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![[Post New]](/s/i/i.gif) 2013/08/28 02:59:23
Subject: Ork Kommandos - Rules Idea
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Lead-Footed Trukkboy Driver
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I really like the idea of Kommandos. In the fluff, they're a pretty interesting idea and even a huge thread on certain Imperial worlds. Sadly, in the table-top, they're nigh-worthless. With Skitrot, they used to be pretty ace at delivering a Warboss or something into the rear line of the enemy, but not being able to assault from reserves nips that in the butt pretty squarely. My proposed idea is this:
When rolling for Kommandos from reserves, you may deploy them from any terrain which provides a cover save (possibly of X+ or better) and more than 12" (more?) from an enemy model. If you do, until the beginning of your next turn the unit may moves as though they were moving through difficult terrain (ignoring their Move Through Terrain USR), may not fire their weapons, and may assault the turn they come in from reserves.
The wording is a bit shoddy, but the jist of it is a bunch of sneakin boyz have been hiding in cover for some time. They crawl out from their hiding places, starting to slowly creep towards their prey (hence the Moving as though in difficult terrain), unwilling to give away their position with gun-fire, and ready to jump on a poor squad of guardsmen. It feels pretty orky in my opinion as there's a decent chance you won't even be able to get to assault (3d6 averages to about 10.5 inches), leaving your boys out in the open with nothing to protect them but their poor T-shirts saves. What do you guys think?
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"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/08/28 03:11:03
Subject: Ork Kommandos - Rules Idea
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Powerful Phoenix Lord
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So you want to give them the Ymgarl secret deployment?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/08/28 03:16:09
Subject: Ork Kommandos - Rules Idea
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Lead-Footed Trukkboy Driver
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Sorta-Kinda, but as restricted and a bit more...limiting for the Ork player.
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"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/08/28 04:51:46
Subject: Re:Ork Kommandos - Rules Idea
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Disguised Speculo
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Lol I was thinking of pretty much this exact idea today.
Sneeky Gits
Kommandos, shrugging off the jeers and insults of their fellow Orks, prefer to sneak stealthily up the battlefield and wait for the right moment before attacking.
When Kommandos deploy via Infiltration, they may opt to perform a "Sneek Attakk" instead of deploying normally. To do so, place them inside any piece of terrain outside of your opponents deployment zone that is large enough to contain the entire mob, and at least 6" from any enemy model.
When Kommandos deploy via Outflanking, rather than appearing from a table edge they may choose to instead deploy inside the closest piece of cover to that table edge that can both contain the entire mob and which is more than 6" from any enemy.
Kommandos that deploy in either fashion give up their movement for the turn, but may ignore the restriction on assaulting in the turn a unit appears from special deployment.
The 6" might not apply to vehicles, as generally speaking its a lot easier to sneak up on a tank than it is a unit of troops. It could also be the Initiative value of any given model.
I reckon they should also have Stealth, a redeployment ability like the one in their apocalypse formation, and the ability to take Shootas, but thats another topic.
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This message was edited 1 time. Last update was at 2013/08/28 04:52:40
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![[Post New]](/s/i/i.gif) 2013/08/28 07:16:00
Subject: Ork Kommandos - Rules Idea
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Never Forget Isstvan!
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you do this were gonna need to be able to buy auspex's again.
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JOIN MY CRUSADE and gain 4000 RT points!
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![[Post New]](/s/i/i.gif) 2013/08/31 14:38:34
Subject: Ork Kommandos - Rules Idea
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Big Mek in Kustom Dragster with Soopa-Gun
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They'd have to redo Snikrot (which i bet theyre doing anyway) because the reason you bring him would be moot now. Though i always felt like he needed a boost. All he is is 85pts of 6 S6 on the charge attacks that pretty much WILL hit but they have no AP or other side effects. Few times ive brought him ive never missed any of his attacks, but without even an AP5 about half of them usually are saved even against junk models. And ive never had the Killa Reputation (-1 leadership if i win combat) come into play because either i get wiped, we tied, or i got wiped because i charged something mean lol.
I actually wish Kommandos had Stealth USR or at least Stealth Ruins. Yeah, cover save these days is removed alot but that means hes using it on kommandos not something important like lootas or bikers. 4+/5+ cover save just isnt enough for such a squishy model.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/31 23:25:19
Subject: Ork Kommandos - Rules Idea
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Disguised Speculo
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because the reason you bring him would be moot now
Theres... reasons to bring Snikrot?
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![[Post New]](/s/i/i.gif) 2013/09/01 09:12:39
Subject: Ork Kommandos - Rules Idea
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Longtime Dakkanaut
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Dakkamite wrote:because the reason you bring him would be moot now
Theres... reasons to bring Snikrot?
Think a tactic to use with him is to assault vehicles behind enemy lines. His strength 6 on the charge tends to destroy things like Leman Russes or Artillery. Thing is, as said before, it's a bit too expensive for that. A trio of Deffkoptas outflanking with Rokkit Launchas tend to do the trick better.
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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