Tactical Command
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Kommandos Best Practices?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=14833
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Author:  Ghudra [ Wed Feb 11, 2009 2:26 am ]
Post subject:  Kommandos Best Practices?

I haven't had the chance to field Kommandos yet and I was curious how other Ork players used these units.

Does anyone have experience or ideas on how to best use Kommandos in a 3kish game?  Thanks for any insight you care to share. :))

Author:  Ghudra [ Fri Feb 13, 2009 12:26 am ]
Post subject:  Kommandos Best Practices?

So, from the derth of responses, I'm assuming Kommandos are not a popular choice. :rock:   Better off just sticking with the basic boyz & free grotz then?

Author:  Irondeath [ Fri Feb 13, 2009 12:48 am ]
Post subject:  Kommandos Best Practices?

I believe the preferred choice are Stormboyz, for overall mobility.

The models are also quite cool, so this may affect things as well. I dimly remember reading about this topic before, I think it was suggested that Kommandos might make for an innovative Landa load.

Author:  Ghudra [ Fri Feb 13, 2009 2:44 am ]
Post subject:  Kommandos Best Practices?

Stormboyz can at least get their own formation in the lists.  That was one of the reasons I asked about Kommandos.  They seem like somewhat of an odd duck for a scouting/infiltrating unit since they are tied to a Warband or Stormboyz Warhorde.

I'm still really unexperienced with EA rules, but it appeared as though there might be a good fit for Kommandos on the battlefield that I was missing.

Author:  Chroma [ Fri Feb 13, 2009 2:57 am ]
Post subject:  Kommandos Best Practices?

Quote: (Ghudra @ 13 Feb. 2009, 01:44 )

I'm still really unexperienced with EA rules, but it appeared as though there might be a good fit for Kommandos on the battlefield that I was missing.

On thing about adding Kommandos is that, with enough of them, their scouts ability means *any* formation with access to them can be garrisoned, if they number half or more of the total units.

That's about the only thing I've ever seen them used for.

In some of the Blood Axe variant lists, I believe Kommandos get their own formation, which would make them a lot more useful.




Author:  Man of kent [ Fri Feb 13, 2009 11:22 am ]
Post subject:  Kommandos Best Practices?

Do i recall battlewagon formations can take kommandos?

Author:  nealhunt [ Fri Feb 13, 2009 3:36 pm ]
Post subject:  Kommandos Best Practices?

What Chroma said.  Kommandos are just quite limited in the core Ork list.  They just don't add much ability to a Warband.

They can potentially use their coherency distance to spread out a lot more, but since Warbands are big, that's not really a need.  Besides, a boy and grot can add a big chunk of that distance as well.

They can potentially garrison some larger formations using the 50% Scout rule, but you have to add so many of them that it's cost-prohibitive.  And, again, Orks have some pretty darn good garrison options as it is - Gunzmobz with Oddboyz, Warbands with Stompas and so on - so they aren't needed in that role.

In my Blood Axe list, you can take a dedicated Kommando formation.  That allows them to be used as an actual scout formation instead of being leashed to Da Boyz.  Also, the Kommando formation in that list can take transport, so you can garrison with 30+cm move transports and assault across the board on turn 1.  That gives them a couple of solid uses.

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