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I've been playing Snikrot in most of my games for the past year and I've learned a good deal through his successes and failures on the tabletop.
As has been noted in other posts Snikrot is great at killing that 'problem' unit that other ork units may not be able to get to kill quickly; be it that whirlwind behind cover, or those tau pathfinders tucked in the corner.
The downside is usually after they've said 'surprise your dead!' they usually get obliterated the following turn.
I've always run Snik with 2 flamers in his 13-15 Kommandos squad. I'm wondering if I should consider shaving points off this squad since more often than not it seems like overkill for that primary target.
Ideally Snik is going for soft troops or small squads. Firewarriors, IG gunline, Eldar reapers and rangers. Dev squads or small marine squads are good as well.
The second option is killing vehicles, ideally those baddy 1 gun wonders- Exorcists and Vindis. Sniky can pop the rear armor and the boys can glance it to death (if not at lest get rid of that bad bad gun).
Where they fall down is tough CC squads like many of the chaos flavored marines, templar, assault marines. Of course this is what the rest of your ork army should really be built to take out in some way (hello manz, nob bikers, 30 sluggas, or whatever your preferred warboss's solution).
Now looking at that list of 'What I think I'm going to kill' and thinking about my 15 strong squad of Red Skull Kommandos and wondering if i'm just sending too many boys out around the back flank. Could 9 kommandos (2 flamers) and Sniky do the same job, freeing up some points to beef out other squads or grab a small Gretchin squad? Am i forgetting something obvious on this one?
i say go with less kommandos. you may be surprised to find that they live longer! a smaller group draws less fire and players will occasionally underestimate a small group o' boyz even with snikrot there. of course a lot depends on how much pressure the rest of ur mob is puttin on, so use the extra points to bulk up the masses! draw the attention and remember every unit firing at the kommandos is one less firin at ur mob so it has its advantages! and use cover!!!!
I've been wondering this myself. The traditional size of the unit (including Snikkrot himself) is generally considered to be 13-15, with 2 burnas, but I've found that to be overkill in many situations.
The fact is, Snikkrot's unit is all but guaranteed to kill ONE enemy unit. There's virtually no way to survive a sudden unexpected strike from Snikkrot. The catch is, I rarely ever seem to kill more than one unit with him. The other units are either too far away, or the enemy turns around and shoots his unit to pieces. Still, in larger games, Snikkrot can be really good for taking out those pesky distant command/artillery units that vex Orks (especially footslogging Orks).
8 kommandos w/2 burnas and Snikkrot (9 models total) is probably enough, but you have to accept that they're probably only going to kill one enemy unit before getting shot to pieces. I still have to experiment with it before I can say for certain, however. Still, 195 points, while still not exactly 'cheap', is easier to earn back than 235-255.
"Any job worth doing, is worth doing with a powerklaw."
My take is the biggest benefit of Sniky is the fear it puts in the opponent. I've had opponents make huge tactical errors because they are so worried about him coming in to play. As most of us know its capitalizing on those mistakes that win games.
So I'm not crazy or missing anything on this. Since I think the 13-15 man squad usually eats it anyway after that first combat, so I think i'm going to run with the 9 (just like grax's layout) in a tourny next weekend. I'll report back on how they do vs how they would have done at 15 strong.
Now to use those 60 points!