Showing posts with label Kommandos. Show all posts
Showing posts with label Kommandos. Show all posts

Thursday, 31 July 2014

The Green Ghost - Your Worst Nightmare!

Something was a foot. Rumours were everywhere. A new campaign was surely imminent and to an Ork this could only mean one thing - Waaaaaaagh!!!

The 'Green Ghost' was nowhere to be seen and everyone suspected that 'Morks Teeth' were being put to good use in some far flung system. Boss Snikrot had a well earned reputation as a savage hunter who lives for slaughter. Tales of victims left bleeding to death with their eyes torn out and their scalps ripped from their skulls are still whispered on Armageddon. 


At 60 points Snikrot is a steal and he does not take up a slot on the Force Organisation chart if played with Kommandos. Amazing. He has nice stats WS5, S5, A4. He is armed with the Mork's Teeth - S User (5), AP 5, Melee, Shred (re roll failed To Wound). On the charge he will have 6 attacks probably looking for 3+ To Hit and then looking for 3+ To Wound with re-rolls. He will be hitting in Initiative order and has I3. The pity is that at AP5 marines will be getting their saves. He would be awesome against Guard!

The big deal with Snikrot is that he comes with Ambush so that himself and his unit of Kommandos arrive from Reserve and walk onto the battle from which ever edge he chooses. No dice roll required! This is a major advantage. They also have Shrouded for their first turn which improves Cover by 2 points, important because they can't charge in the turn they arrive. Really cool. He also has the Moves Through Cover rule so roll an extra D6 for moving through Difficult Terrain so roll 3D6 and pick the highest two and is not slowed when charging.

The Red Skulls have also been missing for weeks. Festooned with bombs, guns and blades these sneaky gitz excel at lurking in the shadows until their boss gives the signal at which point they explode from cover, howling bloody murder and hacking their shocked victims to bits in the name of Gork and Mork. They would prepare the way for the Waaaagh, creating chaos behind enemy lines.



15 Kommandos is the maximum unit size and one may be upgraded to Boss Nob. That is the way to get the S8, Power Klaw into the unit. Two Kommandos can also replace their slugga, choppas with Burnas. Expensive at 15 pts a model. A couple of Template weapons  in a unit can be great if you are in enemy territory and when in melee it turns into a two handed AP3 weapon.

Another option would be to take a couple of Rokkits S8, AP3, Assault weapons. Good value at 5 points a piece and you would have the option to shoot in the first turn of arrival so probably at rear armour. Its the BS of 2 that causes concern as they need to roll 5+ to hit with no benefit in Melee. 

The interesting thing about this unit is that it gives you options. If they arrive early then you can cause some chaos at the rear of the enemy and if they come late they can be used to potentially re-take an objective. A great pity that they are limited to 15 models but good that you can have the Boss Nob and Snikrot!








Friday, 20 June 2014

The Gathering is a pace - The Boyz

In preparation for the 7th Edition Codex I have been getting the boyz out and enjoying the experience. So here is a quick fly through whats available.

Just by way of a quick history lesson (and I only learned this today) - it turns out that Orks are a genetically engineered race. They were created by the a long vanished race called the Brain Boyz to deal with the Necron menace. Apparently the snotling are the last degenerate remnant of the Brain Boys. Now isn't that just very funny.

I have three standard mobs of Boyz. The first are the the 'Grrrrz' so named for the stripes on their jackets (Tigers ... ). These are my first unit and always fielded in every battle. My plan is to increase this unit in size to approximately 30 models so that I have real choice in terms of the models I field. This is my current project so the painting table is very busy.


The second are the 'Ilanders'. They take their inspiration from the various furs that adorn their kit. Over time this has been added to and after some clashes with Space Wolves they acquired shoulder pads as trophies. All carry axes and they stand out on the battlefield. Its important that the different units have identity as they are often fighting close together and you need to be able to tell which unit they are from.


The third mob are the 'Dakka Dakka' boyz. They can really lay down a field of fire. I don't play them as much as I should.


I have always played with a force that has some 'Ard Boyz. I love them and the increased armour means that they are great for holding objectives and the like. There was a time when you could take 3 burns with them - lovely, but alas no more.


My 'Ard Boyz are just the standard boyz but all wearing helmets and plenty of shoulder pads. For effect I have given them all back poles. It just increases the size of the models and makes them really outstanding on the battle field.

Their colour scheme was inspired by the painting of George Dellapina who did some fantastic paint jobs in the White Dwarf many years ago. He had a unique style and loved to clash bright colours. Painting these guys was my first time to really get into washes and highlights. There was no going back after that.

The Tank Bustas are a really fun mob to play. I just love the idea of loading up a squig with 'busta bomz' and letting him charge off to take out a vehicle. Its a little bit like playing fetch except of course the squiq doesn't come back ;-)


They can be a real threat and get lots of attention on the battlefield. If they can get in amongst the armour they will have a field day.

In the last few games I really enjoyed fielding a unit of Storm Boyz.


Having them appear in the middle of the battle can be great fun and the models are really excellent. Lots of facial expression. I love them a lot. Their colour scheme very much follows that of the 'Ard Boyz.

Another great addition was a squad of Kommandos. Having them skulking around the back of the enemy is a god send. They do like the rear armour of vehicles so this can give the opponent some real challenges.


I have come across a Kommando conversion kit on Forge World. I may find myself purchasing one of these soon ;-)

I also took to fielding a unit of Flash Gitz which can be very humorous. Their first couple of outings were an amazing success but there after not so much. They can be a bit 'squishy' and placement is everything.


Again the models are fabulous although the shoulder mounted gun looks really odd. The new models that are just out do look the business!! The nob even has a pirate hat - a nice nod to an older model!

I have various models with Rockets, Big Shoots and Burnas and therefore I can reorganise the Boyz to form other units to suit my needs.

You just gotta love the green skins!

Thursday, 19 June 2014

The Gathering

Its been a while since we have indulged in the pleasures of Warhammer 40k but with the new rules has come new models and this in turn brings temptation. I have been rummaging in the garage and rediscovering my love of Orks. So many unfinished projects, it is great and I am loving the paint table yet again.

The Dark Templar decided to build a new marine force to take on the threat posed by my Ork horde. I despair that it is the Imperial Fists he has chosen with all that bright yellow armour. It makes life really hard for my Kommandos.




Kommandos are supposed to be good at being 'cunin'. They sneak into position behind enemy lines causing chaos wherever they go. The trouble is that they lack subtlety. Here is a prime example - my Kommando Nob puffing away on a large cigar whilst a chattering gretchin plays with sticks of dynamite. No subtlety!

So why are the Imperial Fists causing such a problem well ........


Its just that my guys insist on carrying trophies and that yellow is going to make it even harder to be successfully camouflaged!! He, he.