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		<title><![CDATA[Latest posts for the thread "Kommandos flirting with disaster"]]></title>
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				<title>Kommandos flirting with disaster</title>
				<description><![CDATA[ The main armies I am basing my opinion on is <span class="glossaryitem" onmouseover='gp(95);'>MEQS</span> (Blood Angels and Black Templars) <br /> <br /> So far my Kommandos with 2 burnas and Snikrot have been unable to make back their points back...  The most tempting targets to attack has been 10 assault marines and losing a couple of komandos but lose a lot of kommandos when they get assaulted by a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squad  and lose combat by 1 and will be just whittle down or another Assault Squad will just flat out route the kommandos by beating them by 3... or I could Assault 10 Terminators, kill a few and then losing in next round of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (provided I can roll less then 5 on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>)<br /> <br /> My Deffkoptas are also not immune to not earning back their points as they have a habit of only completely disabling 1 vehicles and weakening 1 vehicle with either no shooting or no moving... Followed by a few dead marines the result is 2 squads that only recover 1/4 of their points but soak up many templates that would kill my boyz...]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 03:18:24]]> GMT</pubDate>
				<author><![CDATA[ QuietOrkmi]]></author>
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				<title>Re:Kommandos flirting with disaster</title>
				<description><![CDATA[ Firstly, are you taking the maximum sized squad?  Kommandos are as fragile as trukk boyz while costing twice as much.  You probably are attacking targets that are too ambitious for them to handle, or letting your opponent get the charge against <span class="glossaryitem" onmouseover='gp(19);'>CC</span>-oriented marines.  Use the Waagh if you need it to get the charge.]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 03:24:29]]> GMT</pubDate>
				<author><![CDATA[ Arbalest]]></author>
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				<title>Re:Kommandos flirting with disaster</title>
				<description><![CDATA[ Unfortunately there are not many units of infantry that cost close to 265 points that wont rip kommandos a new one... also the Kommandos can glance anything with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 in the rear but unfortunately this results in the death of something that typically cost at most 140 points...<br /> <br /> however against <span class="glossaryitem" onmouseover='gp(45);'>GEQS</span>, I will say that they would wipe the floor with an entire unit of anything but when denied the charge and assaulted I do not how well they would fare... <br /> <br /> It is not a matter of being out of range but things that I assault weaken the mob to a point where if anything charges the kommndos they fall apart like wet paper...<br /> <br /> what are some better targets that Kommandos can handle and survive the assault of...  or just assault and lose but cause enough casualties to weaken that unit to worthlessness <br /> (like eliminate everyone but a <span class="glossaryitem" onmouseover='gp(67);'>IC</span> and the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> will just die to a Mob assault) ]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 04:08:16]]> GMT</pubDate>
				<author><![CDATA[ QuietOrkmi]]></author>
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				<title>Re:Kommandos flirting with disaster</title>
				<description><![CDATA[ Remember that units don't have to make up their points to be worthwhile, just fulfill a role that will help you win the game.  In objective missions, kommandos are especially useful to attack units that try to baby sit objectives.  They also are good to help roll up gun line armies.  I would suggest using them as a force multiplier to your main attack or to destroy vulnerable targets.]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 05:36:05]]> GMT</pubDate>
				<author><![CDATA[ Arbalest]]></author>
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				<title>Re:Kommandos flirting with disaster</title>
				<description><![CDATA[ <blockquote><div><cite>Arbalest wrote:</cite>Remember that units don't have to make up their points to be worthwhile, just fulfill a role that will help you win the game.  In objective missions, kommandos are especially useful to attack units that try to baby sit objectives.  They also are good to help roll up gun line armies.  I would suggest using them as a force multiplier to your main attack or to destroy vulnerable targets.</div></blockquote><br /> <br /> bingo<br /> <br /> Use the Komandos to knock out scoring troops in the back, or to wipe out a unit/vehicle capable of shooting blasts and templates. They're so fragile and you're opponent will almost always shoot a unit that suddenly appears behind them. You can't really expect them to be hanging around by end of game.<br /> <br /> I really wouldn't worry about the "making back points". Winning the mission is what matters.<br /> <br /> Cheers!<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 08:18:03]]> GMT</pubDate>
				<author><![CDATA[ kid_happy]]></author>
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				<title>Re:Kommandos flirting with disaster</title>
				<description><![CDATA[ Also bare in mind that when you are thinking about "making their points back" you can look at this from a different angle.<br /> <br /> If they go in and stomp somthing vital to the other guy (even if it doesnt cost as much as they do) <b>then</b> get shot to bits.. That is firepower against a unit that has already done its job and <b>not</b> directed at the rest of your force gunning it towards the enemy. <br /> <br /> (Oh + every every1 else has said on this thread too)<br /> <br /> <span class="glossaryitem" onmouseover='gp(58);'>HTH</span>]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2009 09:43:15]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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