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does anyone use kommandos? if so are they affective?...if u dont use them provide a reason...thanks
Topic moved since it belongs in the orc section.
I have two mobs of them, one outfitted for CC the other set up for shootin. They can be affective if used and supported in a Blood Axe or a loota army.
I do not use them with my Goffs...
Kommandos ar a good ace in the hole unit...if you get them into a wood or a ruined building in range of their weapons and just sit and shoot at targets of opprotunity...or outfitted as CC monsters with choppas...you could spring a surprise ambush just when the enemy least expect it...
WAAAGH! Da Blood Axe Kommandos
"Da Orks is da best cuz we ar ded ard an killy, mean, green, krumpin machines, hav da most dakka, da stompiest dreads, da shootiest gunz, da biggest bosses, an we uze choppas...WAAAGH!"
Kommandos can be useful depending on the scenario's objectives and the terrain. On a wide open table forget it but in city, jungle, or any other densely packed terrain (especially with lots of difficult terrain) they can be great for flanking opponents, taking objectives, and even against tanks b/c they can be outfitted with explosives.
so what u guys are basically saying is that they are pretty much useless in a goof army where i just run head-firt into the enemy?
FOR THE HORDE!!!!!!!!!!!!!! !!
Yes and no. The problem is that "running headlong into the enemy" usually = "you lose" because they will mow you down before you reach them. Most people when they know they're going up against orks stock up on blast weapons and/or tanks. If your army ONLY contains units that must charge across the tabletop 6" a turn, a good opponent will just sit there and shoot at you, killing most of your orks before they even get within assaulting distance. If you start just 18" from your opponent (if they've got half a brain they won't let that happen), you're talking about 2 turns of movement, plus an assault move before you can close for CC and that's assuming your enemy doesn't back up as you charge.
A 10-man SM tactical squad with bolters can stand and fire, doling out 20 shots (and an average of ~14 hits) per turn. That means theoretically you could lose 20-30 orks before they even get to do anything: That's the entire lead mob and the next turn your next mob in line gets shot up too. It's normal for a lot of orks to die but sending your boyz into suicidal death marches is a bad tactic. That doesn't even consider that the player probably has flamers, plasma cannons, and/or heavy bolters too.
Or take Tau: They're going to shoot your guys and then move away during their assault phase with their jump packs. You could spend the entire game trying just trying to kill one as they pound you with S5 rifle fire and vaporize your warboss with a railgun.
You could try to use terrain to screen your boyz (assuming there's something that will work) but that's difficult to do with large mobz, plus it slows your advance since you're not moving in a straight line. And with certain opponents (e.g., IG using basilisks) this isn't going to help at all. One basilisk shot can kill a LOT of orks: ordanance blast, 2+ to wound, no armor save, and instant death for your nobz/warboss. Not good, not good at all. Worse yet, most IG players will take multiple basilisks (or mortar teams, or griffons, or hellhounds, or leman russ tanks, etc.).
We have a tyranid player who almost always loses because he uses the "headlong rush" approach. Worse yet, he insists on doing it with genestealers and his hive tyrant rather than using waves of gaunts.
That's why having a strong core to your army, along with units with other capabilities, is often useful. E.g., you can use a mob or two of trukkboyz to rush your opponent's flank and tie him up in CC earlier. Or you can use a mob of shootas to deliver volleys of return fire and soak up attacks as your boyz advance. Or you can use mobs of grots to soak up fire while you advance and/or as a speed bump for CC units rushing at you. Or you can add a battery of lobbas to give yourself the ability to deliver longer ranged indirect fire against stand-&-shoot opponents. Or you can use kommandos to infiltrate a flank, claim/contest a table quarter, or ambush opponents. Or you can use a dreadnought or killer kans to draw some fire and scare people with their potential threat. Or you take some wartrakks or warbikes to use for harassing the enemies flanks or serving as quick moving back-up. See there are lots of possibilities. An army made up of only slugga boyz and other HTH units is a very inflexible and easily defeatable for anyone with any sort of decent tactics.
ok, ok i see your point. i was going to use 2 burna boyz squads with a mekboy and take a kustom shield thingy, so i dont have to spend money on millions of grots. 5+ cover save for 20 extra points is better then a punch in the teeth. also getting more flame weapons in my boyz will help. i also was gonna get some kanz to separate my enemy's firing between my boyz and the kanz. i also wanted to upgrade my warboss and retinue with shoota/skorchas. i was also wondering, if i wanted serious anti-tank support which 'big gunz battery' should i get: Lobbas, Zzap gunz, or Kannons?