To parrot Sasori's
IA12 thread regarding the Necrons, I made this one regarding the new
DKoK Assault Brigade list.
I've just spent the last couple hours reading my copy which fortuitously was sitting on my table as I walked in the door

There's some definitely awesome stuff and some duds.
Army Special Rules:
An interesting feature of the Assault Brigade list is the
Forlorn Hope rule. It has two parts, and they kick in if playing a 1500pt or higher game. The first part, Unstoppable Advance, says that if an Infantry Platoon is wiped out, you bring the whole damn thing right back on from ongoing reserves. Kinda silly, but I don't think we'll be seeing a whole lot of Platoons with this list but certainly very powerful (though you do have to entirely wipe out the platoon for it to kick in). The second part is the Assault Objective. Basically it's an extra objective where if the
DKoK player holds it at the end of the game, they get 2 bonus
VP's, and if they don't hold it (note: the enemy needn't hold/contest it for this part, the
DKoK player just needs to not be in control of it) you lose 1
VP.
Most importantly is the change from Die-Hards to Death Korps as an army wide special rule. Die Hards meant they never took negative modifiers to
Ld for losing
CC and got WS4, while the new Death Korps rule still gives them WS4 it also means they give 0 feths about 25% casualty tests against shooting, they ignore it. Way more useful, especially on artillery/heavy weapons units.
Iron Discipline is still in there and does largely the same thing, if within 6" of a
DKoK officer, regardless of other conditions (e.g. below 25%) the unit can attempt to regroup.
Orders:
The orders are a bit different. The command
HQ gets 3 orders, Duty unto Death, Bring it Down (no change except it lists Flying
MC's distinctly), and Get Back in the Fight (no change). Duty unto Death means if they pass the order, the unit rerolls all failed
Ld tests until the next shooting phase, double 1's resulting in the unit becoming Fearless.
The platoon command squad gets
FRFSRF (no change) Dispersed Advance (instead of RunRunRun they get Move through Cover the next turn, interesting but not as useful I think) and the last order is Without Mercy which makes Lasguns and Laspistols Assault 2 12" and gives the unit the Crusader
USR.
Wargear:
When it comes to wargear, there's not a huge mess of differences. Acid Gas grenades are a change from the old Gas grenades, they now are a poisoned 4+ small blast that ignores cover, and no longer boost the Engineers to I10 on their first charge of the game. Carcass shells are...interesting. For Shotguns they impart the Shred and Gets Hot special rule, not sure how useful that is but they cost almost nothing for an engineer unit. Now, on Heavy Mortar/Griffon batteries, these things get...silly, for two reasons. First, you can take Griffons as Elites and Heavy Mortars as
HS, meaning up to EDIT: 21 light Ordnance guns in one
FoC. The Carcass shells for these reduce the Strength by 1 and imparts Gets Hot! to the weapon, however, it also imparts Ignores Cover and Shred. May the Emperor have mercy on any army facing that.
There's some new Standards/Icons the command units can take, one gives an extra
VP if that units is killed in an assault, one gives Hatred
CSM's, Daemons, Psykers and Renegades/Heretics to all
DKoK units within 12", and the last one gives +1T for the unit the bears it.
The Mole Launcher no longer takes an additional turn to reach its target and is the first weapon I can recall with the Strikedown special rule.
Warlord Traits:
The Warlord Traits table is interesting, not quite as good as the Dark Harvest list but much better than the Armored Battlegroup list of the last
IA book
1: Warlord and nearby
DKoK units add +1 to charge distance
2: Pick a single ordnance weapon within 6" of the Warlord, it's
TL'd for that turn.
3: Fearless and
FNP 6+ near objectives.
4: May use Nightfight turn 1
5: Warlord and close by units get Preferred Enemy Infantry if in enemy deployment zone
6: Reduce cover save of 1 terrain object by 1 (e.g. 4+ becomes a 5+, 6+ cover negated), cannot be used on purchased fortifications.
As to the list itself:
HQ:
This is the primary letdown spot of the book. For some reason
FW saw fit to double the price of the basic
HQ command squad and limit the number of special weapons in the unit to 2, for no good reason really, but does come with a Regimental Standard base. The
SC Venner, while on paper looking cool (nearby units get to use his Ld10 and additional D3 hits in challenges) he costs more than a kitted
SM captain and the lack of 25% morale tests for the army (on top of Iron Discipline, Get Back in the Fight and Death unto Duty) make it much less useful. The Quartermaster Revenant is less useful and nearly double the cost of its previous incarnation. Quartermaster squad has Medipack and gives nearby units
FNP 6+
The Artillerist advisor is similar to the
MoO in the basic
HQ command squad except does D3 Griffon shots instead of a single Basilisk shot. The techpriest almost looks useful as an
HQ command attachement, being cheaper than otherwise and able to restore
HP's and allow a single chosen weapon nearby to add +1 to Armor Pen rolls. Quartermaster Advisor brings a Medipack to the squad.
Elites:
Engineers: These guys got way better. They still won't blow the pants of anyone but they're solidly costed now. They are basically shotgun toting vets with the above mentioned Acid Gas grenades. They don't have a whole lot of options, one special weapon, carcass shells are cheap, and a Heavy Flamer or Mole Launcher. The big thing here is that they're cheap and effective carapace guardsmen. They can take a Centaur if 5 strong, a Storm Chimera or a Hades Drill
Griffon: It's an elite unit in this list, which I fear will make it really open to abuse given that it's no longer competing for
HS slots and you can take the same ordnance weapon in
HS too.
Leman Russ Forward Command Tank: basically it's a Leman Russ tank (or variant) that pays almost as much as a Terminator over base price to increase its
BS and can be used to draw
LoS for any unit in the same primary detachment with a Barrage weapon.
Hydras: Yes, they're Elites also, I don't think they're too bad here though relative to the Griffon.
Rapier Laser Destroyers: Largely unchanged, slightly more expensive than they used to be but get the
DK and
ID rules
Troops:
Infantry Platoon:
Largely the same as a basic
IG platoon except it only can take the platoon command squad, and 2-6 infantry squads, no heavy weapons, only two special weapons in
PCS. Both
PCS and IS are notably more expensive than codex equivalents, the
PCS costs as much as a Codex
CCS and the IS as much as a Vet squad. I assume it's to cover the
DKoK,
ID and Unstoppable Advance. I don't expect this formation will be used much.
Grenadiers: Ah-HA! Here's where it gets good. Stormtroopers as Troops with the
DK and
ID rules (though no Special Operations), and a 10man squad costs as much as a Devil Dog. I can imagine many armies being built very solidly around these guys as troops now that they're sanely costed, however the only transport is the Storm Chimera. They finally get Plasma Guns!
Transports:
Storm Chimera: Chimera with
AC, EA, and Track Guards, costs as much as a Hydra. Not really a good buy in 6th, but basically gets the Track Guards for free.
Centaur: Pretty much the same as it ever was, largely worthless, especially at 2HP
Hades: Still largely worthless following its
IA:1 Update revision, still a transport option for Engineers.
Fast Attack:
Hellhounds/Variants: As normal
Death Rider Platoon: This is an interesting formation, composed of up to 1 DR Command Squad (but not necessary to take, can include mounted Commissar) and 1-6 Death Rider squads. 1pt Cheaper than they used to be, now with Carapace Armor and an extra base attack on each model. *Very* cool now.
Salamanders: As normal
Heavy Support:
HW Platoon: 1-3
HWS's, get
DK,
ID Special Rules and Frag/Krak grenades for same base cost as
HWS's in C:
IG. no
ML but have a
TL Heavy Stubber option for same cost as Heavy Bolter, Lascannons cheaper than C:
IG. Between the
DK rule and the cheaper Lascannon costs, this may be a fearsome choice.
Thunderer Squad: As Normal
Leman Russ Squad: As Normal
Ordnance Battery: As Normal except Griffons are Elites
Field Artillery: This is where the Heavy Mortars/Quad Launcher Thudd Guns go. A tad more expensive than they were, but otherwise get the
DK and
ID rules and remain as they were in
IA:1 Update
Imperial Navy Air Support Squadron:
Squadron of 1-3 Flyers consisting of any combination of Thunderbolt, Lightning, or Avenger.
Overall this is the list I've been jank-playing since 2006 anyway (bought a ton of
DKoK Grenadiers to run as a Stormtrooper Company back then when the
DKoK first came out, started out first using the old 3.5E
IG book with the Grenadiers doctrine, then Carapace Vets with the current
IG codex), and I'm thrilled it seems largely useable. There's some duds, the Centaur and pretty much the entirety of the
HQ section along with the Hades, but overall the list seems *really* good and a very interesting option for an "elite" mechanized
IG force, and many longstanding
DKoK units with ace models but crap rules (Grenadiers/Death Riders) are now very solid for gaming as well.
Anyway, that's my summary and personal subjective take on the list. What do you all think?