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![[Post New]](/s/i/i.gif) 2014/10/12 10:06:33
Subject: Kommando loadout and Snikrot
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Flashy Flashgitz
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Being a nice unit for backfield distractions the sneaky gitz have won my interest. But there comes a question: how to equip them? Are the burnas still the best option or should rokkits and big shootas get the spot? What is best - keeping them cheap and at minimum size, or going to a full 15 kommandos with nob and Snikrot? And Snikrot - pros: high strength and WS, shred, Ld 8, coming out of your chousen table edge and shrouded for one turn. Cons - 60 pts, AP5. Worth it or not
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![[Post New]](/s/i/i.gif) 2014/10/12 13:16:08
Subject: Kommando loadout and Snikrot
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Nurgle Veteran Marine with the Flu
Southern California
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I always run my kommandos at about 10-11 kommandos, 2 burnas, a nob with pk and snikrot. a min size squad wont do jack crap. I think if your to do kommandos you have to invest a sizeable amount of points to them as they may be not have backup for a while.
btw big shootas are pointless. I like burnas so know I have power weapons, a powerklaw and a high ws multi attack model.
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![[Post New]](/s/i/i.gif) 2014/10/12 18:09:46
Subject: Re:Kommando loadout and Snikrot
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!!Goffik Rocker!!
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I run mine as a min squad with 2 rokkits. Coming at 60 pts, they're nice for maelstorm missions and can occasionally kill something. Just infiltrate them on a point and g2g as soon as something dangerous shoots them. Stealth helps.
As for the Snikrot formation - it's amazing unless you play vs serpent spam, but hey, that's eldar. Id take 2 max squads with pk nobz and probably rokkits + 2 min squads of 5 to screen the large squads. They come out at ~550-600 pts depending on what gear you take.
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This message was edited 1 time. Last update was at 2014/10/12 18:11:06
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![[Post New]](/s/i/i.gif) 2014/10/13 08:02:26
Subject: Kommando loadout and Snikrot
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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If you do run snikrot, run them at full strength, because when you're spending 60 points to make that unit more survivable, might as well make the unit worth it. When moving on, your top priority should be getting into cover so you shrouded is actually going to protect you. That means you'll be running more often than shooting, making big shootas and rokkits both a waste of points. Burnaz are too expensive in my opinion for just the power-weapon part - you already have a nob with PK for smashing stuff with armor saves, if you want any more, simply add a HQ Mek with killsaw. It's only 15 points over the two burnaz, and brings an additional body along. The mek benefits from all the kommando's special rules, and due to not being an IC also doesn't interfere with Snikrots special ambush.
Without Snikrot, I'd put rokkits on them, since cover isn't as attractive, so putting a pair of rokkits into something is probably going to a lot more for you. Personally, I'd still infiltrate a full mob in an inconvenient position turn1, effectively having a mob of slugga boyz in your opponent's face so early is definitely going to be doing some distracting, but koooaei's suggestion might work as well, I have never tried it that way.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/10/13 08:10:56
Subject: Kommando loadout and Snikrot
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Battleship Captain
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If taking Da Redskull Kommandos, remember you get 4 units. If feeling a bit naughty, deploy one (small) unit to screen each full unit - giving each unit that matters a rerollable 3+ cover for a turn, making it very hard for the enemy to stop snikrot's boyz before they connect, even if forced to charge out onto open ground.
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This message was edited 1 time. Last update was at 2014/10/13 08:11:20
Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/10/13 08:22:12
Subject: Kommando loadout and Snikrot
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!!Goffik Rocker!!
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Jidmah wrote:If you do run snikrot, run them at full strength, because when you're spending 60 points to make that unit more survivable, might as well make the unit worth it. When moving on, your top priority should be getting into cover so you shrouded is actually going to protect you. That means you'll be running more often than shooting, making big shootas and rokkits both a waste of points. Burnaz are too expensive in my opinion for just the power-weapon part - you already have a nob with PK for smashing stuff with armor saves, if you want any more, simply add a HQ Mek with killsaw. It's only 15 points over the two burnaz, and brings an additional body along. The mek benefits from all the kommando's special rules, and due to not being an IC also doesn't interfere with Snikrots special ambush.
Without Snikrot, I'd put rokkits on them, since cover isn't as attractive, so putting a pair of rokkits into something is probably going to a lot more for you. Personally, I'd still infiltrate a full mob in an inconvenient position turn1, effectively having a mob of slugga boyz in your opponent's face so early is definitely going to be doing some distracting, but koooaei's suggestion might work as well, I have never tried it that way.
It's just close to impossible to effectively outflank all the guyz in cover in a regular game. Even with move from any table edge. That's why i've suggested 2 screening squads who provide cover for the rest of the guyz and can go to ground if needed - for a 4+ rerollable save in the open, but you must be careful not to block your own path. Also, they will be a counter-charge protection. Besides, you're allready spending quite some number of points on this formation and the less points you have on board, the less will reach enemy lines to surround him along with kommandoes.
However, it's not been properly playtested en masse yet. As for me, i've just tried a single game with 15+15+5+5 but allready faced the spacing problem. Though, they worked great and brought the fight to IG gunline.
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This message was edited 1 time. Last update was at 2014/10/13 08:22:38
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![[Post New]](/s/i/i.gif) 2014/10/13 09:40:37
Subject: Kommando loadout and Snikrot
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I wasn't talking about the formation, I was talking about a single unit with snikrot. You can't join a HQ mek to a formation.
I don't think the formation can work effectively since units of 5 have very little impact on the game besides getting shot (gretchin kind of do that already), and units of 15 draw too many of your points for whats effectively slugga boyz. Instead of spending 780 points on 4x15 boyz, you could just get a green tide for pretty much the same effect, but more bodies.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/10/13 09:54:55
Subject: Re:Kommando loadout and Snikrot
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!!Goffik Rocker!!
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It all depends on your play style. 5-strong units are useful in this situation - described it above. The formation itself costs 500-600 pts which is affordable in larger games. And they have a huge impact on a game.
Comparing them to a green tide is a bit wrong. Greentide is a centerpiece and >1/2 of your army. It's a hammer. Snikrot formation is a tool. Expensive one but quite effective. It's supposed to be < 1/3 of your army. It's an anvil.
From a purely competitive tournament pov it's a bit too unreliable and probably won't frighten some top builds at all. But it's a really good formation that can be fielded effectively.
As for just Snikrot + kommandoes out of dataslate - haven't tried them yet. Might be fine with shrowded infiltrating in a speed freak list or outflanking in a footslogging one. Situational.
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This message was edited 2 times. Last update was at 2014/10/13 09:59:44
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![[Post New]](/s/i/i.gif) 2014/10/13 12:33:05
Subject: Re:Kommando loadout and Snikrot
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Flashy Flashgitz
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Then I need to get some additional Kommandos, as I have only 5, plus two burnas, a Nob with a Big Chopa (I made them using the Forgeworld upgrede kit), and Snikrot. Probably they will get a place in my next game, since I can always proxy some
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![[Post New]](/s/i/i.gif) 2014/10/14 08:16:14
Subject: Re:Kommando loadout and Snikrot
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!!Goffik Rocker!!
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I hardly see any use to big choppas. If you want some good weapon - take a PK. If not - take nothing. Big choppa is not much more killy than a regular choppa. And arguably, 30 pts for 2 flamers is a bit too much, though the models look great!
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This message was edited 2 times. Last update was at 2014/10/14 08:26:59
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![[Post New]](/s/i/i.gif) 2014/10/14 12:17:06
Subject: Kommando loadout and Snikrot
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Nasty Nob
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Flame template might be nice for overwatch. Great way to lose a unit with a great cover save is get assaulted.
PK.. we take them because we strike last anyway. Better just cleanup.
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This message was edited 1 time. Last update was at 2014/10/14 12:18:05
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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