Orks
Kommandos
Sneaky greenskins who close the distance, ambush, and win the brawl.
- Role
- Aggressive Raider
- Difficulty
- Intermediate
Overview
Kommandos are Orks who've swapped the usual green tide for stealth and cunning. The team is a toolbox: a hulking Boss, dedicated specialists like the Breacha Boy and Burna Boy, and a sneaky Grot that punches above its points. They want to control the approach, ambush from concealment, and turn the game into a melee on their terms. Mid-difficulty: there's depth in the specialists, but the core plan — get in close, hit hard — is intuitive.
Strengths
- Melee threat. Several operatives are terrifying in combat, especially the Boss and Breacha Boy.
- Board control tools. Smoke, distraction Grots, and demolition let you shape how the enemy moves.
- Tough enough to brawl. Orks soak a hit better than most skirmishers, so they survive the charge in.
Weaknesses
- Shooting is secondary. If you can't close the distance, a dedicated gunline can pick you apart.
- Specialist-dependent. Lose the wrong operative early and a whole part of your plan disappears.
- Discipline required. Charging too soon, before you've set up the ambush, throws away the team's biggest edge.
How they win
Use cover, smoke, and your distraction tools to advance without taking the brunt of enemy fire, then commit to melee when you've got the favourable matchup. Pick which operatives fight whom — your Boss should be hunting the enemy's biggest threat, not trading blows with a cheap body. Control the centre, deny objectives by simply standing on them, and let the opponent flinch first.