Welcome to Librarium Online!
something ive been considering
fieling maybe 2 or 3 big mobs of boys, or a few mobs in trukks, then field more than 2 squads of kommandos (provided you have the cover on the board.)
i mean when i usually play theres always a couple small forests, maybe a couple structres of sorts
would fielding like 3 sets of 10-13 komandoes, maybe one with snikrot
question really is it mildly competitive, im not trying to get feedback like "omg tht would never work versus my 6 canifexes lol fag etc" or feedback like "if you invested all those points into ordinary boys it would be better" cos your probs right and i already know that
i field armies for fluf and fun, and a kommando heavy one sounds like it would make an entertaining game.
will maybe post a sample up in the amry lists later or tomorrow or something.
comments or things that you think would make it "Cooler" or things that might happen that would be funny welcome
also, if you think it would completely fall flat on its face and fail, can tell me why would be nice too
sounds fun, though Ive never considered kommandos to be too orky...
actually, having 3 groups of komms might be quite effective, because when fielding one unit they're easier to ignore or gang up on. this way, if one or two get eliminated you still have more to wreak havoc on their lines. great distraction from your approaching mobz...
It's an effective strategy, which was used fairly effectively at a local tournament near me recently. Just be sure to include Snikkrot and 2 burnas in one of the 13+ kommando groups. It works really well.
So what do people think of Kommandos? By converting ork boyz with stickbombs and borrowing a couple Burna models I can legitamately field a squad of 5-10 Kommandos.
But taking a large squad with Snickrot seems expensive despite the mess they can cause. I see a lot of opponents hold their forces back for shooting so they definitely have a use there. But small squads don't seem worth it.
Also infiltrating troops in general seem very disadvantaged with the restrictions in their deployment. By the time everyone has set up, there is practically no where near the enemy that you can put your troops and even inside a forest they can be shot at, benefiting only from a cover save.
Units of 9-10 kommandos, without Snikkrot, are fairly cheap in points, and if you give them 2 rokkits, they have a chance of doing some real damage too. A unit like that will run 110-150 points, depending on if you give them a nob/bosspole/powerklaw or not. The real advantage to these groups are their ability to infiltrate.
Yes, there most likely won't be any great spots, and yes, they'll most likely be mowed down by your opponent. So? That's what they're for. While your opponent is busy dealing with the kommandos, it buys the rest of your army the time it needs to get into close combat. You have to look at these units as expendable, and because of this, they usually aren't used in lower point games, because you won't have the extra points to spare.
12 kommandos with 2 burnas and Snikkrot (13 models total) is a monstrously effective close combat unit (don't fire with the burnas, use them as power weapons), since they can come from reserves onto any board edge. Not only can they dice up your opponent's back line, but they can grab objectives too, and if there really isn't an effective choice, you can just deploy them into the middle of nowhere, and have that many points all but guaranteed for you at the game's end.
Right now, a popular 2000 point army currently being circulated online, that has won many tournaments, consists of the above Snikkrot team, 2 units of 9-11 kommandos (with nobz, powerklaws, bosspoles and rokkits), Ghazghskull Thraka, a warp 'ead, and several 30 man teams of shoota/slugga boyz. It's actually very difficult to stop.
The two units of regular kommandos keep your opponent tied up for the first turn or two (if they're ignored, you can move them up for two turns and most likely get them into close combat, or just shoot your opponent up), Snikkrot ties them up soon after that, and for the remainder of the game, a giant wave of shoota and slugga boyz pours over their army. Since the kommandos most likely drew most of the enemy fire (and if they didn't, they most likely got into close combat, tying the enemy up even worse), the giant units of boyz arrive into close combat virtually untouched. It's a really vicious combination.