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![[Post New]](/s/i/i.gif) 2012/10/20 18:57:27
Subject: DKoK/IG Tactics?
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Imperial Recruit in Training
Singapore
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Hi all! Im currently leaning towards starting a casual DKoK army and given that im completely new to this, have been looking for some idea of how a DKoK army functions.
Could anyone share some experience (either through fielding or fighting against one) with some tactics that works for a DKoK army?
Or does playing like a standard IG army work fine?
And just some side questions:
Do people generally frown when faced with a DKoK list (is there even  in this?), given the current perception of FW armies?
Would I face problems finding someone willing to play against me? Or should i just use DKoK models with the IG dex (the sheer cost of it scares me)
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This message was edited 1 time. Last update was at 2012/10/20 19:21:50
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![[Post New]](/s/i/i.gif) 2012/10/20 19:04:47
Subject: DKoK Tactics?
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Fighter Pilot
Strasbourg France
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I can't speak for the tactics, but if you play a mech veteran list, with some cavalry it shouldn't the cost wouldnt be as high..
As for opponents I don't think you would have any problems. But that depends entierly on your comunity i suppose.
Cheers, Mayfist
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![[Post New]](/s/i/i.gif) 2012/10/20 19:48:44
Subject: Re:DKoK/IG Tactics?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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DKoK is a defensive army that uses artillery to inflict its damage. Their infantry are also psuedo-stubborn and decent in melee thanks to powerfists and WS4.
So they are a shooty army with a focus on artillery.
People may find the T7 artillery pieces to be OP, but the truth is that DKoK can find it difficult to win games due to their lack of mobility. 5/6 of games are objective missions, and Krieg has no real options besides footsloggin. Only their Elites and Command Squads have transport options. and Centaurs are easy to destroy.
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This message was edited 1 time. Last update was at 2012/10/20 19:50:12
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/21 10:14:17
Subject: Re:DKoK/IG Tactics?
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Imperial Recruit in Training
Singapore
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Thanks for the advice, but knowing how paper Guardsmen can be, DKoK or not, how would a DKoK army hold an objective?
Upon thinking more about it, contesting an enemy held objective would be much harder wouldnt it? Even with Hades breaching drill, the engineers dont really pack that much of a punch
Is there any other options for them?
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This message was edited 1 time. Last update was at 2012/10/21 10:14:49
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![[Post New]](/s/i/i.gif) 2012/10/22 00:27:26
Subject: DKoK/IG Tactics?
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Fighter Pilot
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Infantry should be your main force - maybe blobs of 30. If command squads are anything like standard guard, take them as special weapons. HS should be artillary, maybe rough riders for FA (I seem to recall Krieg rough riders being quite good). Elites are easy - grenadiers with melts/plasma in a breaching drill
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![[Post New]](/s/i/i.gif) 2012/10/22 04:15:18
Subject: DKoK/IG Tactics?
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Heroic Senior Officer
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You'll hold home objectives like a champ. The problem is taking enemy held ones. You'll need firepower, and lots of it, if you're using the actual Krieg list, or wanting to run a fluffy army with the vanilla codex. They're a seige regiment. They pound their foes into dust, and then charge into the breach and try to breakthrough.
If you're taking the actual DKoK list though, get their breaching drills with the engineers, those things will be critical to busting holes in the enemy line so that your platoons can take the objectives.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2012/10/22 12:24:48
Subject: Re:DKoK/IG Tactics?
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Imperial Recruit in Training
Singapore
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Just another quick question. With DKoK's Grenadiers being not as good as their Stormtrooper counterparts, should they even be taken at all?
And GL for Dkok seems fluffy, but statwise isnt that great. What special weapons should i roll with? Plasma seems to be king, but melta's not shabby as well. Any thoughts?
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This message was edited 1 time. Last update was at 2012/10/22 12:25:06
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![[Post New]](/s/i/i.gif) 2012/10/22 13:46:23
Subject: Re:DKoK/IG Tactics?
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Sniping Hexa
Dublin
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With the DKK Siege list, don't bother taking lots of grenadiers or engineers, you should focus your elite choices on cheap Mortars / Thudd Gun batteries
You can add some sweet options to the Heavy Mortars and they really are very cheap compared to what they do
Then some heavy Supports for High Strength / Low AP loving : long range LRBT or close range Demolisher support ... or forget the Russes and take only Artillery. I wouldn't advise mixing a few AV14 and a few AV12, go all Long range 12 or all Sturdy 14.
And of course, lots of Infantry going forward and dying for the greater glory of the Imperium ! (forget most of the options for those, just go for cheap special weapons and some Antitank HWT)
EDIT :
special weapons :
Plasma are king .... well it's killy, very expensive and you are easily tempted to waste its shots on a vehicle and lose 9 lasguns
Melta are somewhat useful, but I'd advise giving those to the PCS (I usually give them 2) so as not to waste "precious" lasguns (don't laugh, if you're not using your lasguns extensively, then you shouldn't play IG, especially not DKK)
Gren Lnch are somewhat meh but they are dirt cheap, have a 24 range and are a nice complement to lasguns (either against hordes or high Toughness beasties)
Flamers are cheap, simple and efficient
For my part, I give flamer to a third of my squads, GL to another third (those two categories are the very expendables units) and the last third are used for heavy toughness/Sv unit-killing (NOT for vehicle killing) with PG (but are still expendable)
The meltas go on my PCS (2 per unit, usually fielding 3 platoons of 4 squads each)
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This message was edited 1 time. Last update was at 2012/10/22 13:51:44
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![[Post New]](/s/i/i.gif) 2012/10/22 20:30:02
Subject: Re:DKoK/IG Tactics?
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Guard Heavy Weapon Crewman
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My experience with the DKOK in 6th hasn't be that great......
I find that the Blobs are very difficult to run now in 6th edition,
-Its very easy to pick out the Powerfist wielding sgts since they are T3 5+ striking last.
-cover saves have gotten worse, I tried playing a game without a ADL and I will not make that mistake again.
-Having no fliers stinks, Theres not really any good counter for air in the army list.
-special weapon slots are few and far between in the DKOK list, most squads can only take 1 or 2 at the most, making it difficult to concentrate fire power
-only unit with any mobility are the engineers, and they have 0% firepower and have to deep strike so they are unreliable
-night fighting rules on turn 1 sucks, you will barely get 1 turn of shooting ur artillery before the enemy is upon u.
there are some positives tho...
-The models are amazing and that alone should warent playing them!
- Heavy weapon squads and Infantry squads can combine.
- WS4 helps in assault alittle bit.
and ummmm... ummmm did I mention the models look good??
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![[Post New]](/s/i/i.gif) 2012/10/23 11:10:27
Subject: DKoK/IG Tactics?
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Dakka Veteran
Chesapeake Beach, Maryland
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MrMoustaffa wrote:You'll hold home objectives like a champ. The problem is taking enemy held ones. You'll need firepower, and lots of it, if you're using the actual Krieg list, or wanting to run a fluffy army with the vanilla codex. They're a seige regiment. They pound their foes into dust, and then charge into the breach and try to breakthrough.
If you're taking the actual DKoK list though, get their breaching drills with the engineers, those things will be critical to busting holes in the enemy line so that your platoons can take the objectives.
It should be noted that not all Krieg Regiments are Siege units here is a notable list of units from the Krieg. http://wh40k.lexicanum.com/wiki/Notable_Death_Korps_Regiments#.UIZ6hWdWPeE
So you wouldn't be unfluffy to run a a Krieg regiment from the IG codex to give yourself a little more flexibility in dealing with other armies.
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![[Post New]](/s/i/i.gif) 2012/10/24 04:59:04
Subject: Re:DKoK/IG Tactics?
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Imperial Recruit in Training
Singapore
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Ah I see. Thanks for the tips!
Btw do centaur spams work similarly to a normal IG chimera leaf blower list?
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![[Post New]](/s/i/i.gif) 2012/10/24 05:02:21
Subject: Re:DKoK/IG Tactics?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Hokes wrote:Ah I see. Thanks for the tips!
Btw do centaur spams work similarly to a normal IG chimera leaf blower list?
Functionally yes. In practice the Centaur is way too squishy and lacks enough firepower to do the same job of a Chimera, even with equal points of Chimera vs Centaur.
If DKoK HWS could take Centaurs it would be different because you can mount the heavy weapon on the Centaur. As it is, you are limited to the heavy weapon the command squad brings.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/10/24 05:26:18
Subject: Re:DKoK/IG Tactics?
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Douglas Bader
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Hokes wrote:Btw do centaur spams work similarly to a normal IG chimera leaf blower list?
No. Chimera spam works because Chimeras are better, and you can take good units in them. Centaur spam wouldn't work because you can't bring enough Centaurs (since only a few units can take them, and each PCS Centaur requires two no-transport infantry squads), the units inside aren't as good (1-2 special weapons vs. 3-4 at BS 4), and the vehicle itself is a lot less effective.
So you wouldn't be unfluffy to run a a Krieg regiment from the IG codex to give yourself a little more flexibility in dealing with other armies.
Which is what I do with my DKoK. Veterans with melta/plasma and Hades drills as the core of the army, then appropriate tanks/artillery/aircraft depending on what I'm in the mood for.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/10/24 07:25:24
Subject: DKoK/IG Tactics?
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Imperial Recruit in Training
Singapore
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Shucks guess ill proxy my centaurs as chimeras then.
By the way, where can I get the updated rules for Dkok?
The rules were updated from the one found in siege of vraks if I'm not mistaken?
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