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![[Post New]](/s/i/i.gif) 2012/11/23 13:29:45
Subject: Kommandos in 6th Edition
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Roarin' Runtherd
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Hi everyone,
I've had a squad of Kommandos in my Orks for over a year, but strangely, I've never played a single game with them.
I even have an unpainted metal Snikrot that I keep meaning to start...
The thing is, it's started to bother me that I've never played with these guys (boyz?) but I relised today that I have no idea of Kommando tactics...
Then I realised that with the change to rules, Kommandos cannot assault first turn from reserve anymore.
So my question is this: Are they still worth it?
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Gaming near Den Haag, Netherlands.
Looking for other friendly gamers for 40k gaming.
PM if you're interested. |
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![[Post New]](/s/i/i.gif) 2012/11/23 13:38:02
Subject: Re:Kommandos in 6th Edition
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Willing Inquisitorial Excruciator
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Being able to have a unit of Boys with 2x Burnas mixed in is really nice. It gives you Low AP attacks that can not be killed in a challenge before they hit.
Other than that, there is nothing going for Komandos
Expensive
Unable to assault from outflank or snickrot arrival
Not enough shooting power to make any impact on arrival
Not able to get large enough units to be able to survive long after arrival
Infiltrating is an option as well, but most Foot ork list revolve around KFF's and layers cover saves for survivability. Having a more expensive, smaller boy unit closer to the enemy just seems like giving up first blood for free.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2012/11/23 13:45:54
Subject: Re:Kommandos in 6th Edition
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Roarin' Runtherd
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svendrex wrote:Being able to have a unit of Boys with 2x Burnas mixed in is really nice. It gives you Low AP attacks that can not be killed in a challenge before they hit.
Other than that, there is nothing going for Komandos
Expensive
Unable to assault from outflank or snickrot arrival
Not enough shooting power to make any impact on arrival
Not able to get large enough units to be able to survive long after arrival
Infiltrating is an option as well, but most Foot ork list revolve around KFF's and layers cover saves for survivability. Having a more expensive, smaller boy unit closer to the enemy just seems like giving up first blood for free.
Sad face
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This message was edited 1 time. Last update was at 2012/11/23 13:46:08
Gaming near Den Haag, Netherlands.
Looking for other friendly gamers for 40k gaming.
PM if you're interested. |
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![[Post New]](/s/i/i.gif) 2012/11/23 15:02:52
Subject: Kommandos in 6th Edition
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Shas'o Commanding the Hunter Kadre
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They are boyz that you pay 3x the normal cost for, that can only be in squads half the size, but can take most of the same options, except can take burnas.
So if you want to infiltrate boyz, and wait to charge turn 2, they are ok, but then again I sold all my kommandos since they became nothing but ornamental ork boyz.
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![[Post New]](/s/i/i.gif) 2012/11/23 15:19:11
Subject: Kommandos in 6th Edition
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Roarin' Runtherd
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Thank you both, this makes a lot of sense.
I'm going to try and think hard if there is a strategy that might make use of their uniqueness.
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Gaming near Den Haag, Netherlands.
Looking for other friendly gamers for 40k gaming.
PM if you're interested. |
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![[Post New]](/s/i/i.gif) 2012/11/23 15:26:31
Subject: Re:Kommandos in 6th Edition
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Smokin' Skorcha Driver
Canada
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Yeah, the new assaulting from reserves rules took away their best gimmick.
The best use I can think of is coming in off your opponent's board edge with two burnas and a stikkbomb. Put out a couple wounds on your opponent's backfield objective holders, then your opponent's have to respond to them.
But still, not really a competitive choice.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/11/23 15:33:38
Subject: Re:Kommandos in 6th Edition
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Roarin' Runtherd
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DakkaHammer wrote:Yeah, the new assaulting from reserves rules took away their best gimmick.
The best use I can think of is coming in off your opponent's board edge with two burnas and a stikkbomb. Put out a couple wounds on your opponent's backfield objective holders, then your opponent's have to respond to them.
But still, not really a competitive choice.
That could take some heat off of a mechanized force.
I dont have my Codex with me, can Kommandos be given any upgrades to make them more resilient?
Cybork? Eavy Armour?
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Gaming near Den Haag, Netherlands.
Looking for other friendly gamers for 40k gaming.
PM if you're interested. |
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![[Post New]](/s/i/i.gif) 2012/11/23 15:58:22
Subject: Kommandos in 6th Edition
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Shas'o Commanding the Hunter Kadre
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No they can't take a thing, unless you have the mad doc.
At best, you could infiltrate them into terrain and prep for a 2nd turn assault. Otherwise just bring more boyz.
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![[Post New]](/s/i/i.gif) 2012/11/23 19:47:26
Subject: Kommandos in 6th Edition
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Longtime Dakkanaut
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As above, the 'surprise attack in the enemy backline with two burnas' technique is extremely useful against _some_ opponents, but wasted points against others.
Since you already have the models, they can of course be simply used as cool boyz. That's what I'd do - meanwhile hoping that our next codex restores some better rules for what deserves to be a much better unit.
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![[Post New]](/s/i/i.gif) 2012/11/23 22:22:16
Subject: Re:Kommandos in 6th Edition
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Smokin' Skorcha Driver
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well with the new 2d6 assault range they could possibly be a decent hold up unit while the rest of your horde catches up. infiltrate them in cover as close to the most deadly ranged unit your opponent has and then assault them the first turn.
I would suggest maxing the squad out and having a couple burnas and a nob with pk in there too. this would be really helpful against sw and their long fangs.
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2012/11/23 22:25:47
Subject: Re:Kommandos in 6th Edition
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Nasty Nob on Warbike with Klaw
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flaming tadpole wrote:well with the new 2d6 assault range they could possibly be a decent hold up unit while the rest of your horde catches up. infiltrate them in cover as close to the most deadly ranged unit your opponent has and then assault them the first turn.
I would suggest maxing the squad out and having a couple burnas and a nob with pk in there too. this would be really helpful against sw and their long fangs.
If you go first your infiltrators can't assault.
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