Ork Kommando: Difference between revisions

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However, certain Kommandos of note, most prominently Snikrot and his Red Skull Kommandos, are most certainly assassins in the traditional sense, moving silently and infiltrating just below their victims noses before slitting their throats, taking a trophy and, in Snikrot's band's case, scalping them. Despite this, he is not the most famous Kommando. That would be Spookums.
However, certain Kommandos of note, most prominently Snikrot and his Red Skull Kommandos, are most certainly assassins in the traditional sense, moving silently and infiltrating just below their victims noses before slitting their throats, taking a trophy and, in Snikrot's band's case, scalping them. Despite this, he is not the most famous Kommando. That would be Spookums.


=== Tabletop ===
== Tabletop ==


Ork Kommandoes 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?
Ork Kommandoes 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?
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Kommandoes come with Stikkbombs as everyone else in the new 7th [[Codex]], and has the Special Abilities Infiltrate, Move Through Cover, and as something new, Stealth, which actually make them quite capable at 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.
Kommandoes come with Stikkbombs as everyone else in the new 7th [[Codex]], and has the Special Abilities Infiltrate, Move Through Cover, and as something new, Stealth, which actually make them quite capable at 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 are 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 do miracles jjust because of their Special Rules - They can be killed by all the same things, and if your opponents bring Flamers, you might as well ttake a regular mob of Boyz instead - They'll fare just as well.
They are 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 do 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 ttake a regular mob of Boyz instead - They'll fare just as well.

Revision as of 09:45, 13 August 2014

Orks have assassins in a sense. They're called Kommandoes, and they come primarily out of Blood Axes klans, though all klans have them to some extend. Less "get in, kill, get out" guys and more "Viet Cong serial killers", Kommandos move in small packs (15 boyz iz small fer orkz) and make maximum use of cover and secret passages to move ahead of the main Waaagh! and drop a load of well-equipped Orks onto a critical strategic point, stabbing, shooting and blowing up everything around them. How is this different from your average Boy, I hear you ask? Well, where a Boy will see you, charge at you with a mighty warcry and kill you with a stick, Kommandoes will sneak about, get behind your back, than charge at you with a mighty [1].

While most orks hate the idea of sneaking around and for the most part despise Kommandos, Kommandos are invaluable for their reconnaissance work and ability to be exactly where the enemy most wants them not to be. Their natural inability to be subtle and monstrous size relegates the Kommandos to in-field operations, and rarely do they cross into civilian territory. This also means that Kommandoes get to make sure the main WAAAGH blasts the right things at the right time, as the only "eyes and ears" of the Orks are themselves.

However, certain Kommandos of note, most prominently Snikrot and his Red Skull Kommandos, are most certainly assassins in the traditional sense, moving silently and infiltrating just below their victims noses before slitting their throats, taking a trophy and, in Snikrot's band's case, scalping them. Despite this, he is not the most famous Kommando. That would be Spookums.

Tabletop

Ork Kommandoes 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.

Kommandoes come with Stikkbombs as everyone else in the new 7th Codex, and has the Special Abilities Infiltrate, Move Through Cover, and as something new, Stealth, which actually make them quite capable at 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 are 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 do 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 ttake a regular mob of Boyz instead - They'll fare just as well.