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How are you arming your Kommandos?


Burni

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I’ve swapped my Kriegers with my mate so now have 2 sets of the Kommandos.

 

I’ll mostly be using them in 40K so I think I’ll be building the majority with choppas and maybe one of each of the specials for use in Kill Team. Is the Nob big choppa worth having? Or should I just do power claws on both?

Edited by Burni
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  • 4 weeks later...
Hey if you have magnetised any kits like this I’d love to see it. I’ve done a fair bit of magnetising where there was a nice flat join, or the joint was hidden, like tactical marine and war hounds. Haven’t been brave enough on any of these more moulded joints though. Maybe even the Kreig could be magnetised?
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I admit I don't have the kit (yet) - but it should be doable. Among the more tricky ones I've magnetized Sisters, Skitarii and Tempestus models. Depending on how the join is like exactly the magnet placement is either more or less crucial than with a flat join - the moulding may pull it better into place, or it can cause trouble.

 

Looking at the instructions online the Krieg models seem to be all flat joins though, so arms should be easily swappable and for some models where you only change the weapon, you do it at the wrists. I'm still unsure if I'll get only the kommandos, or the whole starter - likely not this year at least if the latter, budget issues what with the upcoming Templar box and everything. And the thing is I already have two IG regiments, Steel Legion and Vostroyans, that I don't know what to do with... and then the terrain isn't something I personally need.

Edited by tvih
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  • 2 weeks later...

I keep them basic in sets of 5. If my opponent has forward deploying units i try to use them to screen out those units so they cant get close. 

 

I drop the units within 6" of an objective and into cover if i can or keep them close enough a small advance would get them into a table quarter for engage, onto an objective for stranglehold, into an area for ROD. 

 

For me they are a cheap utility unit to get some secondary pts before i can move my tougher unit up and i know they will get deleted so no need to spend pts on them. 

 

If they survive you can then use them to movement block or keep scoring engage 

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I tooled them up for Kill Team - all the gubbinz! it's still only 155pts in 40k system (which is ok for casual gaming with mates) not sure you'd want to take em all in a competitive environment...bare bones would be my guess for competitive Kommando's...

 

 

Mithril

 

++EDIT++

I will add that even put together as bare bones slugga/ choppa the models look very awesome indeed !!

Edited by mithrilforge
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Is the Nob big choppa worth having? Or should I just do power claws on both?

I don't think the Big Choppa is worth it. It costs that same as the Klaw but has 2 points lower on AP. The Klaw only has -1 to Hit. This means that the Klaw will do more damage against anything with a 4+ save or better. Don't forget the Klaw will be wounding Marines on a 2+ rather than a 3+ and will be wounding big targets up to T7 on a 3+.

 

Magnetise if you want the flexibility in future but with the current rules and points costs, take the Klaw every time. :smile.:

 

As for other upgrades, the Rokkit Launcha provides quite a bit of bang for its buck and I can see value in sprinkling these across the army. Mulch Marines and threaten vehicles for only 10 points. The Breacha Ram and Distraction Grot look like they are reasonable investments as well.

Edited by Karhedron
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* A side note on magnetizing the Kommando's , the way the arms fit into their respective places may make it a tad bit difficult to do if your not a pro magnets type hobbyist... if your really on a tight budget then yeah but if not your probably better off getting a second box (when they're released) to make all slugga/choppa Kommando's.

 

Mithril  

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