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![[Post New]](/s/i/i.gif) 2007/01/03 16:50:49
Subject: Ork Kommandos?
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Fresh-Faced New User
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Right now for friendlies, I field anywhere from 1000-1500 points of orks, generally something like this: Warboss on foot Painboss with cyborks in trukk 2 slugga mobs Flash gitz or shootas Killer Kan squad Looted Demolisher The flash gitz/shootas, though packing three big shootas, have never really performed well for me. I've seen a lot of lists that include kommandos and people talking about how useful they are but I cannot see it. They cost two more points than shootas, and can only take one heavy weapon. The way I see it, they'd be blown away in the first turn because they deploy closer to the enemy than the rest of the orks. How exactly are kommandos meant to be used, and would they fit in well with this type of ork army?
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![[Post New]](/s/i/i.gif) 2007/01/04 00:12:20
Subject: RE: Ork Kommandos?
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Been Around the Block
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Kommandos, I think, should only ever be used as follows:
5 man unit, one upgraded to Nob. One boy has a rokkit, the nob has a rokkit, tankbusta bomz and 2 ammo runtz, twice.
This gives you four rokkitz, each with a re-roll, on turn one. They can infiltrate into some side armour, and should be able to alpha-strike a vehicle. If there are no vehicles, 10 boyz is enough to get some combat against anything that's been left out on it's own. The tankbusta bomz allow you a second chance at blowing up vehicles if the rokkitz are firing wide. At only 85 points a pop, you aren't *too* bothered if they die, and since they are separate units, only one will be victimised at a time, allowing you to mob up with the other once you, inevitably, break. Finally, they can be utilised as scoring units to claim quarters etc. that the rest of your army can't get to.
Basically, they're cheap, they can do anything and with two units you've got a bit of redundancy there.
Only downside is that they suck up elite slots that you might want for other things, but you seem okay for that.
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![[Post New]](/s/i/i.gif) 2007/01/29 01:31:23
Subject: RE: Ork Kommandos?
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Joined the Military for Authentic Experience
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Kommandos work brilliantly against armies with ground vehichles- taking out predators, Russes and even land raiders isn't beyond them if you kit them out with tankbusta bombs. And after that, assault some poor small unit of devastators if you can, or even a tactical squad. Take out as many as you can. I almost always make back my points against marines and gaurd. They are less useful against armies with skimmers or no tanks though.
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![[Post New]](/s/i/i.gif) 2007/01/29 12:03:33
Subject: RE: Ork Kommandos?
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Drew_Riggio
Vancouver, British Columbia.
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Posted By spikydavid on 01/04/2007 5:12 AM Kommandos, I think, should only ever be used as follows: 5 man unit, one upgraded to Nob. One boy has a rokkit, the nob has a rokkit, tankbusta bomz and 2 ammo runtz, twice. This gives you four rokkitz, each with a re-roll, on turn one. They can infiltrate into some side armour, and should be able to alpha-strike a vehicle. If there are no vehicles, 10 boyz is enough to get some combat against anything that's been left out on it's own. The tankbusta bomz allow you a second chance at blowing up vehicles if the rokkitz are firing wide. At only 85 points a pop, you aren't *too* bothered if they die, and since they are separate units, only one will be victimised at a time, allowing you to mob up with the other once you, inevitably, break. Finally, they can be utilised as scoring units to claim quarters etc. that the rest of your army can't get to. Basically, they're cheap, they can do anything and with two units you've got a bit of redundancy there. Only downside is that they suck up elite slots that you might want for other things, but you seem okay for that. Did the issue of infiltrating with ammo runts ever get satisfactorily resolved? Because the last time we hashed this out (at least, the last time I remember), the answer was "who the heck knows, so you probably shouldn't."
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![[Post New]](/s/i/i.gif) 2007/01/30 00:48:34
Subject: RE: Ork Kommandos?
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Been Around the Block
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Posted By Triggerbaby on 01/29/2007 5:03 PM Posted By spikydavid on 01/04/2007 5:12 AM Kommandos, I think, should only ever be used as follows: 5 man unit, one upgraded to Nob. One boy has a rokkit, the nob has a rokkit, tankbusta bomz and 2 ammo runtz, twice. This gives you four rokkitz, each with a re-roll, on turn one. They can infiltrate into some side armour, and should be able to alpha-strike a vehicle. If there are no vehicles, 10 boyz is enough to get some combat against anything that's been left out on it's own. The tankbusta bomz allow you a second chance at blowing up vehicles if the rokkitz are firing wide. At only 85 points a pop, you aren't *too* bothered if they die, and since they are separate units, only one will be victimised at a time, allowing you to mob up with the other once you, inevitably, break. Finally, they can be utilised as scoring units to claim quarters etc. that the rest of your army can't get to. Basically, they're cheap, they can do anything and with two units you've got a bit of redundancy there. Only downside is that they suck up elite slots that you might want for other things, but you seem okay for that. Did the issue of infiltrating with ammo runts ever get satisfactorily resolved? Because the last time we hashed this out (at least, the last time I remember), the answer was "who the heck knows, so you probably shouldn't."
Really? It seemed pretty black and white to me. Somewhere, either in the codex, or the faq sheet (and I'm at work, so I can't check right now), there is a paragraph which basically says all grot/squig helpers bought for a nob "count as models in the mob for all purposes" . Therefore, they are kommandoz, and kommandoz get to infiltrate. I took this to the UKGT without problems, and since I finished second, I'm betting that they went over my list with a pretty fine toothcomb
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