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Okay, so being as I'm a Dawn of War PC game convert, I hadn't even known that Kommandos existed until I picked up a codex. Needless to say, I squealed like a little girl and instantly bought a box of pewter kommandos. What I want to know is, are kommandos a good investment? I'm a little leery about modeling a bunch of them after the deal with the flash gitz, whom I love, but was sorely dissapointed to learn just didn't cut it on the battlefield. Personally, I love the fluffy aspect of kommandos. The only thing scarier than an ork charging into you, screaming at the top of his lungs is one that doesn't do it until you get about three feet away from the bush he's hiding in.
I dont know about awesome per se, but they can be put to good use. I think it would depend on the size of your army whether or not to include them effectively. But if you love em, show them some love and give them a shot.
Without Boss Snikrot they can struggle to reach the enemy lines intact.
However with boss Snikrot they can turn up right amongst a shooty armies weakest units.
I run a unit of 12 basic kommandos, Boss Snikrot and 2 rokkit launchas (these are for if im out of assualt range. i love rear armour).
As long as there is fast stuff in your army your opponent will be torn between the kommandos behind him or the trukk mobz bearing down on him so either way something will make a mess.
And the models look awesome too
Kommandos aren't so much powerful as versatile. They don't really cost much more than a regular boy, and they can infiltrate. Think of them more as an upgraded boy than a separate unit.
Some of the advantages include the fact they move through cover without difficulty, can have 2 special weapons even if there's less than 10 of them, and can have 2 burnas, which are great against horde or good armor saves, effectively making them good against anything. They can also have a nob with a powerklaw and bosspole, which gives them considerable close combat power, especially if they have the burnas. They can also take Snikkrot, which enables them to jump out from any table edge when coming out from a board edge. This is great for ruining your opponent's plans, especially in objective based missions.
The disadvantages are that you can only have 15 guys, so they don't last when footslogging. They don't count as troops, so even though they can contest objectives, they can't claim them. Also, with the new consolidation rules, they can no longer jump from close combat to close combat, making them very vulnerable to shooting.
The catch with kommandos is that they're vulnerable when not in cover, and most useful in close combat, which almost always takes place outside cover. This usually means they're only really useful when they're not safe. Kommandos are ambush/suicide squads, which leap up, wreck the enemy's plans and then either disappear into the forest or get slaughtered.
Some people use rokkits, but I don't think 2 rokkit shots are worth it. I'd just stick with the burnas, and attach either the nob or Snikkrot. I'd ALWAYS outflank with them, bringing them out from reserves onto one of the short table edges, or in the case of Snikkrot, anywhere. I wouldn't infiltrate them into cover at the beginning of the game. They don't have the numbers to survive that way.
I've had great success with kommandos, and they helped me win a tournament, but honestly, they usually die. Of course, that doesn't matter if they screwed up the enemy plans before falling. ^_^
"Any job worth doing, is worth doing with a powerklaw."
I've been using a small squad (only six right now, getting more soon) in 500 pt games, and they do seem nice, I outflanked my brother's only heavy weapons crew (he plays imperial guard) and that messed things up pretty good for him.
I believe they only get the infiltrate special rule if they have Snikrot attached, otherwise they're just scouts.
And modeling kommandoes is waaay too fun
Big Mek Nutdragga's Dakkawakkaz - 19W/5L/2D
they have infiltrate with/without him, so they can therefore outflank
Kommandos, especially when led by snikrot, can easily be the vip's in either of the objective based missions and in the KPs game you can bring them in somewhere safe and hang tight if they need to.
My advice would be to model the majority of them (if not all) out of boyz. The pewter komandos are a great start, but creating a squad of fifteen with only the kommandos box set is going to put a dent in the wallet and look quite static.