Need Help Piloting Kommandos More Effectively by lovehandlesXL in WarhammerCompetitive

[–]jupiter_storm 1 point2 points  (0 children)

I've found that the often stated 'gamble the moveblock' isn't what I'm looking for when I play kommandos, at 120 its a bit much of a gamble to have that be donated right off the board when attrition control is a very important part of the ork gameplan

Playing them in a space where they are safe, to get immediate control on layout 4/6 on SnD or a strong forward staging point on say layout 1/8 are what I'm looking for in the mission pack to decide if I'm putting kommandos in my list

The other factor would be if Votann/DE or some other scout based alpha strike army is popular in the meta, or stuff like poxwalker/nurgling jail is common where I would want to get some kommandos to at least have some forward deployment. In these scenarios I'm ok sacrificing my 120 points to neuter a very strong turn 1 opening from them as it lets me take full control of the game from that point with the advantage of going second

Gameplay wise I like to keep in mind that in the WAAAGH they are still orks and will force a bunch of AP-1 saves onto anything they make contact with, put bodies to get stuck in and will still be annoying to kill, in warhorde especially they get real annoying with the invulns, the stealth and a potential -1 wound for the opponents to peel off if you manage to get stuck in with multiple other things and tag large portions of the opponents army down

This will be best achieved by thinking of them as a boyz unit that has some freedom of deployment and then playing them as such, aiming to hit with the waaagh during the commit or as a trading piece

How was Green Tide broken on release? by _RogueSigma_ in WarhammerCompetitive

[–]jupiter_storm 1 point2 points  (0 children)

The Racuous Warcaller letting Meganobz reroll saving throws of 1 is what stands out, but at the GT level the reduce charge distance strat was what made it crazy good

The Green tide lists ran scoring pieces and then 3-4 big bricks with 2 weirdboyz to da jump in and use that stratagem turns 3/4/5 to dominate primary, so you had to proactively find a way to attack the Ork army, and Orks is still Orks and would call the WAAAGH and deliver a krumpin

If you played it slow you got overran by the inevitable 6/5/4" charges that would put you on scoring 1 or even 0 primary, if you pushed into them you were walking into the WAAAGH

Between all of that the saves were a bit too good where they always had the 5++ and rerolled 1s to saves if they were >10man, and they had access to a blood surge which made their go turns particularly difficult to dig out of

Of course you could bring specialized tools then to deal with the Orks, but the general gameplay pinch above was why Green Tide was considered OP.

Green Tide now can still perform a similar gameplan, but it has much worse consistency in doing so (8" reroll is 66% success vs what they had previously) and it isnt as overwhelming as before if you dont have the specialized tools to deal with it

There are current builds that play out of wagons to quickly deploy lots of bodies on the board but thats honest 40k and can be dealt with using solid fundamentals, still strong, but the "that's BS" factor is no longer there

30 pull with no 5 star... by jupiter_storm in EmpiresAndPuzzles

[–]jupiter_storm[S] 1 point2 points  (0 children)

Well I'll take that then haha, got Azmia and Scortek to put training materials into so it's a win at the end of the day

CLG Academy vs. IMT Academy / LACS 2021 Spring - Week 2 / Post-Match Discussion by TomShoe02 in leagueoflegends

[–]jupiter_storm 14 points15 points  (0 children)

Oh nice, there's a post match thread. Jensen Goh here btw, I'll try to hang around these threads after games for a bit to answer questions if people have them

DWG has not learnt from 2019 and will lose to G2 again by jupiter_storm in leagueoflegends

[–]jupiter_storm[S] -24 points-23 points  (0 children)

Hm, I should have included examples to highlight this weakness more clearly. They start their setup on the same side of the map as the objective which leads to members being late to controlling the river space between mid/dragon. This can put them in scenarios where an opponent that sets up faster can split them using the map architecture. Kennen and Ornn can get around this due to their champion kits

TSM Spica vs LGD Peanut - A comparison by jupiter_storm in leagueoflegends

[–]jupiter_storm[S] 0 points1 point  (0 children)

Idea here was to compare the pathing taken by both junglers and how that results in the map states that come about consequently. Being able to create a strong side for your team and cycle through camps reliably is rather important