My Tactics pledge: I am not the greatest player, nor a seal pup. I will endeavor to speak from my experience and always be honest about what is theory and what is play tested. Never will I assume to know better than anyone else... unless I must call out ego or pretension.

Sneaky little Hobbitses...

One of the most effective Ork unit in 5th edition was the Ork Kommando, with tad bit of help from Boss Snikrot. 6th edition though brought about changes to assault which hurt Kommandos more than most. It was going to take a new codex to give Kommandos any hope of returning to the battlefield. Their newest incarnation doesn't remedy the most glaring problems with Kommandos, but does give them a fighting chance if you use them creatively. 

Before we start dissecting, lets take a quick look at the differences between the 2007 and 2014 Kommandos codex rules.

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Kommandos Rules 2007

Elite: Kommandos- 50 Points

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 Kommandos Rules 2007

 

Kommandos Rules 2014

Elite: Kommandos - 50 Points

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UNIT TYPE:
Infantry. Boss Nob is Infantry (Character).
UNIT COMPOSITION:
5 Kommandos
WARGEAR:
• Slugga
• Choppa
• Stikkbombs
SPECIAL RULES:
• ’Ere We Go!
• Furious Charge
• Infiltrate
• Mob Rule
• Move Through Cover
• Stealth
OPTIONS:
• May include up to ten additional Kommandos…10 pts/model
• Up to two Kommandos may replace their sluggas with one of the following:
- Rokkit launcha…5 pts/model
- Big shoota…5 pts/model
- Burna…15 pts/model
• One model may be upgraded to a Boss Nob…10 pts
• The Boss Nob may take items from the Melee Weapons list.
• The Boss Nob may take a bosspole…5 pts
• You may add Boss Snikrot…60 pts

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Readers of my previous tactics will notice a few changes to how these reviews are presented. Now you will find is a break down each unit into five broad categories.

Utility

Kommandos are the only Ork with Infiltrate and the only unit that can take Burnas outside of well Burna Boyz. It gives Kommandos a tactical flexibility no other Ork unit has, and with Snikrot some additional tricks. Kommandos always serve a disruptive role in any Ork army, forcing your opponent to think before committing. 

Cost

Kommandos haven't gone down in price in any way, shape, or form. At 10 points apiece you really cannot ask for much more though. Kommandos are great for this price, especially with the weapon options available. What did make Kommandos cheaper though is Snikrot is now 15 points less, so for most unit configurations this is a big deal.

Speed

Like most Infiltrators, speed comes in the deployment phase, where they can start in a position deep behind enemy lines. Once on the board though they are just as fast any other Ork, with one major exception. Since they have Move Through Cover their movement and charges are generally longer than other Orks, making them effective at moving across any terrain placed in front of them.

Assaulty

Assault for most Ork units is where Kommandos really shine. They have the standard Ork profile, but can take the all purpose Burna making them deadly against most opponents. Kommandos can also take a HQ Mek for some added punch, but the biggest change is Snikrot doesn't take up your Nob slot, so it means you no are no longer hanging without a Power Claw.

Shooty

Kommandos are marginally better shooters than most Orks, because oft repeated Burnas. Other than the Burnas you can take Rokkits and other ineffectual weapons, but without extra Power Weapons their is little to no justification.

Their newest incarnation doesn't remedy the most glaring problems with Kommandos, but does give them a fighting chance if you use them creatively. 

Snickety Sneak

Snikrot - 60 Points

Snikrot's reputation still gives every Ork opponent a moment to pause, as with any unit able coming from any board edge.  Even with this powerful ability Snikrot has taken quite a few hits since his 5th edition glory days, assault changes in 6th and now other Independent Characters unable to join. Snikrot's 7th edition version has tried to compensate in two ways, first is the Shrouded bonus when arriving from reserve, and Snikrot no longer being an upgrade character. The Shrouded bonus is great if you play with ample ruins, as your Kommandos will arrive with a 2+ cover save. The second change though has more killy effects, now you can take a Nob in addition to Snikrot. It means in theory, you can have two Burnas, Snikrot, a Power Claw, and a Killsaw all in one unit. That is a lot of damage at various AP to make any opponent tremble, and you still have basic Kommandos for ablative wounds. Regardless of the damage output, Snikrot and his Boyz main role will always be destroying, backfield units, like Artillery, Objective Secured units, or lightly armored vehicles. Then you have that Formation...

 

Putting all Together...

A Kommandos's life is typically a short one, they appear and before you know it your opponent dedicates his entire force to its destruction. In of itself this isn't a bad thing, as it can often provide you with time to move your other Ork elements into position. If you though want your Kommandos to live, you have a few options. The first one is taking Snikrot and coming in reserve where you need them most, using them to combo with another (like Stormboyz) units barreling down on your opponent. Depending on how your opponent is positioned the extra stealth bonus can provide enough cover to survive a round and get off an Assault. The other way is using your Kommandos as standard Infiltrators; depending on terrain you can hide this unit and not boldly go throwing then away, instead try waiting for your opponent to get to close and pounce, preferably with other Ork units for support. Since, Kommandos can bring more than one Power Weapon to a party it is important to not leave them unsupported, making multiple unit charges critical. Other nuanced ways to use Kommandos is taking minimal squad just as Infiltrator defense, especially against pesky Lictors. You can also run multiple units, to force you opponent to move to the center of the board and pincer them to death. Even with life extending tactics, don't get too attached to your Kommondos, more often than not they will be the first thing killed in your army, just make sure it counts for something. 

 

-- Kommandos Army Templates--

Boss Snikrot's Red Skull Kommandos Formation List

Kommando Combined Arms Detachment List

Kommando Great Waaagh! Detachment List

Kommando Ork Horde Detachment List

Kommandos Allied Detachment List

Formations

Boss Snikrot's Red Skull Kommandos: If you have the models, I don't see why you wouldn't use this Formation. With the Sneaky Gitz ability Kommandos are at worse will be getting 5+ re-roll save on the first round they arrive. This Formation will no doubt mess with your opponents deployment, just remember everyone has to come in from the same table edge, meaning your opponent could deny a board edge easily. This Formation is at its most effective when other units can apply pressure forcing your opponent into an ever smaller box. It is great against armies that rely on mobility to be effective. 

Detachments

Ork Horde Detachment: This Detachment is not the best for Kommandos, the extra HQ slot doesn't do much when you can't Infiltrate together. It leaves your Kommandos with the role of damage soaking as your get your heavy hitters closer to your opponent. At best they are distraction or a late objective grab if ignored.

Great Waaagh! Detachment: If you are looking to save some points, you can't really go wrong with filling your required Elite slot with Kommandos. Great Waaagh!Detachment can pride themselves on multiple deployment options, Kommandos fit right in, leaving your opponent not knowing where any of your units will be coming from.

Final Thoughts...

Overall, Kommandos are not back to the heights of playability they once had with 5th edition, but they still provide a tactical advantage no other Ork unit has. Their damage output has increased with the various character you can attach, but the problem and one all Ork units has is how exactly do you get them safety into Assault without being picked apart from shooting.

Warning

It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.