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.