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[500] - Death Korps of Kreig (Siege Regiment) - Semi-casual  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in my
Veteran Knight Baron in a Crusader






At my desk

There is a casual 'tournament' next week at my FLGS for beginners getting in to the game. I'm taking part for the sake of getting some games in. (And to see who we've got coming in).

You have to build the list as if it were an Allied Detachment, so 1 HQ, 1-2 Troops, 0-1 Elites, 0-1 Fast and 0-1 Heavy.

So, here's the list.

HQ: Quartermaster Cadre - Power Axe - 3x Medicae Servitor

Troops: Infantry Platoon - Command with 2x Grenade Launchers - Infantry Squad with Grenade Launcher - Infantry Squad with Grenade Launcher

Elites: Field Artillery Battery - Quad Launcher with 3x Crew - Quad Launcher with 3x Crew

Heavy Support: Heavy Artillery Battery - Artillery Carriage with Earthshaker Cannon - Camo Netting

total 505 points.

As you can see it is quite fluffy Siege DKoK, and I want to keep it fluffy, but do you think there is anything wrong? e.g. exchange Grenade Launchers for Flamers?

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Fresh-Faced New User





I just finally got my wife to play a game with me last night.

500 point game to teach her some of the mechanics
1 Chaos Lord MoN
10 cultists x2
Helbrute
5 spawn

Commisar
1 Quad Launcher 3 crew
1 Hades - 5 Engineers
2x 5 engineers in centaurs
5 Death Riders

1 quad launcher took out the 2 units of 10 cultists and 2 wounds off my Lord in 2 turns. Engineers shooting out of the opentopped centaur took the last wound on turn 2

Spawn were sorta held up by the Riders for 2 rounds, but I forgot to roll for mutations which probably would have made a difference.

Either way, two quad launchers in a 500 point game is way too powerful. If someone doesn't spread their unit out very well, or tries to "deathstar" they're dead turn 1...

Also, drop a grenade launcher to get below 500pts.

This message was edited 2 times. Last update was at 2015/07/04 19:38:37


 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

PotatoFlakeSTi wrote:
I
1 quad launcher took out the 2 units of 10 cultists and 2 wounds off my Lord in 2 turns.


Jeez, I've only used them in larger games and they've done well, but that is incredible. Certainly dropping one because I don't want to ruin the game.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Fresh-Faced New User





 TheManWithNoPlan wrote:
PotatoFlakeSTi wrote:
I
1 quad launcher took out the 2 units of 10 cultists and 2 wounds off my Lord in 2 turns.


Jeez, I've only used them in larger games and they've done well, but that is incredible. Certainly dropping one because I don't want to ruin the game.


Yeah, I've only done 2 Krieg games so far, 2 x 1500 games, and the one where my wife played them.
2 Medusa cannons and 2 quad launchers were the big winners each game... Medusa's really shining with Breacher Shells vs vehicles, especially if they're a little too close together.

The Quads were dropping Necron Warriors pretty well too... With so many hits, eventually you fail some saves right

   
 
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