprues. I still have bitz from when Gamesday was in Baltimore and you could buy metal bitz by the
ounce. The old metal big shoota orks have backpacks anyway, so they fit with kommandos.
A lot of my conversions have been OBE in 9th - no more cybork nobz mobs.
On a separate note, I don't think I have seen a kit with this many mold lines. Sheesh.
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