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Made in ca
Longtime Dakkanaut






Toronto

I was thinking of starting a death korps army and was wondering what I should buy. I want the list to be as competitive as DKK can be, as I'm gonna be playing against some pretty soupy lists, and I don't want to get clobbered. Is there any swarms list that I can use? I also play a really mechanized SM army so I want to switch it up abbot. Any example 1000 or 2000 Point list would be really appreciated.


Automatically Appended Next Post:
Also an AM list is ok as well, I'll just use DKK models, so any AM army could work.

This message was edited 3 times. Last update was at 2017/10/03 13:45:37


Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in ca
Longtime Dakkanaut





Canada

DKK can't blob up, but their infantry squads are pretty powerful by ignoring shooting casualties. Multiple squads with heavy and special weapons are cheap and can be effective in Maelstrom games, which is where most competitive play is headed.

Deathriders are pretty impressive in CC

Basilisk Carriages are the top heavy support for them right now.

I haven't read into the units like Mole Launcers and Hades Breachers, but the Engineers look like a decent elite choice overall.

AM at large is too broad to cover, check out the AM tactics thread in this page for a better idea, but really you'll need to wait for the new codex to drop for a good all over write up.


 
   
Made in ca
Tail Gunner





British Colombia

I'd get the Platoon bundle, 2 thud guns, and a earth shaker carriage if I could start from scratch. And perhaps your favourite elite unit (Death Riders/Engineers/Grenadiers).

This army is EXPENSIVE.

In regards to the above comments; you can't actually take a heavy weapon in a regular infantry squad. And we don't have "veteran squads", just Grenadiers (think scions without deep strike, who accept regular orders). Furthermore, if you go by the RAW, Hade Breaching drill actually can't be manned by Engineers due to poor index writing. It makes no sense but thats our plight currently until a FAQ.

Another thing is that we don't get FRSRF.

Also note we currently have no idea how our FW Index interacts with the new AM Codex, so if you're stoked about the new power 9000 of the new guard codex, it's entirely possible we get to use none of it's fun new stuff... right down to the new Leman Russ double shot grinding advance. Forge world are notoriously unpredictable, and for all we know we have a year to wait before they FAQ us, or release a imperial armour (or longer).

That being said it's damn sexy to be a Krieger. I bounce between playing a siege regiment, and a assault brigade, but I almost always never leave home without at least 50 (more often 80) klieg infantry. We don't get Conscripts, or Bullgryns, so we just got to churn out the bodies to screen our fun loving arty and tanks. Also I highly recommend Engineers, as they currently are a bargain for what they can do. Their shotguns have a "supercharge" type of option, which basically gives them 2+ to wound anything thats not a vehicle, with damage 2, at the potential for killing themselves, which is at a nice price.

Hope this helps!

This message was edited 1 time. Last update was at 2017/10/04 03:20:04


   
Made in ca
Longtime Dakkanaut






Toronto

Ok. Thanks so much! I don't need to worry about money at this point hehe I just want an army. I'll see what I can fetch and post it here!

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in us
Mindless Spore Mine



112 Bastian Rd, Battle Mountain, Nv,

I am building a truly massive Krieg Army (4500 points) but that's because I have three LoWs in a Super Heavy Detachment. If you aren't bring LoWs (which most tourneys IIRC don't), then here's the low down on Krieg as they currently sit;

HQ choices: Your Warlord should almost always be Marshall Karis Venner; he can drop three order's per turn, makes allies within 12" use his leadership (which if you have a platoon and regimental standard nearby can be buffed to LD 11), his memento mori makes any weapon that has D3, D6, etc damage only do 1 damage, and he comes with a Hotshot laspistol and a power sword. For other HQs, you can run with more marshals or use a field officer; Marshall can give two orders but cost more, while field officers are cheaper but can only give 1 order.

Infantry: If you only want to use Kriegers and no one else, we only get Infantry squads and Grenadiers. The infantry squads as stated can't bring HWTs, but in exchange we get krak grenades and 3+ WS with the watchmaster (SGT equivalent) also getting 3+ BS. I run my squads with flamers cause this list is about making use of cheap units that can fight better in melee. Grenadiers are decent, if overpriced; they get hotshot lasguns, can use a ton of special weapons, can form a HWT with a Heavy Flamer, and get 4+ SV, but since FW doesn't make Grendier kits no more, you will have to look abroad to get Grenadiers (perhaps Scions with WW1 style gas masks?). If you are going to swarm the enemy, get the basic infantry; with a flamer, and vox caster, they run for about 62 points, with Grenadiers with flamer, grenade launcher, and vox caster cost 105 points.

Elites: I'll be honest, I filled mine out with command squads to escort my field officers and Marshall Karis, as they are useful. vox casters, banners, able to use 2 special weapons and being relatively cheap; I am running 4 of these guys with meltas and plasma guns. I do have a unit of Engineers, which I got thinking that I could use with a Hade's breaching drill, but nope! That said, they are good, especially against monstrous creatures, as they can use carcass shells, which wound anything not a vehicle on a 2+. Range 12 isn't ideal, but nigh practical guarantee wounds if you hit on a 3+ is nice if you are about to get ripped into by a screamer fex. Also, the mole launcher doesn't require line of sight and is S5 is pretty good against light infantry.

You can bring a Hades breaching squad, but don't; they are veterans that use the crappy shotguns that don't get access to carcass shells.

Fast attacks: Ah, everyone spouts the usefulness of Death Riders, but as it stands, they are too expensive money wise to play IMO. Therefor, my recommendation is if you only want Krieg approved stuff, then get Hellhounds. They may not be as good as they were in the last edition, but they are still decent enough to be useful. Take whichever variant you desire (i'll stick to the inferno cannon for the range plus guarantee hits). If you are willingly to expand your list to include non-krieg but still Imperial Guard equipment, get Scout Sentinels; cheap on the wallet, cheap on the board, and can be made to act like fast orgyns with heavy flamers, these guys are good shcok units. Plus, since they are too tough for infantry small arms yet too weak to warrant things like lascannons, they can go on unmolested if you use proper planning.

Heavy Support: Sweet Jesus does Krieg bring alot to the table here. You have quad guns (4d6 S5 shots), heavy mortars, HWTS (which can use Heavy flamers and heavy stubbers alongside the usual Guard kits), Earthshaker and Medusa gun carriages, Basilisks, AA Wyverns, the Malcador tank family, and finally, the Leman Russ Mars-Alpha pattern. While I won't go in depth as I have with everything I will mention the Mars-Alpha Leman russ in detail for it has a few changes over the standard guard russes,

First off, the big thing is that if the incoming fire of the Leman Russ is S4 or less, its gets to add 1 to its armor save. That means against Lasguns we get a 2+ SV, and Heavy Bolters a 3+ save. In addition, we can exchange our hull mounted heavy bolter with either a Heavy Flamer, a Lascannon, a multi-melta, or a Plasma cannon. Do not adjust you mk1 eyeball, that's right, we can mount plasma cannons in the hulls of our Russes. This means if you use a plasma spamming Executioner, we can get 3 plasma cannons and the executioner plasma cannon for 3d3+1d6 that are S7/8, AP3, D1/2. We are the masters of killing TEQs.

Finally, we have access to the Annihaltor (twin lascannons), Conqueror (R48 battle cannon that can re roll to hit if it also fires its co-axil storm bolter at the same target), Vanquisher (standard vanquisher cannon with the option to reroll to hit if its fire its co-axil heavy stubber), along with the other Leman russ variants.

So as far as lists are concerned, if you are playing at 2000 points, here's a proposed list I came up with rather quickly;
++ Spearhead (CP +1) (Astra Militarum) [802 Pts] ++

+ HQ +

Tank Commander [231 Pts]: Battle Cannon, Heavy Bolter
. Heavy Flamer Sponsons: 2x Heavy Flamer

+ Heavy Support +

Death Korp Leman Russ Mars-Alpha Battle Tanks [197 Pts]: Executioner Plasma Cannon, Leman Russ BT, Plasma Cannon
. Plasma Cannon Sponsons: 2x Plasma Cannon

Death Korp Leman Russ Mars-Alpha Battle Tanks [197 Pts]: Executioner Plasma Cannon, Leman Russ BT, Plasma Cannon
. Plasma Cannon Sponsons: 2x Plasma Cannon

Death Korp Leman Russ Mars-Alpha Battle Tanks [177 Pts]: Lascannon, Leman Russ BT, Vanquisher Battle Cannon with co-axial heavy stubber

+ 'Faction +

Forge World Entries

Regiment Selection: Death Korps of Krieg

++ Battalion (CP +3) (Astra Militarum) [1198 Pts] ++

+ Troops +

Death Korps Grenadier Storm Squad [105 Pts]: 5x Additional Grenadiers, Chainsword, Flamer, Grenade Launcher, 7x Hot-Shot Lasgun, Hot-Shot Laspistol, Vox-Caster

Death Korps Infantry Squad [62 Pts]: Flamer, Vox-Caster

Death Korps Infantry Squad [62 Pts]: Flamer, Vox-Caster

Death Korps Infantry Squad [62 Pts]: Flamer, Vox-Caster

Death Korps Infantry Squad [62 Pts]: Flamer, Vox-Caster

Death Korps Infantry Squad [62 Pts]: Flamer, Vox-Caster

+ Elites +

Death Korps Combat Engineer Squad [101 Pts]: 5x Additional Engineer, Chainsword, 7x Krieg Combat Shotgun, Krieg shotgun, Mole Launcher, Vox-Caster

Death Korps of Krieg Command Squad [57 Pts]: Meltagun, Plasma Gun, Regimental Standard, Vox-Caster

Death Korps of Krieg Command Squad [57 Pts]: Meltagun, Plasma Gun, Regimental Standard, Vox-Caster

+ HQ +

Death Korps Field Officer [23 Pts]: Laspistol

Death Korps Marshal Karis Venner [60 Pts]: Hot-Shot Laspistol, Power Sword

+ Fast Attack +

Hellhounds [110 Pts]: Heavy Flamer, Inferno Cannon, Special Weapons Tank

Scout Sentinels [60 Pts]: Heavy Flamer, Hunter-Killer Missile, Scout Sentinel, Sentinel Chainsaw

Scout Sentinels [60 Pts]: Heavy Flamer, Hunter-Killer Missile, Scout Sentinel, Sentinel Chainsaw

+ Heavy Support +

Heavy Quad Launcher Battery [255 Pts]: 3x Heavy Quad Launcher

+ 'Faction +

Forge World Entries

Regiment Selection: Death Korps of Krieg

++ Total: [2000 Pts] ++

Created with BattleScribe

As you see, I run tank heavy, but I have infantry to act as bubble wrap around my tanks and to hold objectives. I use sentinels because 9" movement with the option to burn and tear is option. I may only have 4 CPs and be only able to give 4 orders a turn, but my stuff is largely cheap and this list is easily modifieable to suit your needs; want big guns, switch out the Leman Russes for Earthshakers or Medusas. Want to use Death Riders, go bare bones on the infantry, switch out the HQs for Death Rider commanders, give them Death Rider command squads so you can outflank, and fill out your fast attacks with Death Riders and charge!. Want to have even more infantry...you get the idea. People may hate Krieg because for now they don't have stratgems, they don't anything super fancy except for the cult of sacrfrice and two orders, one of which makes your lasguns and hotshot lasguns pistol 2, but I love them!

Hopefully this helps you out mate.
   
Made in ca
Longtime Dakkanaut






Toronto

Wow that's really comprehensive. Hopefully I'll be able to get some in the next few months and build a list!

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in gb
Combat Jumping Rasyat




East of England

Great advice! I'm a noob Krieger, but I'll chuck in my limited opinion...

I love the hell out of deathriders. I play a commander and command squadron, and they pack a decent punch on the charge, and can take quite a few hits before going down, and if anything, are a little undercosted imo. The Rider Commander is worth it just for his demolition charge, which is a fearsome one-hit wonder. Engineers are absolutely amazing, but they die. A lot. Get 10 because they're so much fun! Likewise the Hades drill - it's not top tier but it's so much fun. I run with 2 meltas, as the drill is designed to threaten vehicles in CC. Sure, the vets are BS 4 but they still do a decent distraction/objective-grabbing job, and when Krieg get a decent faq/fw codex I'm sure the vet situation will be resolved.

As to our basic infantry - well, they're a bit underwhelming compared to standard guard, who are more accurate ('take aim' order), cheaper (-10pts), can take heavy weapon teams (lascannons are awesome in this edition) and have access to the new codex shiny toys. In return we get Cult of Sacrifice, which saves us having to use Commisars, which is cool, and slightly better WS.

But basically, Panzer4life and mtcwalker have given great advice to you (and me, tbh). Good luck with it and have a great time with your new faction!

This message was edited 2 times. Last update was at 2017/10/05 19:05:39


 
   
 
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