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![[Post New]](/s/i/i.gif) 2014/12/29 21:37:34
Subject: Orks - Kommandos and Stormboyz
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Longtime Dakkanaut
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I'm just wondering if people out there with experience with these units could give me some idea of their usefulness etc, as I am considering adding a small unit of one or both to some lists.
Currently thinking of:
10x stormboyz + nob + bosspole = 105pts
and
Boss Snikrot + 10x kommandos + nob + bosspole = 175 pts
A speedy orky jetpack unit would be fun, though warbikes may well do the same job but better... im unsure.
Snikrot though, being able to infiltrate and be near the enemy turn 1, with shrouded (so they may even survive) and then able to charge in turn 2, could be useful.
Any thoughts or suggestions (or alternatives) please let me know. If you want to see the rest of my army list:
http://www.dakkadakka.com/dakkaforum/posts/list/628719.page
Feel free to comment there too, I could really use some ideas. Especially when it comes to what to convert or buy next!
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![[Post New]](/s/i/i.gif) 2014/12/29 22:10:25
Subject: Orks - Kommandos and Stormboyz
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Tough-as-Nails Ork Boy
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I've had some luck with a simple Kommandos squad with nob + pk, small five man team. 3 boys, 2 flamers.
I've done some damage being infiltrated first turn. 18 to 12" away (depending on LOS of enemy).
Never lynchpin the Kommandos. They might kill some things in the first turn but will more than likely vanish second turn. But it still takes some of the heat away from your army which is always nice. Besides, you might luck out with a first blood using Kommandos if you go first
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![[Post New]](/s/i/i.gif) 2014/12/29 22:23:52
Subject: Orks - Kommandos and Stormboyz
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Longtime Dakkanaut
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OrkaMorka wrote:I've had some luck with a simple Kommandos squad with nob + pk, small five man team. 3 boys, 2 flamers.
I've done some damage being infiltrated first turn. 18 to 12" away (depending on LOS of enemy).
Never lynchpin the Kommandos. They might kill some things in the first turn but will more than likely vanish second turn. But it still takes some of the heat away from your army which is always nice. Besides, you might luck out with a first blood using Kommandos if you go first
Is first blood possible? I guess with shooting if theyre lucky, but I'm pretty sure they can't charge. Shooting first blood would be easier with the supakannons I'd think lol
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![[Post New]](/s/i/i.gif) 2014/12/30 01:11:40
Subject: Orks - Kommandos and Stormboyz
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Nasty Nob on Warbike with Klaw
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I've been using Rokkits in my Kommandos lately.
It's cheap, and they can get in a good side shot (sometimes rear) for first blood on a vulnerable vehicle.
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![[Post New]](/s/i/i.gif) 2014/12/30 02:07:17
Subject: Orks - Kommandos and Stormboyz
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Longtime Dakkanaut
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What sort of squad sizes are usable? is 5 actually a decent unit to use? I guess you can have 5 with 2 rokkits for pretty cheap actually
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![[Post New]](/s/i/i.gif) 2014/12/30 02:18:55
Subject: Orks - Kommandos and Stormboyz
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Bonkers Buggy Driver with Rockets
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I just played a game where I infiltrated ten Kommandos, including PK nob, in some hard cover. My Marine opponent expended a decent amount of firepower on them because they were the closest threat from my mostly-foot slogging army. With a 3++ cover save from their Stealth, they were able to soak up more of his shooting than he expected. Four died to shooting and I lost two more to Mob Rule, but the remaining four (including PK nob) were still a threat to his vehicles and they greatly reduced the amount of guns firing at my big mobs of boyz on Turn 1. (He had first turn.)
I don't know if that is an ideal way to use Kommandos, but it worked pretty well in that game, for what it's worth.
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![[Post New]](/s/i/i.gif) 2014/12/30 02:43:13
Subject: Orks - Kommandos and Stormboyz
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Longtime Dakkanaut
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Ive been tempted to run 5 or 10, but include snikrot. Getting +2 to cover save for the first turn would have meant them having 2+ saves in your example, which would have been a nasty surprise. He also seems to be pretty decent in combat, though nothing extra against vehicles. Might only be worth the extra points with bigger units of kommandos though.
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![[Post New]](/s/i/i.gif) 2014/12/30 04:22:44
Subject: Re:Orks - Kommandos and Stormboyz
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!!Goffik Rocker!!
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I'm constantly using stormboyz. 8-11 + Pk Bp nob. Possible to hide, have a 22-27' mellee range on WAAAGH! They're yet to disappoint me. Heavilly dependable on terrain, though.
Kommandoes are fine. Haven't run Snikrot but i often use a min squad with 2 rokkits. 60 pts for infiltrating boyz with stealth and 2 s8 ap3 shots is great in maelstorm.
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![[Post New]](/s/i/i.gif) 2014/12/30 19:20:32
Subject: Orks - Kommandos and Stormboyz
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Bonkers Buggy Driver with Rockets
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I have tried Snikrot Kommandos several games, and I recommend against outflanking them, even with his special rule (this is all I've tried). By the time they show up, much of my army has disappeared (one bad reserve roll messes them up) and they still collapse under sustained firepower. Automatically Appended Next Post: They probably work better without Snikrot deploying with Infiltrate
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This message was edited 1 time. Last update was at 2014/12/30 19:20:52
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/12/30 19:25:04
Subject: Orks - Kommandos and Stormboyz
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Longtime Dakkanaut
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Snikrots rule is still useful for infiltrating though? I mean sure you dont make use of his ability to pick a board edge to outflank from, but you still get shrouded for the first turn when they infiltrate, which is pretty good surely?
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