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Made in dk
Longtime Dakkanaut




Danmark

A guy i bought some ork boys from said Kommandos had been changed, as of very little time ago, to legend.

Is this correct? According to wahapedia there is an entry for legend kommandos, but also a regular one.


So which is it?! Surely you cant make kommandos Legend and thus unable to be properly used i mean, if you actually collect blood axes its like a slap across the face.

AND they are actually viable in 9th, one of the few units for orks that are.

This message was edited 1 time. Last update was at 2020/08/22 19:54:58


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Have you looked at the books? Kommandos are in Chapter Approved 2020 so are still a legal unit, but some of their weapon options are now under Legends (the heavy weapons).

(EDIT: That sounded harsher than I intended - sorry)

This message was edited 2 times. Last update was at 2020/08/22 20:07:48


 
   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

Kommandos are not Legends, merely some of their wargear options (for instance, Burnas).

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in us
Regular Dakkanaut





On a secondary note, they are absolutely incredible now, and a must take if you are a deathskulls player. They solve most of the problems of standard boyz and just cost a single point more for a whole slew of upgrades.

   
Made in it
Waaagh! Ork Warboss




Italy

Kommandos are regular units, not legends. However most of their wargear was removed and allowed only in the legend options.

Codex kommandos are just stock now, and if you take the nob he must be equipped with a power klaw. This is the only custom option the unit can have. That's where kommandos currently are.

Legend kommandos can have a couple of burnas/big shootas/rokkit and the nob can be equipped with all the tipycal weapons reserved for nobz, including the 0 points slugga & choppa combination which is forbidden for the codex kommando nob.

 
   
Made in dk
Longtime Dakkanaut




Danmark

I see. Thanks guys.

Are Kommandos better as ranged units or close up units?

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in it
Waaagh! Ork Warboss




Italy

Kommandos are boyz, nothing more, with free deep strike ability and min squad capped at 5 dudes, which makes them cheap.

They mostly work to score secondaries that involve putting X units in some specific areas of the battlefield.

Alternatively large squads could work in conjunction with other assault infantry units, they're basically trukk boyz then.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






All ranged options for kommandoz have been moved to legends.

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. 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
All ranged options for kommandoz have been moved to legends.


oh so those are the ones that was removed..

thats sad

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in it
Waaagh! Ork Warboss




Italy

Beardedragon wrote:
 Jidmah wrote:
All ranged options for kommandoz have been moved to legends.


oh so those are the ones that was removed..

thats sad


And also all the wargear on the nob, except the slugga & power klaw combination.

 
   
Made in dk
Longtime Dakkanaut




Danmark

 Blackie wrote:
Beardedragon wrote:
 Jidmah wrote:
All ranged options for kommandoz have been moved to legends.


oh so those are the ones that was removed..

thats sad


And also all the wargear on the nob, except the slugga & power klaw combination.

So.. how am i supposed to hold points with my Kommandos if i cant possibly fire back? i mean screw the slugga. I figured Kommandos were good because they snuck up on points, hopefully removed what was there and could shoot back at enemies with kustom shootas etc and get a sweet juciy defence bonus from the new terrain rules and their own sneaky git rules.

But Kommandos will get the point and then just get shot at?

So its everyone elses job to shoot back if im understanding correctly

This message was edited 1 time. Last update was at 2020/08/24 11:46:04


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You hold points by standing on them. Kommandoz, especially those with the deff skulls kultur, excel suddenly appearing on objectives and standing there, preferably hidden from as much shooting as possible.

Killing power is not a factor, merely the ability to be cheap as chips, deep striking and objective secured infantry matter.

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. 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
You hold points by standing on them. Kommandoz, especially those with the deff skulls kultur, excel suddenly appearing on objectives and standing there, preferably hidden from as much shooting as possible.

Killing power is not a factor, merely the ability to be cheap as chips, deep striking and objective secured infantry matter.


yea.. thats what i feared. i wanted to deepstrike them in and then shoot back at enemies getting close.

thanks

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut





They also get +1 to their armor save in cover, and +1 to wound in cover. Basically just take a slew of units with deathskulls, deep strike them to take objectives all over the map on later turns.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ironically, objectives cannot be in cover.

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. 
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
Ironically, objectives cannot be in cover.
Yep, which defeats the biggest use Kommandos would have.

So we are left with over priced boyz who can't shoot, aren't effective at CC and can't hold an objective due to no staying power and their biggest benefit is blocked from being used on objectives

This message was edited 1 time. Last update was at 2020/08/24 17:54:13


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Ironically, objectives cannot be in cover.


I havent played any 9th edition games but explain again to me what use i have for Kommandos then?

If i get none of their sneaky git bonuses i might as well da jump some boys over there instead. at least they can shoot back at enemies.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

Kommandos seem like they offer extremely cheap ObSec as well as early game movement blocking. They can also pop up later to score secondaries which could make or break a close game.

Just because they aren't dead 'ard and mega killy doesn't make them bad given their low cost.
   
Made in dk
Longtime Dakkanaut




Danmark

 Canadian 5th wrote:
Kommandos seem like they offer extremely cheap ObSec as well as early game movement blocking. They can also pop up later to score secondaries which could make or break a close game.

Just because they aren't dead 'ard and mega killy doesn't make them bad given their low cost.


I agree but it seems unecessary to take away their ranged weapons. I would want kommandos exactly for their ability to be bullet sponges by hitting enemies at range while getting that sweet defensive bonus from sneaky git and terrain

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Decrepit Dakkanaut





Beardedragon wrote:
 Jidmah wrote:
Ironically, objectives cannot be in cover.


I havent played any 9th edition games but explain again to me what use i have for Kommandos then?

If i get none of their sneaky git bonuses i might as well da jump some boys over there instead. at least they can shoot back at enemies.


You can still be w/i 3" of an objective and be in cover. You just can't have terrain directly on top of an objective.
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

Beardedragon wrote:
I agree but it seems unecessary to take away their ranged weapons. I would want kommandos exactly for their ability to be bullet sponges by hitting enemies at range while getting that sweet defensive bonus from sneaky git and terrain

This is very much a no kits = no rules issue and it seems like GW doesn't think a multiweapon kit for Kommandos would sell enough to make the new molds cost-effective. This is business messing up the tabletop.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






A unit of boyz is 80 plus weird boy or tellyporta, a unit of kommandoz is 45 and can deep strike on their own. Both are equally dead if looked at funny, but a unit of 5 can hide more easy behind obscuring terrain.

I'm not a fan either, but I do understand why it works. I prefer tellyporting MANz though. More killy.

This message was edited 2 times. Last update was at 2020/08/24 18:36:02


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. 
   
Made in fi
Locked in the Tower of Amareo





Beardedragon wrote:
 Jidmah wrote:
Ironically, objectives cannot be in cover.


I havent played any 9th edition games but explain again to me what use i have for Kommandos then?

If i get none of their sneaky git bonuses i might as well da jump some boys over there instead. at least they can shoot back at enemies.


Kommado 45 pts free deep strike.

Boyz 80 pts and you need either weiredboy(not even quaranteed especially in 9th) or CP to deep strike them.

Kommandos lot better to sneak into enemy deployment zone for whole bunch of secondaries. Engage on all front, linebreaker and deploys scramblers are easy to score with those. Boyz get same for lot higher price and either CP or weirdboy and unreliance of a dice.

2024 painted/bought: 109/109 
   
Made in us
Decrepit Dakkanaut





 Jidmah wrote:
I prefer tellyporting MANz though. More killy.


And more fun.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Daedalus81 wrote:
 Jidmah wrote:
I prefer tellyporting MANz though. More killy.


And more fun.


Definitely. There are little things more enjoyable in the game right now than clobbering a unit of primaris with buzzsaws just to have each successful to hit roll basically instantly kill a marine.

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. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Canadian 5th wrote:
Kommandos seem like they offer extremely cheap ObSec as well as early game movement blocking. They can also pop up later to score secondaries which could make or break a close game.

Just because they aren't dead 'ard and mega killy doesn't make them bad given their low cost.


Only if Deathskullz they get ObjSec.

They may be useful also for granting expendable wounds if a player want to embark 5 Meganobz and one or more characters in a BW as he couldn't use boyz for that role (not enough transport capacity since min squad of boyz or gretchins is 10 models). Or for joining 5 nobz and 1-2 characters in a trukk.


Automatically Appended Next Post:
 Canadian 5th wrote:

This is very much a no kits = no rules issue and it seems like GW doesn't think a multiweapon kit for Kommandos would sell enough to make the new molds cost-effective. This is business messing up the tabletop.


True. Now get rid of all jump pack options from SM HQs since there's no way of getting them outside proxies, kitbashing or conversions.

This message was edited 1 time. Last update was at 2020/08/25 08:03:07


 
   
Made in us
Jinking Ravenwing Land Speeder Pilot




Hanoi, Vietnam.

 Jidmah wrote:
All ranged options for kommandoz have been moved to legends.
Even the sluggas? Ah. Nevermind. You said, "options".

This message was edited 1 time. Last update was at 2020/08/25 08:16:27


 
   
Made in fi
Locked in the Tower of Amareo





 Blackie wrote:

True. Now get rid of all jump pack options from SM HQs since there's no way of getting them outside proxies, kitbashing or conversions.


Only one that would go away is librarian. Captains and chaplains have jump pack version.

2024 painted/bought: 109/109 
   
Made in gb
Sadistic Inquisitorial Excruciator




I would be rather upset. I have a Jump Pack Librarian using pegasus wings I would be sad to see go.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in fi
Locked in the Tower of Amareo





Well ask DE and ork players how that feels. That's what the NPC races have to deal with.

2024 painted/bought: 109/109 
   
 
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