In second edition Space Ork armies, most units are highly specialized, or are capable of being equipped to handle specific tasks on the battlefield. Blood Axe Kommandos are no exception. As a unique option available to Ork Warbosses, using these operatives effectively is key to their success. As a unit I plan on adding to Waaagh Retrok, here are my experiences with using this unit in games of second edition.
What Makes Blood Axe Kommandos Unique?
If you're a modern 40K player, it is helpful to think of Kommandos as an Elite unit. Considering their stat line, they occupy a space between regular boyz and nobz. While they don't have the higher leadership of a nob, they do have a Weapon Skill and Ballistic Skill of 4, as well as an Initiative score of 3.
Besides the boosted stats, Kommandos are the only unit in the Ork army list that can natively use the Infiltrate special rule. Keep in mind, Infiltration in second edition lets the unit deploy anywhere on the battlefield. In addition, they can start hidden if they are within terrain or behind it.
These is another important detail that I've seen many players miss. Kommandos are one of a handful of units that can fight in dispersed formation. This means that the unit can maintain a squad coherency of 4" instead of the normal 2". This is great for protecting them from any weapon using a template, as well as other effects that rely on targets being closely spaced together.
Finally, Blood Axe Kommandos can take additional assault weapons, stikkbombz, and up to one special or heavy weapon. They can also include a Blood Axe Kommando Kaptin; the only character that can join the mob. The Kaptin also has Infiltrate, so he can join the mob on whatever mission you give the squad.
Ways to Use Kommandos in Your Army
There are two main ways I would use Kommandos in an Ork army. The first is rather straightforward, while the second is more specialized.
Method One
Firstly, a mob of Kommandos can be quite large, numbering between 5-20 models. With their enhanced stat line, this makes them great fighters in either melee or shooting. You can use them for their melee ability, but Goff Skarboyz might be a better option, since they have increased Weapon Skill and a higher Strength. For me, the choice comes down to what I'm going up against and if the common house rule for axes is in play (+1 Strength, since they are functionally worse than swords which can Parry).
Against armies like Imperial Guard, Kommandos are a nice consideration, since they fight better than Guardsmen, and if you are using the house rule for axes, you'll go from wounding on 4+ to 3+, which is about a 16% improvement. With a tied Initiative score, you won't be taking extra hits like Skarrboyz would in the same situation should your combat be tied. Granted, they are likely to survive the hits, but why would a kunnin' Warboss risk it?
The downside to a large mob of Kommandos is that they probably cannot infiltrate past your lines, since the squad needs to be completely out of line of sight.
Another choice is to lean into their higher Ballistic Skill and upgrade them to carry boltguns for one extra point. This gives you some reliable dakka against light infantry. Even space marines can be withered down with enough bolter fire. Use your heavy weapon choice for a heavy bolter or heavy stubber for more shots!
This can be good if you're running a mid-size mob of about 10 models, since you could then have a high chance of infiltrating the mob into a position where then can pour fire into advancing enemy units. In heavy cover, 10 Kommandos can be hard to shift due to the to hit modifiers being applied to rolls. Even space marines will be needing 5+ rolls to hit a unit holed up in some ruins.
Method Two
The second way I've seen players use Blood Axe Kommandos is probably the most common: tool them up for a specific role and set them loose! In my experience, Kommandos are great at tank hunting and assassinating characters not attached to squads (or in them, if you simply shoot them enough).
Remember, Kommandos can take one special or heavy weapon. Most heavy weapons have very good ranges in second edition, and are probably better utilized in your Deathskull and Bad Moons mobs since they can hang back and fire at whoever needs a krumpin'. There is one exception I would consider: melta weapons. In second edition, meltaguns only have a 12" range, so they can be tricky to deploy if you don't have bodies to carry them across the battlefield, or transports to move them into range.
Multi-meltas aren't much better, and boast a 24" range. However, they also use a 2" blast marker, making them great for damaging multiple locations on vehicles, as well as incinerating multiple heavy troops, like Terminators who are notoriously resilient in second edition (3+ armor save on 2d6 for the uninitiated).
If you equip them with a meltagun, I would also add krak stikkbombz to the unit, so that they can all take a shot at destroying enemy armor. If you give the unit a multimelta, placing them in elevated cover is ideal, so that the heavy weapon can hopefully get off one shot before your opponent sweeps them off the board! You likely will, since Orks double their Strategy Rating to 6 when determining the first turn.
I'm on the fence with melta bombs. While they can be super effective, I've just never had much luck with making contact with enemy vehicles before getting to use them. I think the big advantage here is that the attack automatically hits, and you can choose the location (within reason). So, you can target weak areas like tank tracks, or even disable guns if you want. If you know how to make this consistently work, please leave a comment on how you do it!
Against light armies, Kommandos can also be a great unit for harrying a flank. They have frag stikkbombz, which can be great for dispersing large units of light infantry, like Imperial Guard. Give your specialist a flamer, and you'll be carving out swathes of infantry and forcing them to take morale checks easily.
Character hunting is decidedly un-Orky (Orks can't play the Assassins or Witch Hunt Missions, after all). On the other hand, Blood Axes are known for being shifty gits that dirty themselves with humie military strategy, so brutally kunnin' Warbosses might have a go at this.
If that's for you, then simply adjust your mob's loadout for the target at hand. Outside of space marines, few armies will be able to handle even a small squad upgraded with power axes in close combat. Or blast them with a multi-melta. I'm not your Warboss, do what you want.
The Role of a Blood Axe Kommando Kaptin
A Kommando Kaptin occupies the same space as a Boss in an Ork army, and is a Hero-level choice. Most importantly, not only can you equip them decently from the army list options, but they can also carry up to two Wargear Cards.
For Kaptins, I usually opt for cheaper single-use cards like the Haywire Grenade, Stasis Grenade, or Buzzer Squig Stikkbomb. I would personally never use it, but of course this could also be the dreaded Vortex Grenade (or Virus Grenade). Rad Grenades are also an option, and can be good for shifting an entrenched squad from cover due to the persistent effect.
They are also decent fighters, so giving him a good close combat weapon can really help in dealing with infantry (even a chainsword gives you +1 Str, -1 armor save, and access to Parry). If that's the case, I might also opt for a cheap forcefield like a refractor field to help him stay standing.
If you are putting him into a shooting squad, then any of the kustom weapons (shoota, blasta, kombi) can be good choices. I would opt for one that complements your heavy weapon selection. If you're feeling cheeky, add Teleskopic Legs so that you can finally enjoy popup attacks from cover you're normally hidden within!
I would also consider giving a Kaptin who's deployed mid-field a teleport jammer if I'm facing space marines or chaos space marines, especially in larger point games since they are very likely to show up!
Kommandos in My Ork Army
I am in the process of finishing my squad for Waaagh Retrork. It will be a five-ork squad, with an additional Kaptin. The Kaptin will have a Bionic Eye (because WYSIWYG) and Haywire Grenade, as well as a power axe. The squad will carry krak stikkbombz in addition to their normal gear. I haven't made a final choice, but I'm leaning toward a meltagun or plasma gun for my specialist.
Why am I choosing this loadout? My main opponent fields a Crimson Fist space marine army, and I'll be using the lads to counter his terminators, which have thwarted me in every game in which I've faced them. Just for once, I'd like to see them eat it. Failing that, they will be responsible for hunting whichever tank or dreadnought makes the best target of opportunity. He tends to deploy both on flanks to anchor them, and I think this will give me the edge since I always have to deploy first normally.




















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