Finally got my copy, so time to help out the rest of you who have been begging for answers. I'm going to assume that you're familiar with the
IG codex in general and just point out the differences in the rules for the
DKoK army. And now for the wall of text:
General Rules
Army-wide rules: everything is at least
WS 4 (already included in unit profiles), you ignore morale checks from shooting casualties, and you can ignore the 25% requirement for regrouping normally within 6" of a
DKoK officer. Then, if that's not enough, you get a bunch of redundant unit-specific rules/orders/etc to ignore or minimize morale problems. So, short form, you're not running away.
Allies: DKoK are explicitly not an
IG codex supplement, and get their own faction. They're battle brothers with
IG, Elysian drop troops, C:
SM,
SW,
SoB, knights, and inquisition. They're allies of convenience with
GK,
BA and
DA. Everyone else is come the apocalypse, as if that really means much in 7th. Interestingly this new faction should allow you to mix units with the
IA12 list, solving the problem with the absence of flyers and allowing the
IA12 list to get access to the improved Hades and the new detachments.
Orders: DKoK get their own orders, which mostly work like codex orders. The only difference is that the
DKoK list doesn't seem to have any limit on giving multiple orders to a unit, as long as it hasn't run or shot already. So feel free to try to re-issue failed orders, regroup a unit and then
FRFSRF it, etc. Oh, and
DKoK orders only work on
DKoK units, no mixing with normal
IG. The specific orders:
Duty unto death (
CCS only): re-roll leadership until your next shooting phase, and become fearless if you roll a double 1. Since you already don't care much about leadership you'll probably never use this.
Bring it down (
CCS only): back to the 5th edition version for
DKoK, twin-linked against a
MC or vehicle. Obviously useful.
Get back in the fight (
CCS only): same as codex
IG. If you somehow have a
DKoK unit falling back you can fix the problem.
Dig in: +1 to non-fortification cover saves until your next turn, but can't run or assault. A nice upgrade from the codex version since you don't have to go to ground to get the bonus and remain free to shoot.
FRFSRF: same as codex. Semi-useful, +1 flashlight shot is obviously good, but without combined squads it's harder to use this efficiently.
Clear the trenches: lasguns become assault 2 range 12" and the squad gets move through cover for the rest of the turn. Use it when you want to charge, otherwise
FRFSRF wins.
Warlord traits: the usual mix of good and awful. In an interesting defensive mirror of the
IA12 list all of your bonuses work in your own deployment zone instead of your opponent's.
1) Unflinching defense: warlord and units within 12" get +1 to wound count in combat in your own deployment zone. Completely useless,
IG always take so many casualties that you either win combat, have a commissar and don't care how many wounds you inflict, or die horribly but do enough damage to be worth it.
2) Shattering bombardment: each shooting phase one ordnance weapon within 6" of your warlord is twin-linked. You will always have ordnance weapons, and you will always love this trait. Best on a commissar attached to an earthshaker unit, since twin-linking the initial shot makes the rest of your barrage a lot more accurate.
3) Victory or death: warlord and unit get
FNP (6+) when in a fortification or getting cover behind a defense line. Completely useless, too much ignores
FNP on a T3 model and even when you get it a 6+ "save" isn't worth much. Insult to injury is that all of the hits from the building damage table are
STR 6 and ignore your
FNP.
4) Smoke barrage: automatic night fight turn 1. Too bad night fighting is almost irrelevant in 7th.
5) Martyr's defiance: warlord and units within 6" get preferred enemy (infantry) in your deployment zone. Do I really need to explain why this is powerful?
6) Siege master: reduce the cover of one non-fortification terrain piece in your opponent's deployment zone by 1. Really variable in power based on your opponent's army and what terrain is on the table, but potentially very nice.
HQ:
CCS: it sucks. You pay twice as much as a codex
CCS because of your mandatory standard (which is barely relevant because you're
DKoK and don't care about morale), and you can only take two special weapons. Otherwise the same as the codex, except no psyker or bodyguards. Thankfully, unlike the
IA12 list, you aren't forced to take one if you don't mind losing access to
CCS orders. And since the death rider detachment is near-mandatory you'll have a better source of
CCS orders available.
Commissar-general: same as codex, but with a Centaur dedicated transport option. This might be your least-bad
HQ option if you aren't taking the death rider detachment because it's so cheap and you can hide it in a squad somewhere to protect your warlord.
Quartermaster cadre: it sucks. It's a small squad like a
CCS, but instead of useful orders you get
FNP (6+) to units within 6". And
FNP (6+) on a T3 unit is a joke. Do not ever take this awful unit unless you're playing some weird mission where you have to suicide your warlord.
Elite:
Grenadier squad: take a codex storm trooper squad, remove the pistols and deep strike option. At least, unlike other
DKoK units, the point cost doesn't go up. You don't get the hotshot special weapon options, but you can swap two grenadiers for a
HWT with a heavy flamer. And you can take a Centaur transport if you only have 5 models. Since these are elites (instead of troops, like in
IA12) and probably die before you can use their morale rule I can't see much reason to take them instead of allied storm troopers.
Hydra platform: immobile
AV 10 with 2
HP, but at least it's not open-topped. Oh, and it's cheap and gets the "no jink saves" rule back, assuming
FW doesn't errata it away as a copy/paste typo from the previous book. This is your only
AA without allies, which is unfortunate because it's so easy to kill. I'm not sure if I can justify these, you'll probably want allies for your
AA.
Rapier: finally a good unit. For ~50 points (with extra crew that are almost mandatory) you get a
HWT with a lascannon, except it's artillery,
BS 4, twin-linked, and ordnance. And you get 1-3 of them per squad. Needless to say you will never take
HWS if you have these available. The only real drawback is that it's ordnance so it can't even attempt to fire at flyers or
FMCs, which is a pretty big issue in the current metagame.
Field artillery: quad gun (kind of like a Wyvern) or heavy mortar (the old Griffon). Durable, cheap, and excellent anti-infantry firepower for the point cost. And since you don't care about morale from shooting you don't have to pay the commissar tax to keep them from running away. This is one of the best units in the book and you'll almost always take at least one unit of them.
Troops:
Platoon: they suck, which is really sad since this is supposed to be the infantry-heavy
DKoK list. You pay the same +20 points per squad as the
IA12 list, but you don't get the respawn rule that justifies paying that much. Your
PCS only gets two specials, only
HWS can take heavies at all, and you can't combine squads. Also,
SWS and conscripts are gone. Sadly if you want
DKoK platoons get the
IA12 list and do it right.
Engineers: veterans with carapace armor and shotguns. Only one special weapon, but you can also take a mole mortar (useless) or heavy flamer (good) and the usual sergeant options. Oh, and you get a Hades drill, which is the reason to take this squad. Otherwise it's just a troops tax unit, but thanks to the special detachment you'll never be paying the troops tax.
Dedicated transports:
Centaur: fast
AV 11/10/10 with 2
HP and open-topped. Only gun is a heavy stubber (
lol). Only room for 5 models, which means that hardly anyone gets to use one effectively. Oh, and it gets to tow artillery around, if you'd rather give up shooting for a turn than deploy them in the right place to begin with. The only real advantage the Centaur has is that it's a TINY model that can easily hide behind cover.
Hades: ah, the infamous over-nerfed former "most overpowered unit ever". Well, now it's fixed. It now joins the engineer squad (with a
MC-level stat line), and there's no more deep strike attack (you still have to deep strike though, so aim carefully). In exchange you get a 4++ when you deep strike or tunnel, and you can tunnel in one of two ways. You can move 12" during the movement phase, ignoring all terrain and other models, but can't assault or run. Or you can tunnel to assault, rolling
2D6 and taking the two lowest dice. This turns off overwatch and gives you
D6+2 melta gun HOW hits (!!!), plus if you assault a building or transport everyone inside takes a
STR 4
AP 2 hit on a 4+. So if you can keep a small engineer squad alive (probably by having multiple copies to overwhelm your opponent) long enough to charge you can really hurt stuff. The only real downside seems to be that it no longer has a ranged weapon, which is probably a typo. Oh, and it moves the engineer squad to elites instead of troops, but this is rarely an issue with the near-mandatory special detachment.
Fast Attack:
Cyclops: remote control demo charge. The operator (single guardsman) and bomb (T6 W2 4+) are separate models that can be up to 48" apart. The cyclops can detonate at I10 in melee, placing a
STR 9
AP 3 5" blast on top of it. Too bad consolidation happens at initiative in 7th so you'll rarely hit more than one model, if you can even keep the bomb alive long enough to get there. Anyway, you're
DKoK, you have plenty of earthshakers to deliver
STR 9
AP 3 pie plates the easy way.
Hellhound: same as codex. However, your fast attack slots are more likely to be available, so it does make them a somewhat more appealing option.
Death riders: what rough riders dream of being. Two wounds, carapace armor, two attacks base, 6+
FNP, and re-roll dangerous terrain. All you lose is the special weapons, but you never took those anyway. So you have the durability to reach your target, the power to kill it, and a pretty good mobile scoring unit once the lances are gone. And at only 15 points per model they're incredibly efficient. You can even take a whole platoon of them (with a
BS 4 command squad) in one
FOC slot. Also, see special detachments.
Heavy Support:
Thunderer squadron: a
LR Demolisher with no turret or secondary guns and a 30 point price drop. Since ordnance makes your other guns useless anyway this is a pretty good deal. If you want demolishers you take these instead 90% of the time.
LRBT squadron: same as codex (plus variant tanks from
IA1), except that vanquishers can take a coax heavy stubber (twin-link the main gun if the coax gun hits) but still suck. These have the 7th edition codex point costs, both good and bad. And they're used exactly the same way as codex
LRBTs.
Heavy weapon platoon: 1-3
HWS.
HWS suck. They still suck when they're heavy support.
Bombard battery: remember the Colossus from the old
IG codex? It's now
STR 8 instead of
STR 6. It's still just as awesome for removing enemy scoring units from their cover. And you can still take 1-3 in a squadron.
Heavy artillery battery: another classic "oh god it's overpowered" unit. 75 points gets you a Basilisk, except it's artillery instead of a vehicle so it's more durable. And you can upgrade them to Medusas with optional bastion breacher shells if you want
AP 2 instead of range. These were fair in 5th when artillery was fragile and had a limited firing arc, but the 6th and 7th edition artillery rules made them much tougher and gave them the ability to fire in a 360* arc like infantry, all without a matching point increase. Any
DKoK list that is even semi-competitive is going to take several of these, and it's hard to argue with spending all of your heavy support slots on a full nine.
Lords of War:
Nothing new here. You get the Baneblade, Valdor, Crassus, Praetor, Gorgon, Malcador and variants, Macharius and variants, and Marauder. Most of them are mediocre at best for their point cost, so unless you're taking a Baneblade you'll probably want to get your superheavies elsewhere if you're allowed to use them.
Detachments:
Death rider squadron (AKA "the mandatory new detachment"): DEATH RIDERS
AS TROOPS. We've been asking for rough riders as troops for years, and we finally got it. Well, not quite, they're still fast attack, but the mandatory
FOC slots are
HQ + 2x fast attack and all death riders get "objective secured". One death rider command squad is upgraded to a
CCS, including the
CCS orders. And you still get 2x troops, 4x elites, 4x fast attack, and 4x heavy support on top of the mandatory stuff. This is just unbelievably good, you replace the mediocre normal troops with awesome cavalry and there's no drawback at all. This frees up your engineers to become elites with Hades drills, giving you a nice mix of deep strike, fast cavalry, and a giant pile of artillery to hold your "home" objectives. Also, you get fear (
lol) if multiple squads charge something.
Gorgon assault squadron: mandatory Gorgon, 1x
HQ, 1x troops, 1x elites. Plus up to 1x
HQ, 9x troops, 2x elite, 2x fast, 2x heavy, 2x LOW (must all be Gorgons). Everything gets furious charge when it disembarks, and the Gorgons get
IWND while a unit is in them. A Gorgon is a bad superheavy transport that costs almost as much as a Stormlord but has no (useful) guns, and this detachment is built around them. This probably means it will only see use in Gorgon-themed armies that don't care about competitiveness. But if that's the army theme you want you're going to love this detachment.