Welcome to Librarium Online!
The way I play orks at the moment is to field some large foot squads backed up by nob bikers and lootas and if points allow then a couple of trukks and a battlewagon. So all the back is really designed to make noise and distract my opponent from the real world of hurt that is 90+ boyz inexorably running at them.
I have always wanted to play with kommandos (hence the infamous friends quote)but can never seem to justify taking a slot away from my 2 loota squads and 1 nob biker squad at 1500+ pts. The answer is either ditch the bikers or take a warlord and use the bikers as troop FOC option.
But my real question is how are kommandos most effective?
I hate reserves/deepstrike/outflank as a general rule unless there is a reliable way of getting them in early because if you don't get first turn then they are coming in on a 50/50 chance after you have already had to survive 2 turns of opponent shooting. If you are the wrong 50 then turn 3 can be a wasted unit. For my ork strategy turn 2 is crucial because if your opponent has advanced then you need to make the decision about waagh and whether you can realistically get a charge or whether to shoot the shootas or run again etc.
I'm toying with two setups at the moment for kommandos
1. Snikrot and 10 ko's with 2 burnas = 215
2. 15 Ko's with nob,pk,bp and 2 burnas = 220
I look at Snikrot as a suicide squad good at disrupting enemy game plans and being an effective anti tank measure. Also has the benefit of scaring your opponent into moving closer to the middle of the board thereby getting closer to 90 pairs of ork boots that keep on running! But he's expensive with no pole and the burnas are slightly at odds with the strategy of going for vehicles. Toyed with takin rokkits but they just don't hit!
The second option is more flexible because you can take a view at the beginning of game based on terrain layout and enemy army as to whether they should infiltrate or outflank. As I mentioned I hate outflanking from the sheer risk although if it pays off then it can be a game winner.
What are other people's opinions on these two options or the best way to play ko's . As an alternative should I go for 5ko's with Twin linked rokkits and infiltrate for the lucky suicide shot?
Any advice would be appreciated!
I would say go with Snikrot, a decent number of boyz (10+) and 2 burnaz. Since he enters from any table edge (opponent) you have full controll where he turn up and this will almost guarantee a charge. Try to get a kombicharge, both the heavy weapon team and the Manticore. Another great advantage is the psychological effect. Your opponent will bite his nails until Snikrot enters and will probably deploy further up on the table than he would otherwise. This means closer to your other units. Hur hur.
I have tried a very cheap 5 man infiltrating unit with a single rokkit as a fire magnet. Steering away fire from my precious trukks. It worked OK, but I prefer a deffkopta.
I'd always go with Snikrot, Outflanking with basic Infantry is so easy to play around for an opponent. Bringing some respectable attacks in the backfield will really mess with some IG armies and Tau. Personally I think of them as a small, surgical unit. Keeps them cheap and the less attacks you have, the better chance you have to break a unit on the opponents turn, which is big.
How much is small? Are you both advocating the Snikrot and 10 kommandos with 2 burnas?
See on paper I think it sounds great but I always imagine them coming on and doing there thing then getting shot losing 3 orks then failing and running right off the table.
I was advocating minimum size. Personally I wouldn't want to dump points into a unit that does nothing against some armies and has no bonus to Reserve rolls. A small unit with Burnas can assault very well and like I said, might not instantly break units, very handy against IG and Tau. Snikkrot also gives them a bit of anti-tank via S6 against back armor.