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=== Tabletop === Ork Kommandos can be bought in mobs of 15 like most special Boyz, and cost 10 points each. So, 4 points more than your average Slugga Boy, in smaller mobs... What could they possibly bring on the table? Well, Orks who can make it to the front line without losing the entirety of the mob. Kommandos come with [[Grenades & Explosives#Stikkbomb|Stikkbombs]] like everyone else in the new 7th [[Codex]], and has the Special Abilities '''Infiltrate''', '''Move Through Cover''', and something new: '''Stealth''', which actually make them quite capable of coming in from a flank or dodging through the rubble before charging their enemies with glee. Mind you, they are the same Boyz as normal Sluggas with respect to their statline, and they get the exact same upgrades as well, with the exception of the option to get a Burna in the Mob and losing out on the option for 'Eavy Armour - treat them as such, while remembering that they can and will utilize Cover a lot better than all other dudes in your army, save for Grots. They're generally a good choice for any Ork army, and can do very well with a bit of low kunnin', but don't expect them to perform miracles just because of their Special Rules. they can be killed by all the same things, and if your opponents bring Flamers, you might as well take a regular mob of Boyz instead, - they'll fare just as well. A bonus they also get is the ability to take Boss Snikrot (mentioned above) as a free character, allowing him to join their force. Doing this allows for Snikrot to join the Kommando mob from reserves and pick any side to infiltrate from. To make it even better, they get '''Shrouded''' instead of '''Stealth''' the turn they arrive, giving them a way to survive fire until they can get to the killing. In 8th Edition, Ork Kommandos can now Deep Strike 9" away from enemies anywhere on the table, as can Snikrot (They aren't technically deep-striking, just coming out of hiding, but for intents and purposes its the same thing). They also get a 4+ armor save from ranged when in cover. Snikrot gets a 3+, effectively making him a space marine when in cover. Snikrot also now has a re-roll 1's aura of six inches, allowing him and a "Strike Force" of 15 Kommandos to pop up with pretty decent chances of making a first-turn charge. This is great against Tau or Guard armies, where squishy important units often are hidden way in the back, where its hard to reach them with conventional foot-sloggers. As 9th Edition rears its ugly head, Kommandos look better than ever. They are now only 1 point more expensive than regular Boyz, and considering the massive hit to Orks that Blast Weapons are, there is no reason not to take squads of 10 Kommandos whenever possible (saving on those nerfed big, squishy blobs of Boyz).
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