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After looking through the ork codex a few times now, I've noticed a severe lack of deep-striking and infiltrating abilities. As I just don't want to footslog an entire army (you just get shot to pieces before you get there), I've been trying to find ways to get a few units to infiltrate into a position to tie up the enemy for the rest of the army to get there.
This leads me to think about kommandos. They can infiltrate and move through cover, which allows us to place them 18"+ away from the enemy to pretty much guarantee a second round charge (first round if really lucky). The problem, of course, is that they don't have any armor save whatsoever, so are strictly dependent on the available cover to prevent getting shot up, and then strictly dependent on crushing the enemy in CC (Waaagh roles & such).
So the question remains: can kommandos be an effective unit? Or is the lack of any type of save too much of a deterant? What tactics have you found to be (or could be) effective with them?
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Many folks around here have quite a bit more experience with the greenskins, but I use kommandos with my footsloggers. You bring up the exact reason I use them. Keep in mind, you may infiltrate to 12" if not in line-of-sight. That is quite the bonus when you are rolling 3d6 through cover.
My results with kommandos have been great! I have only used 1 squad to date, but have built a second squad with tankbusta bombs. I have found the primary benefit of infiltrating kommandos is psychological. Playing against mostly MEQs, they have given a disproportionate amount of attention vs. points. Even black templars and chaos have found ways to shoot my kommandos, as they push through cover. In fact, in most games my kommandos remnants have mobbed up with a 20 strong slugga squad, giving me two nobs in unit.
I'm not to the point of writing any foot slogging tactica or anything, but I have found that kommandos will scare your opponent (rightly so), and usually have remnants break due to the size limit of the squad. This is not a bad thing, because using a slugga squad to mob up is always fun.
The ability to distract an opponent isn't that huge when they know they want to shoot everything coming at them, but that's the strongest asset of a walking force: target priority. Hopefully, they can't shoot everything, and will be forced to choose between kommandos, sluggas, killer kans, storm boyz, painboss w/ cyborks... you get the idea.
I know there are some blood axe players out there, and I know they're not all in it for the chimera. I'm sure they will weigh in soon.
Good luck, and I think kommandos rock.
Personally I think Kommandos work best in COD games. There is loads of cover for them to hide behind and they work well with loads of difficult terrain tests. Orks thrive in COD anyway.
Nob --> Power Klaw
9 Kommandos --> Choppas w. Sluggas
Just put them behind some cover near a unit which is most vulnerable and rip 'em to shreds.
i think your much better off with a truck boy squad. they are more likely to get into combat completely intact if moved correctly where they then be capable of dishing out some pain. i dont use any models for distraction or meat sheilds. comando's squad size just dont work considering that they dont have any armour. now if you equip them to hunt vehicles then thats a different story they may be effective for a turn or two but then they will get gunned down really easy. i have tried them but they to me are a worst of the elite choices or troop selection for orks.
I use two Komando Squads in my Blood Axe army. Only played it about 10 times. They work wonders for drawing fire. I set mine up in cover within 24". I'm not trying to jump them into combat. I use them as a diversion. Nob with Rokkit and an ammo runt and another rokkit in the squad. Infiltrate 4 heavy weapons....two are "twin linked"....
If you are slogging, the main job of every unit is to help your boyz get "stuck-in". I'll let those 20 boyz and two grots get iced to help my other guys get in to cc.
i have used cammandos in some of my games, and they work well for me. i play against space marines a lot and the bolter has ap 5 so it goes through ork bodey armor anyway, so haveing no saves for the cammando is not really a big change, besides your probably going to have them in a forest or something else with a cover save. they aslo get tankbusta bombs for +1 point per moddel, which means this is the ultimate anti-tank mob. besides that infiltrating squads get put on the bord last, so just put them as close to a vehicle as possible and try to assult it as fast as you can. they also make for a great sniper-scout killing mob too. anyway thats my 2 cents on themi think your much better off with a truck boy squad. they are more likely to get into combat completely intact if moved correctly where they then be capable of dishing out some pain. i dont use any models for distraction or meat sheilds. comando's squad size just dont work considering that they dont have any armour. now if you equip them to hunt vehicles then thats a different story they may be effective for a turn or two but then they will get gunned down really easy. i have tried them but they to me are a worst of the elite choices or troop selection for orks.
Last edited by Warlord Gritsmoth; January 23rd, 2007 at 03:45.
if you are using the klan base rule for the blood axes than you can bring a lot of kammandos and with the main bulk of your army right in your enemies face that can be scary
They have not only those problems you mentioned, but that they have a low model count per squad, which combined with those other flaws makes them pretty bad in my book.
Few exceptions: city fight, most buildings and such are 4+ cover, not bad, until they flame "Q" you.(but that's a problem all orks face)
Getting up close and personal when you don't have any resiliance other than toughness to save you with only 10 boyz is a very bad idea. They end up being an expensive throw away unit that would have been better served as MORE footsloggas,IMO.
You can't take multiple HWs, so sitting back and pounding's not really an option either. without a good cover save they are just wasted on returned fire.
I've had them fielded against me a NUMBER of times in many different scenarios, and they have never made a difference in a game, even when holding objectives is importants(especially then) and they just die when sneezed at.
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Unfortunately, kommandos are bad. That's a shame, because they're fluffy and a fantastic conversion opportunity....
I still use them, mostly to occupy terrain and slow the ennemy down. Except when presented with an easy charge, they should always stay in cover, in order to attack at Init 10 and to benefit from cover saves. They saved me a few times against a Khorne army, who had to spend 2 turns eliminating them, thus allowing my footsloggers to join the fray.
Another option is to give them a rokkit launcha, and a rokkit launcha+ammo runt for the nob, and to take pot shots on side armor of tanks. Decent against SM and IG, but you'll be lucky f they get their points back.
In anycase, I resist giving a klaw to the nob, as they are expandable troops.
Hope it helps!!
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I've been converted over to the Kult of Speed recently, but I have tried out making a blood axe list. With the blood axe klan rules, one option that can be helpful is replaceing the nob of one kommando group with a mekboy (must take 3 grot oilers with him) armed with a KFF. If you can position this mek-led squad next to a nob led squad, you can get a nice 5+ cover save to your normally saveless squad.
That being said, the main advantage with infiltrators is their ability to tie up enemy squads early or at least present an immediate threat, giving your other troops a window of opportunity to hoof it into combat. That would be the use of 1-2 squads and not a terrible way to spend some points. Using them as your main force to lay down the choppas in turn 2 (or 1 if you're super crafty) is not as powerful as a Speed Freek army. You have the same ability to rush into combat early with the freeks, and you can send in 'ard boyz, skarboyz, or truk boyz, all of which fare better in combat then the kommandos.
Overall, I would use these babies as a distraction force, but maybe there are some blood axe veterans out there who can share tactics of how to use these guys better :-).
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