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Made in ca
Fresh-Faced New User





Hey, I am planning on creating a Death Korps of Krieg army, and would like some suggestions on it (I estimated this list to be between 1500pts and 2000pts using the Krieg Army List from ForgeWorld). I would like to keep a Flamer theme to it, so I'd like to keep as many as possible. I'm also under the impression that Vox Casters aren't really useful unless EVERY squad has one....so that's a thing.

So....
1) How many places would allow me to use the Death Korps of Krieg Army List?
2) Would anyplace allow me to field Malcadors as Leman Russes?
3) What would be the best Leman Russ variant to go with? Annihilator? Demolisher? Exterminator? Punisher? etc etc
(Personally I'd like to use the Vanquisher Cannon as it fits the Malcador look better, but I'm up for suggestions on this one)
4) Is this list gonna stand any sort of chance, or have I created a 'Just for Fun' list?

HQ
Company Command Squad
w/ Astropath Officer of the Fleet, Master of Ordnance, Standard Bearer, Vox Caster

Elites
2 Grenadier Squads
w/ 5 extra Grenadiers each, 1 Heavy Flamer unit each, 2 Flamer units each, 1 Vox Caster each
3 Thudd Guns

Troops
1 Platoon Command Squads
w/ 1 Vox Caster, 2 Flamer units
4 Infantry Squads
w/ 1 Flamer unit each, Vox Caster for each
2 Heavy Weapon Squads (3 Teams per)
w/ 6 Autocannon teams
1 Engineer Squads
w/ Melta Bombs (for Watchmaster), 1 Mole Launcher, Vox Caster, Gas grenades
1 Hades Breaching Drill (to go with the aforementioned Engineer squad)

Heavy Support
1 Leman Russ (using the Malcador body instead, as I find it much more nice to look at)
w/ Hull-mounted Heavy Flamer, Heavy Flamer Sponsons, Extra Armour.



Suggestions or (constructive) criticisms?

This message was edited 1 time. Last update was at 2013/05/14 05:39:37


 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I've played with the DKOK rules a few times (proxy trials) so I don't profess to be an expert. But over those few games what I felt was:

Their general infantry aren't so good. They're more expensive and the main thing that stunted them for me was limitations on special weapon loadouts (i.e no heavy weapons). The benefits they have in CC weren't helpful, maybe since I was versing orks with them.
One advantage though is the HWS have combined squad rule so you can chuck them in with infantry blobs. Kinda counters the squads not being able to get heavies.
Engineers with the breaching drill are good. Its quite cheap for what it does. Gas grenades are pricey and don't help much, for the cost I'd much rather get a demo charge.
I found the cyclops kinda funny, and had potential depending how you used it. But in reality any opponent who knows what it does would blow it away. Still for a few left over points and an open FOC they seem reasonable.
Grenadiers are like expensive storm troopers who cannot deep strike. For the 3 flamers 115pts is expensive and the vox is unnecessary. So I would probably avoid them.
The thudd gun, like the rest of the artillery are good since they're so cheap. For things like a basilisk not moving hardly the end of the world.
I quite liked the thunderer siege tank. Pretty much the same as the vindicator but a lot tougher. In a choice between a LRBT and a thunderer I would take the thunderer any day.

So for your list, I would loose a grenadiers squad and get another breaching drill unit. In terms of upgrades for the unit I would just take a demo charge. Then its like a large blast double tap. Not sure how strongly you want to go with the flamer theme, but overall you're light on AT. So for a russ variant in this case, I would go for a vanquisher with MM sponsons.

If I was to make a DKOK list now (its a bit silly but hey) would do it something like this:
Spoiler:

CCS with astropath - 90
Platoon - 340
PCS - 2 flamers
2 Guard squads - flamer each
2 HWT - autocannons
Engineers with drill - 110 (x5)
Thunderer - 140 (x3)
ADL with Quad - 100
Total 1500
Got a lot of hurtful templates and an autocannon firebase to touch some fliers.


As it stands I think your current list would struggle. With regards to being able to field them that depends on your area a lot. For example in mine it would be fine in general settings, but there would only be certain tournaments I could enter them in. Its probably best to go out and see what your locals think. Some on here will say FW is allowed in standard play, then others not. But you don't really want to be arguing beforehand that you can field your guys, kinda makes a bad start to a game. Typically I think most would be fine with you taking malcadors. Its only an issue when it overtly benefits you, but IMO, taking a malcador disadvantages you since its larger.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in au
Imperial Agent Provocateur




Mystical Warp Storm

Ahh death korps of kreig, IMO the coolest army in the whole 40k universe

1) Everyone should accept the use of DDoK its not like the rules say NO DDoK, unless there racist towards DDok
2) Yep
3) Depends on the situation however for a "jack of all trades" go for the executioner

Okay your list needs work on, there are a lot of unnecessary wargear and some important IG units missing lets go through this step by step

1.Vox casters....honestly no point you have to reroll using the vox caster's LD not the officers its kinda of a hidden meaning within the rules -.-

2.Standard Bearer and vox caster for HQ....points can be better spent on others, ditch them personally. Officer of the fleet is only usefull if the enemy has a large amounts of reservers, keep that in mind
Oh since you don't have an incredible need for a fast deployment of reserves ditch the astropath

3.Heavy weapon teams are easy targets and kills, IMO its better to give them to your troops for more dakka and survivability

4.Only 1 tank....this is supposed to be an IG army, I know the units are more pricy in DKoK but seriously 1 tank.....

5.Continuing on point 4, I heavily suggest at least a vendetta so you can get your troops to the objectives quicker and as a anti-tank assets. There really cheap 130 points and are incredibly OP and fun to spam

6.IMO the biggest reason to collect DDok is that hades breaching drill. Its basically a tank/infantry 1 shot killing device for 50 points. USE IT, at least get like 3+

Overall while DDok are fun to use its hard to use them pro. Honestly if you did want to use this for winning spam hades. General rule of thumb for IG

"We need a new driver, this one is dead"



 
   
Made in ca
Fresh-Faced New User





Thanks for the suggestions XD

So maybe I should iterate I don't plan on playing to win...but rather to have fun....which may justify my desire to keep the Flamer theme going, although I did make a couple changes to my army list. In total it equals out 2000pts.

Changes:

1) Removed all standards and vox casters from my list
2) Reduced number of Grenadier squads to 1....but I decided to keep the Heavy Flamer and Flamer units in there....for fun
3) Reduced number of Infantry squads down to 2
4) Added a Lascannon team to deal with the critique that I did not include much AT support
5) Added an additional 2 Engineer squads both with their own Hades Breaching Drills (also added additional Engineers to each so that the squads are a bit more bulked up)
6) Added a Bane Wolf (Hellhound) Squadron to further assist with the AT support as well as to add a Fast Attack unit. I did not feel comfortable going with a Valkyrie.
7) Added a Medusa Siege Gun for additional blast template support...could very well be switched out for a Hydra Flak gun or Manticore if needed...right?

HQ
Company Command Squad
w/ Carapace Armour, Astropath, Officer of the Fleet, Master of Ordnance

Elites
1 Grenadier Squads
w/ 5 extra Grenadiers each, 1 Heavy Flamer unit each, 2 Flamer units each, Demo Charge
3 Thudd Guns

Troops
1 Platoon Command Squads
w/ 2 Flamer units
2 Infantry Squads
w/ 1 Flamer unit each
3 Heavy Weapon Squads (3 Teams per)
w/ 6 Autocannon teams, 3 Lascannon teams, Krak grenades each
3 Engineer Squads
w/ 2 additional Engineers each, Melta bombs (Watchmaster), Mole Launcher each, and Demo Charge each
3 Hades Breaching Drill (to go with the aforementioned Engineer squads)

Fast Attack
Bane Wolf Squadron
w/ Co-Axial Multi-Melta

Heavy Support
1 Medusa Siege Gun
w/ Centaur Tractor
1 Leman Russ Vanquisher
w/ Co-Axial Heavy Flamer, Multi-Melta Sponsons, Extra Armour.


Further question: Would anyone really care if I switch the Medusa Siege Gun + Centaur Tractor with an actual Medusa? So long as I pay the appropriate points?
   
 
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