The units of 10 boyz are for versatility and
CP - that detachment gives 3 more
CP and those boyz can be used to mob up or to hold objectives while hidden (honestly at least two of them will probably be used to mob up and make two 40-mobs)
The kommandos can mob up too but honestly their role is to be suicide units, spread across the enemy deployment zone with stormboyz and the 21 boy mob to cause maximum chaos first turn while the two F-huge boyz mobs spread out, control the table and bear down on them.
This is a revised version of the list adding the 3
KMKs I can field once I finish building them:
Boss Snikrot 69
11 Kommandos: 2× burna; Boss Nob (power klaw) 112
11 Kommandos: 2× burna; Boss Nob (power klaw) 112
10 Kommandos: Boss Nob (big choppa) 97
Warboss: power klaw; attack squig 72
Big Mek: kustom force field; power klaw 88
30 Boyz: Boss Nob (shoota; power klaw) 193
30 Boyz: Boss Nob (power klaw) 193
21 Boyz: Boss Nob (big choppa) 133
Painboy: killsaw 55
15 Stormboyz: Boss Nob (big choppa) 127
8 Lootas 136
Weirdboy 62
Weirdboy 62
11 Boyz: 10× shootas; Boss Nob (shoota; big choppa) 73
10 Boyz: Boss Nob (big choppa) 67
10 Boyz: Boss Nob (big choppa) 67
Big Mek: kustom force field 75
1 Big Gun 27
1 Big Gun 27
1 Big Gun 27
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
2,000 points, 11CP
I shaved down the Lootas but still get some in there (I just love them is all). Also managed to get it right to 2000