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2019/11/05 06:50:35
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I am pretty new to Krieg and converting some cadians to the regiment.
The idea is that the engineers and field officer fly in the valkrye and drop down to grenadier delete a unit.
Venner, command squad, priest and quartermaster ride the command chimera ready to jump out and buff the line when the melee starts.
Flamer units in front to obSec and repulse/hold enemy charges (or atleast hurt them some) then the death riders counter attack and delete enemy melee units.
Grenade launcher squads are the second wave obSec.
The rest is pretty standard, mortars hide with backline objectives and the tanks provide anti tank.
All advice welcome.
++ Supreme Command Detachment +1CP (Imperium - Death Korps of Krieg) [39 PL, -1CP, 531pts] ++
+ No Force Org Slot +
Detachment CP [1CP]
Field Commander [-1CP]
Imperial Commander's Armoury: 1 additional Heirloom of Conquest, -1 CP
Regimental Doctrine: Death Korps of Krieg
Vigilus Defiant [-1CP]: Emperor's Fist Tank Company
++ Brigade Detachment +12CP (Imperium - Death Korps of Krieg) [107 PL, 15CP, 1,469pts] ++
+ No Force Org Slot +
Battle-forged CP [3CP]
Detachment CP [12CP]
Regimental Doctrine: Death Korps of Krieg
Regimental Doctrine: Astra Millitarum
+ HQ +
Death Korps Death Rider Squadron Commander [3 PL, 41pts]: Bolt pistol, Death Korps Hunting Lance
Death Korps Field Officer [2 PL, 27pts]: Hot-shot Laspistol, Power sword, Relic: The Blade of Conquest
Death Korps Marshal [3 PL, 45pts]: Hot-shot Laspistol, Power fist
Death Korps Marshal Karis Venner [5 PL, 69pts]: Death Korps Orders, Master of Command, Momento Mori, Power sword, Warlord
+ Troops +
Death Korps Infantry Squad [4 PL, 61pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Flamer
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 61pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Flamer
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 61pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Flamer
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 61pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Flamer
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 58pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Grenade Launcher
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 58pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Grenade Launcher
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 58pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Grenade Launcher
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
Death Korps Infantry Squad [4 PL, 58pts] . 7x Death Korps Guardsman
. Death Korps Watch Master: Chainsword, Hot-Shot Lasgun
. DK Guardsman w/Special Weapon: Grenade Launcher
. DK Guardsman w/Vox-caster: Death Korps Vox-caster
+ Elites +
Death Korps Combat Engineer Squad [8 PL, 80pts] . Combat Engineer Watch Master: Chainsword, Krieg Combat Shotgun
. 9x Combat Engineers: 9x Krieg Combat Shotgun
Death Korps Command Squad [3 PL, 33pts] . Command Squad Veterans
. Command Squad Veterans
. Command Squad Veterans
. Standard Bearer: Death Korps Regimental Standard
Death Korps Death Rider Command Squadron [6 PL, 68pts] . 4x Death Korps Death Rider Veterans: 4x Death Korps Hunting Lance
Death Korps Quartermaster Cadre [3 PL, 42pts]: 2x Death Korps Medicae-servitor
. Death Korps Quartermaster Revenant: Chainsword, Hot-shot Laspistol, Medi-pack
Ministorum Priest [2 PL, 39pts]: Laspistol, Power maul
+ Fast Attack +
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
+ Heavy Support +
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
looks decent, but in a way the flamers make the squads a tad pricey imo.
Overall, beyond the tank commanders you have only really the Death riders to go to hunt tanks.
And the super heavies will probably be an issue, especially knights of any variation.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 09:10:39
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I would lose the chimera and two of the infantry blobs, and buy a second valky instead.
Now you can use the remaining frew points to put a second eng group in that valky, and dropping 18 or so acid grenades is WAY better than dropping only 9. The two valky can race back to grab other units (if survive) and then run them forward as well, using their 24 inch hover mode. I don't know if that will be enough to offset what I see as a major mobility deficit in your army, but it might.
Your big problem is that you won't win the artillery duel with your 3 short range tank commanders. Most current meta armies will probably blow 2 or so of them up the first roudn with little trouble, leaving only 1 real anti-tank solution to try to get rid of the enemy armor. That's not enough!
I mean, 3 tank commanders with battlecannon + 1 basilisk (doubletapping as it is in a different detachment from the 3 tank commander .. would be expected (cadian arty) to do ..
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/05 09:26:25
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Not Online!!! wrote: looks decent, but in a way the flamers make the squads a tad pricey imo.
Overall, beyond the tank commanders you have only really the Death riders to go to hunt tanks.
And the super heavies will probably be an issue, especially knights of any variation.
I could swap the flamers for Meltaguns for some extra anti tank or melta bombs on a few units?
2019/11/05 09:30:03
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Not Online!!! wrote: looks decent, but in a way the flamers make the squads a tad pricey imo.
Overall, beyond the tank commanders you have only really the Death riders to go to hunt tanks.
And the super heavies will probably be an issue, especially knights of any variation.
I could swap the flamers for Meltaguns for some extra anti tank or melta bombs on a few units?
2 issues, Meltas are expensive, and massively short ranged.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 09:31:36
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Dukeofstuff wrote: I would lose the chimera and two of the infantry blobs, and buy a second valky instead.
Now you can use the remaining frew points to put a second eng group in that valky, and dropping 18 or so acid grenades is WAY better than dropping only 9. The two valky can race back to grab other units (if survive) and then run them forward as well, using their 24 inch hover mode. I don't know if that will be enough to offset what I see as a major mobility deficit in your army, but it might.
Your big problem is that you won't win the artillery duel with your 3 short range tank commanders. Most current meta armies will probably blow 2 or so of them up the first roudn with little trouble, leaving only 1 real anti-tank solution to try to get rid of the enemy armor. That's not enough!
I mean, 3 tank commanders with battlecannon + 1 basilisk (doubletapping as it is in a different detachment from the 3 tank commander .. would be expected (cadian arty) to do ..
Wow a good analysis thank you Instead of a second valkrye I occasionally run a field officer with the dagger (or shovel) of T'lk or whatever and outflank them with a squad of engineers.
I find battle cannons are near useless at anti tank especially compared to demolisher cannons and they are almost always in range of a heavy unit first turn.
I mean I could be wrong but that was my reasoning.
What do you think?
Not Online!!! wrote: looks decent, but in a way the flamers make the squads a tad pricey imo.
Overall, beyond the tank commanders you have only really the Death riders to go to hunt tanks.
And the super heavies will probably be an issue, especially knights of any variation.
I could swap the flamers for Meltaguns for some extra anti tank or melta bombs on a few units?
2 issues, Meltas are expensive, and massively short ranged.
I agree hence why I never use them lol.
The flamers have been very effective when they have been charged by marines abd made their points back.
What would you suggest to send the points on instead?
This message was edited 1 time. Last update was at 2019/11/05 09:41:28
2019/11/05 10:02:44
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
No idea honestly Dukeofstuff is right, you need more AT.
I'd play around with Plasma guns, probably.
to replace the chimera and a squad or two with a valkyire aswell is probably the right call.
Might aswell use drop AT. Which would make the Melta bit more interesting, but the PG is still my favoured choice of gun.
The BC was better due to the higher ROF, but since GW finnaly fixed the demolisher might aswell use it.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 10:13:03
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I love demolishers - but my opponents often have forced me to run them as tallarn cause I am forever dashign them up to get in position. Non tallarn demolishers suffer a lot of ballistics if you move them more than 1/2 distance, while tallarn can move 6 inches on top of the 5.9 (less than half) and still doublefire their guns with no loss. Cause orders. If I am setting up to receive this army, I would set my armor way back, and get at least one shot off where its unliekly your armor could range on me. That might mean my baslisik in one corner and the rest in the other corner, so you end up running between them to face both, if might mean creative use of line of sight screening just to force your guys to move 8 inches and lose the grinding advance. Some of this is from the infamous "nova terrain L line of sight blockers" which, if you haven't faced them, make the middle of the board unLOSable at raw start. A typical army you face will have a lot more antiarmor to draw on than you will here, too.
So, final thought, you have THREE separate armies here. Horses, short ranged and no invulnerable save armor, and infantry that is very short ranged compared to most threats you face.
Your big problem is not just the armor getting popped its that your natural progression of stuff coming at the enemy lets each wave in turn be shot apart before it has good effect. Maybe outflanking the horses helps that some, but basically, I dunno, this doesn't feel like its going to be happy on the offense -- and it will get shot apart at range on defense. Dagger of Thjissucks might help, too.
What if you had 3 fewer infantry and 2 mroe horse? What if you had no horse but 3 more leman russ? Pick one of your three concepts and get enough of it that you can overwhelm that aspect of your opponent's forcepool -- right now, you are like the mirror match for a take all comers list.
(That being said, it looks like a fun army to play but it is sometimes hard for me to tell how competitive the advice you want is. Casual game against orcs? likely awesome. tournament play? You would have real trouble with many tourney lists. Especially now, that you can't move after exiting a valkyrie, and you can't get out of a valkyrie less than 9 inches from the foe, its goign to b e real hard to deliver that acidic death weapon on a priority target. Unless there is a special, dkok only rule I am unaware of.
This message was edited 5 times. Last update was at 2019/11/05 11:12:08
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/05 17:28:47
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I love demolishers - but my opponents often have forced me to run them as tallarn cause I am forever dashign them up to get in position. Non tallarn demolishers suffer a lot of ballistics if you move them more than 1/2 distance, while tallarn can move 6 inches on top of the 5.9 (less than half) and still doublefire their guns with no loss. Cause orders. If I am setting up to receive this army, I would set my armor way back, and get at least one shot off where its unliekly your armor could range on me. That might mean my baslisik in one corner and the rest in the other corner, so you end up running between them to face both, if might mean creative use of line of sight screening just to force your guys to move 8 inches and lose the grinding advance. Some of this is from the infamous "nova terrain L line of sight blockers" which, if you haven't faced them, make the middle of the board unLOSable at raw start. A typical army you face will have a lot more antiarmor to draw on than you will here, too.
So, final thought, you have THREE separate armies here. Horses, short ranged and no invulnerable save armor, and infantry that is very short ranged compared to most threats you face.
Your big problem is not just the armor getting popped its that your natural progression of stuff coming at the enemy lets each wave in turn be shot apart before it has good effect. Maybe outflanking the horses helps that some, but basically, I dunno, this doesn't feel like its going to be happy on the offense -- and it will get shot apart at range on defense. Dagger of Thjissucks might help, too.
What if you had 3 fewer infantry and 2 mroe horse? What if you had no horse but 3 more leman russ? Pick one of your three concepts and get enough of it that you can overwhelm that aspect of your opponent's forcepool -- right now, you are like the mirror match for a take all comers list.
(That being said, it looks like a fun army to play but it is sometimes hard for me to tell how competitive the advice you want is. Casual game against orcs? likely awesome. tournament play? You would have real trouble with many tourney lists. Especially now, that you can't move after exiting a valkyrie, and you can't get out of a valkyrie less than 9 inches from the foe, its goign to b e real hard to deliver that acidic death weapon on a priority target. Unless there is a special, dkok only rule I am unaware of.
Wow you sir are another sun tzu along with NotOnline, a game between you 2 would be so epic the world may break.
Yeah one reason I took the tank formation was for the move full distance and fire twice stratagem but naturally that's only 1 at a time. Previously I ran them with BC and lascannon but when I played against a chaos knight list I was almost tabled turn 2 with the tanks almost useless.
I have plenty of lazcannon but being Kreig only hwt can take them which of course will be shot to the warp and die in a single turn. Its why I considered Meltaguns but I agree with NotOnline that they are expensive and will due before getting into range.
I love the death riders but use them more to counter attack enemy melee elements and if I outflank them it forces the opponent to deploy defensively or risk an attack in their back line. Also nicely fill up a brigade slot lol.
I also occasionally use Yarrik as my warlord with the engineers and the shotguns also good at deleting a unit but couldn't fit him into this list.
What would you recommend for anti tank if I went pure infantry+cavalry (dropping the valkrye and tanks) and outflanked the engineers?
I have space wolves if that helps. No jump packs, flier, twc or wulfen as of yet.
This message was edited 2 times. Last update was at 2019/11/05 19:09:57
2019/11/05 21:53:43
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
So first, I would trim what you have now. The chimera, gone. +98 points. Two squads infantry, gone, 116 points. Three tank commanders .. downgrade to conquerer battlecannon tanks in the style of the dkok, with coaxial heavy stubbers. +57 points.
You now have the SAME army, fuinctionally ... the tanks you have are longer ranged and reroll all theri misses out to 36 inches on the turrets. you don't HAVE to move them to use them, just deploy them wisely. Yes, BS4+ isn't impressive -- but with full rerolls, it becomes so quickly.
Now.
You hve 371 points to spread out.
Purcahse 2 more command squads *(66 point) and 12 plasma rifles for the command squads to carry. (or 11, if you wnat to keep that magic flag thingee) (132 points?) You have now 12 infantrymen with 12 plasma rifles you can load into 1 valkyrie. Its -1 to be hit on the first turn, whcih is something (won't stop a marine army but good vs orcs) and it can drop them all out after moving 24 inches safely, or with some risk out to like 45 inches. This should give you 12 to 24 decent plasma shots on an enemy armor target, total suickde squad, but an effective one.
371-198=173 points left.
108 buy that basilisk you already need but didn't think of.
This gives you indirect armored fire suppoprt. Make a detachment for it the artillery wrath column, and you can doubleshoot it (2cp) while rerolling all misses (2cp) and suddenlt it is a threat as great as any leman rus from the far corner of the board.
Now, this doesn't fix ALL your issues, but you have gone from 3 armor which will get shot of the board before they do somethign, to 5 antiarmor threats, which have t8, or extreme corner deployment, or -1 to hit as their protections. Its much toughter for an enemy to kill all of them than to blow up 2 leman russ out of three and cripple the other one .. in one round.
You also still have 65 points left. 12 points to put an extra heavy stubber on each leman russ, and to upgrade theheavy bolter on the front to a plasma cannon. (which I believe is legal) .. you hvve some nice anti-tank out to 36 inches now, and the loss of dakka is offset.
If you cut your horses by one of their number, your 55 points is bounced up to 135 points .. enough for that second valky you dream of.
I dunno if you want to go that far, but even though this army has 14 fewer infantry bodies its GREATLY better able to project damage at range, shooting across the board with basilisk, out to 36 inches with plasma cannon and battle cannon (rerolling misses), and zipping the death kill plasma tripple command squad team in to pounce on the foe.
With a second flyer, the engeneers can come too, or without it, more horses for the outflank.
But you see, I have merely increased one aspect of your army -- targets that tank killing weaponry is used to bring down at longish range -- and even if the enemy has something nasty firing, its easy to kill 2/3 of tank/artillery/flyer, but a LOT harder to kill 2/5 and feel safe.
The infantry are footsloggers -- so you never really needed a chimera to get their officers to keep up with all the infantry, as all the infantry has to walk anyway.
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/05 22:02:14
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
What would you recommend for anti tank if I went pure infantry+cavalry (dropping the valkrye and tanks) and outflanked the engineers?
I have space wolves if that helps. No jump packs, flier, twc or wulfen as of yet.
If you go footsloging, then it would basically be the time to get as many lascannons padded out as possible.
It's a bit of shame since DKoK guardsmen can go into melee and that way you won't ever see melee in most cases, but yeah that would be the time to get them out.
Artillery, the fluffy choice for DKoK (or renegades) wouldn't work due to, well , you know how bad DKOK and or R&H arty is.
Leaves you with basilisks, which would make for decent AT, provided you can hide them.
Of course you would then need to pad out your squads with Plasma guns probably for oppurtunity help.
Alternatively you could remain with the DKoK infantry as a Brigade and fuel Cp into wolves, which however then makes your list more or less completely dependant on Wolves heavy lifting and as far as i know that is , iffy last i saw some wolves.
So first, I would trim what you have now. The chimera, gone. +98 points. Two squads infantry, gone, 116 points. Three tank commanders .. downgrade to conquerer battlecannon tanks in the style of the dkok, with coaxial heavy stubbers. +57 points.
You now have the SAME army, fuinctionally ... the tanks you have are longer ranged and reroll all theri misses out to 36 inches on the turrets. you don't HAVE to move them to use them, just deploy them wisely. Yes, BS4+ isn't impressive -- but with full rerolls, it becomes so quickly.
Now.
You hve 371 points to spread out.
Purcahse 2 more command squads *(66 point) and 12 plasma rifles for the command squads to carry. (or 11, if you wnat to keep that magic flag thingee) (132 points?) You have now 12 infantrymen with 12 plasma rifles you can load into 1 valkyrie. Its -1 to be hit on the first turn, whcih is something (won't stop a marine army but good vs orcs) and it can drop them all out after moving 24 inches safely, or with some risk out to like 45 inches. This should give you 12 to 24 decent plasma shots on an enemy armor target, total suickde squad, but an effective one.
371-198=173 points left.
108 buy that basilisk you already need but didn't think of.
This gives you indirect armored fire suppoprt. Make a detachment for it the artillery wrath column, and you can doubleshoot it (2cp) while rerolling all misses (2cp) and suddenlt it is a threat as great as any leman rus from the far corner of the board.
Now, this doesn't fix ALL your issues, but you have gone from 3 armor which will get shot of the board before they do somethign, to 5 antiarmor threats, which have t8, or extreme corner deployment, or -1 to hit as their protections. Its much toughter for an enemy to kill all of them than to blow up 2 leman russ out of three and cripple the other one .. in one round.
You also still have 65 points left. 12 points to put an extra heavy stubber on each leman russ, and to upgrade theheavy bolter on the front to a plasma cannon. (which I believe is legal) .. you hvve some nice anti-tank out to 36 inches now, and the loss of dakka is offset.
If you cut your horses by one of their number, your 55 points is bounced up to 135 points .. enough for that second valky you dream of.
I dunno if you want to go that far, but even though this army has 14 fewer infantry bodies its GREATLY better able to project damage at range, shooting across the board with basilisk, out to 36 inches with plasma cannon and battle cannon (rerolling misses), and zipping the death kill plasma tripple command squad team in to pounce on the foe.
With a second flyer, the engeneers can come too, or without it, more horses for the outflank.
But you see, I have merely increased one aspect of your army -- targets that tank killing weaponry is used to bring down at longish range -- and even if the enemy has something nasty firing, its easy to kill 2/3 of tank/artillery/flyer, but a LOT harder to kill 2/5 and feel safe.
The infantry are footsloggers -- so you never really needed a chimera to get their officers to keep up with all the infantry, as all the infantry has to walk anyway.
Huh, forgot the conqueror, yeah if you have access to them or can run them as count as then yeah that would put in a lot more subsance on the field.
This message was edited 1 time. Last update was at 2019/11/05 22:06:23
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 22:19:59
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
DeathKorp_Rider wrote: If you can, try putting a Gorogon in and throw all the infantry in that. That's is incredibly unlikely but you could try and kitbash a stand-in
Not all the infantry, you'd want the priest and officers in there aswell.
I do feel though that would be a bit too much of all eggs in one basket, but the opponents face would also be priceless, probably.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 22:28:08
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
DeathKorp_Rider wrote: Of course. It's sole purpose is to make your opponent state in bewilderment.
"You fit how much infantry inside that thing?"
"50."
44 and they all have a baseline 3+ hit capability.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/11/05 22:51:11
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Anyway, even if you don't get a gorgon supercarrier, The army you had with just a pair of valky and the basilisk and the tanks and the drop squads of plasma and the horses ... give very much the same FEEL as your army, but you can throw a much bigger punch. Also, putting all them plasma in the valky almost insures that the enemy MUST put that plane down (which sucks but only shoot the plane? 3 tanks and a basilisk might survive, especially if you can find an astropath to make that -1 to hit into a -2 to hit. 26 points is not unreasonable for that kind of threat / staying power.
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/06 02:57:26
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Wow that's all amazing advice I don't have that many plasma guns and find they are near unless at killing tanks, I could use melta guns there (which I can convert from flamers). Thoughts?
I would like to keep the cav just for anti melee and a brigade.
I will try out the rest when I can get the models will take awhile.
Thank you all for the amazing advice.
2019/11/06 03:29:56
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I think you should consider using some flamers as proxies for other weapons with your friends and try the army several ways. You don't even HAVE to modify the flamers to look melta-ish yet. Just explain that you are building a dkok conversion army and its taking a lot of time and money, so you want to test out tactics. In a pinch the chimera you have is a great basilisk proxy. The tanks you have are great rhiza pattern conquerer proxys (or whatever the dkok only tank variant is called). Point is, you will quickly learn playing the game with your own units how you yourself WANT to play it.
I bet you end up a real fan of that backline basilisk, though!
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/06 04:33:53
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Dukeofstuff wrote: So first, I would trim what you have now. The chimera, gone. +98 points. Two squads infantry, gone, 116 points. Three tank commanders .. downgrade to conquerer battlecannon tanks in the style of the dkok, with coaxial heavy stubbers. +57 points.
You now have the SAME army, fuinctionally ... the tanks you have are longer ranged and reroll all theri misses out to 36 inches on the turrets. you don't HAVE to move them to use them, just deploy them wisely. Yes, BS4+ isn't impressive -- but with full rerolls, it becomes so quickly.
Now.
You hve 371 points to spread out.
Purcahse 2 more command squads *(66 point) and 12 plasma rifles for the command squads to carry. (or 11, if you wnat to keep that magic flag thingee) (132 points?) You have now 12 infantrymen with 12 plasma rifles you can load into 1 valkyrie. Its -1 to be hit on the first turn, whcih is something (won't stop a marine army but good vs orcs) and it can drop them all out after moving 24 inches safely, or with some risk out to like 45 inches. This should give you 12 to 24 decent plasma shots on an enemy armor target, total suickde squad, but an effective one.
371-198=173 points left.
108 buy that basilisk you already need but didn't think of.
This gives you indirect armored fire suppoprt. Make a detachment for it the artillery wrath column, and you can doubleshoot it (2cp) while rerolling all misses (2cp) and suddenlt it is a threat as great as any leman rus from the far corner of the board.
Now, this doesn't fix ALL your issues, but you have gone from 3 armor which will get shot of the board before they do somethign, to 5 antiarmor threats, which have t8, or extreme corner deployment, or -1 to hit as their protections. Its much toughter for an enemy to kill all of them than to blow up 2 leman russ out of three and cripple the other one .. in one round.
You also still have 65 points left. 12 points to put an extra heavy stubber on each leman russ, and to upgrade theheavy bolter on the front to a plasma cannon. (which I believe is legal) .. you hvve some nice anti-tank out to 36 inches now, and the loss of dakka is offset.
If you cut your horses by one of their number, your 55 points is bounced up to 135 points .. enough for that second valky you dream of.
I dunno if you want to go that far, but even though this army has 14 fewer infantry bodies its GREATLY better able to project damage at range, shooting across the board with basilisk, out to 36 inches with plasma cannon and battle cannon (rerolling misses), and zipping the death kill plasma tripple command squad team in to pounce on the foe.
With a second flyer, the engeneers can come too, or without it, more horses for the outflank.
But you see, I have merely increased one aspect of your army -- targets that tank killing weaponry is used to bring down at longish range -- and even if the enemy has something nasty firing, its easy to kill 2/3 of tank/artillery/flyer, but a LOT harder to kill 2/5 and feel safe.
The infantry are footsloggers -- so you never really needed a chimera to get their officers to keep up with all the infantry, as all the infantry has to walk anyway.
How is this?
Command squads can only take 2 specials each but could use special weapon squads instead.
Still worried with how useless battle cannons and conquer cannons are at anti tank tho.
++ Brigade Detachment +12CP (Imperium - Death Korps of Krieg) [137 PL, 15CP, 2,000pts] ++
Death Korps Death Rider Command Squadron [6 PL, 68pts] . 4x Death Korps Death Rider Veterans: 4x Death Korps Hunting Lance
Ministorum Priest [2 PL, 39pts]: Laspistol, Power maul
+ Fast Attack +
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Also thoughts on converting the chimera to a light centaur and a single unit of grenadairs for a first turn obSec and take some heat off my other armoured elements?
Also what about plasma pistols in squads?
https://youtu.be/qiWthxq3IXs Or convert the flamers into melta guns so almost every squad is anti tank capible? Also remember every squad as krak grenades so the grenadair stratagem is very good but I don't think is enough.
Also conquer vs demolisher cannon
This message was edited 3 times. Last update was at 2019/11/07 01:38:01
2019/11/07 03:43:27
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Remember conquerer with old grudges in platy can also (for the highest priority enemy) reroll all wounds, as well.
aha, about those command squads, I screwed way up. Turns out you could run a 10 man eng squad (with 2 plasma in it) and 1 5 man eng squad with 2 melta, and 1 command squad with 2 melta AND The Banner of Extra Attack.
The eng squad secondary troops(3 of them) get the supershotgun carcass attacks, and since you have 4 melta and yarrik;s plasma and the priests's plasma gun (see below), you can potentailly rip open a lot of transports and dump the infantry on the ground -- and then loose the larger engineers on them.
but there ismore.
Losing one command squad of the three gives you a few more points, enough to ...
(a 5 man eng squad with 2 melta is 68 points, fyi. So this consolidation into 10 eng /pl,pl and ,5 eng /me,me and 1 command squad (me,me, banner) saves you 41 poitnsj, costs you 3 lasguns, and gains you 1 combat shotgun (net).
41 points buys a 7 point plasma rifle (or if you prefer 5 point pistol) for the ministerium priest that is probably stepping out of the away team flyer beside yarrik and the smaller engineer group and the command squad. It also buys back 1 heavy mortar squad, and one extra power sword to pass out to a sgt somewhere (possibly in the big eng. squad)
Troops.
I doubt you will get great use out of the voxcasters as you have them, simply because you have so many orders to pass out and not so many troops to get them. You might consider losing 3 voxcasters and buying 5 grenade launchers to sprinkle around, as a compromise. Stay close to any one of the squads and keep a squad close to each of the other 2, and you can get most of the effect of the vox's with a bit more midrange dakka.
Finally, (althuogh if yarrik is with the away team I can see him as right now your only source of orders for the engineers) strongly consider old grudges for the warlord trait (probably on that 38 point guy).
That would give you a powerful augmentation, any way you slice it, to the basilisk and the 3 tanks.
A more radical change would be to drop all 6 troops into being stormtroopers, letting you trim squad sizes and prices a bit, cause each such group can take up to 2 special weapons. Now you can give out 12 grenades (so your dakka is about the same, actually, but grenade launcher heavy infantry is acutely less requiring of orders to provide "field support" dakka. You would have 54 poitns to spend, enough to get a second mortar squad AND an extra 23 point kommand guy (dkok field commander) ...
That frees up your warlord trait from yarrik and gives you old grudges (to stack by your armor) while adding back significant mortar firepower to your list, which I suspect you were sad to see go.
Although 12 grenade launchers isn't "real" anti armor, its not insignificant when fired at things like eldar bikers, and all 12 of them together can often get a hit on even a heavy target for that last, critical, d3 wounds. Stormtrooper heavy dkok is probably a bad idea for some reason, but if they skulk a bit in cover, you are rocking 3+ saves on your troops, which should help.
(Although you could swap only 3 troops that way, and keep 3 vox casters, and not get the mortars, and be in the same spot.)
You have 3 vectors to play with here. An army with all the infantry and vox you now have, but only 1 mortar hws, vs one with up to 6 storm/2grenade and 2 mortar and an officer, vs one with 6 stormtrooper, 2grenade each, 3 mortar squads (that's all nine mortars back) but no officer, and no plasma gun on the ministerium priest.
Each has a subtly different infantry playstyle. The loss of troop wounds is somewhat offset by an increase in mortar teams (which are also bodies) and an increase in armor (storm in cover is 3+).
I figure you got some solid options here, cause if you can get a second mortar squad, you can get a second detachment, and that critically lets you use the basilisk full power AND lets the tanks be emperor's fist.
Whew.
This message was edited 5 times. Last update was at 2019/11/07 16:52:24
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/08 01:13:46
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Dukeofstuff wrote: Remember conquerer with old grudges in platy can also (for the highest priority enemy) reroll all wounds, as well.
aha, about those command squads, I screwed way up. Turns out you could run a 10 man eng squad (with 2 plasma in it) and 1 5 man eng squad with 2 melta, and 1 command squad with 2 melta AND The Banner of Extra Attack.
The eng squad secondary troops(3 of them) get the supershotgun carcass attacks, and since you have 4 melta and yarrik;s plasma and the priests's plasma gun (see below), you can potentailly rip open a lot of transports and dump the infantry on the ground -- and then loose the larger engineers on them.
but there ismore.
Losing one command squad of the three gives you a few more points, enough to ...
(a 5 man eng squad with 2 melta is 68 points, fyi. So this consolidation into 10 eng /pl,pl and ,5 eng /me,me and 1 command squad (me,me, banner) saves you 41 poitnsj, costs you 3 lasguns, and gains you 1 combat shotgun (net).
41 points buys a 7 point plasma rifle (or if you prefer 5 point pistol) for the ministerium priest that is probably stepping out of the away team flyer beside yarrik and the smaller engineer group and the command squad. It also buys back 1 heavy mortar squad, and one extra power sword to pass out to a sgt somewhere (possibly in the big eng. squad)
Troops.
I doubt you will get great use out of the voxcasters as you have them, simply because you have so many orders to pass out and not so many troops to get them. You might consider losing 3 voxcasters and buying 5 grenade launchers to sprinkle around, as a compromise. Stay close to any one of the squads and keep a squad close to each of the other 2, and you can get most of the effect of the vox's with a bit more midrange dakka.
Finally, (althuogh if yarrik is with the away team I can see him as right now your only source of orders for the engineers) strongly consider old grudges for the warlord trait (probably on that 38 point guy).
That would give you a powerful augmentation, any way you slice it, to the basilisk and the 3 tanks.
A more radical change would be to drop all 6 troops into being stormtroopers, letting you trim squad sizes and prices a bit, cause each such group can take up to 2 special weapons. Now you can give out 12 grenades (so your dakka is about the same, actually, but grenade launcher heavy infantry is acutely less requiring of orders to provide "field support" dakka. You would have 54 poitns to spend, enough to get a second mortar squad AND an extra 23 point kommand guy (dkok field commander) ...
That frees up your warlord trait from yarrik and gives you old grudges (to stack by your armor) while adding back significant mortar firepower to your list, which I suspect you were sad to see go.
Although 12 grenade launchers isn't "real" anti armor, its not insignificant when fired at things like eldar bikers, and all 12 of them together can often get a hit on even a heavy target for that last, critical, d3 wounds. Stormtrooper heavy dkok is probably a bad idea for some reason, but if they skulk a bit in cover, you are rocking 3+ saves on your troops, which should help.
(Although you could swap only 3 troops that way, and keep 3 vox casters, and not get the mortars, and be in the same spot.)
You have 3 vectors to play with here. An army with all the infantry and vox you now have, but only 1 mortar hws, vs one with up to 6 storm/2grenade and 2 mortar and an officer, vs one with 6 stormtrooper, 2grenade each, 3 mortar squads (that's all nine mortars back) but no officer, and no plasma gun on the ministerium priest.
Each has a subtly different infantry playstyle. The loss of troop wounds is somewhat offset by an increase in mortar teams (which are also bodies) and an increase in armor (storm in cover is 3+).
I figure you got some solid options here, cause if you can get a second mortar squad, you can get a second detachment, and that critically lets you use the basilisk full power AND lets the tanks be emperor's fist.
Whew.
Wow another great lot of feedback you would write a tactics book.
Also where would I put the grenade launchers? Krieg infantry can only take 1 special weapon each.
But yeah an army of grenadairs in centaurs would rock.
This message was edited 1 time. Last update was at 2019/11/08 01:14:58
2019/11/08 15:47:21
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Actually, I couldn't. I don't really know if this army is "better" than any other -- for example, your point on the overwhelming firepower of demolishers is a very good one. Some units and things to consdier for you as this army grows and evolves will perhaps include :
taurox base model (72 point transport with 10 capacity)
mole launcher (a combat eng upgrade weapon that ignores LOS)
rough riders (because you can take nonDKOK units without penalty to your dkok, and the RR can also carry a bit more oomph in the horse charge. Even if they are rather weaker, they can shoot plasma as well, or grenades, to clear chaff.
hades drill and veteran squad. at 125 base points, this puts a "droppod like" unit of veterans smack dab in the enemy's face.
The drill can actually fight, too, and vets of course can be equipped with a variety of special weapons in addition to the obvious (sadly vanilla) shotguns. Hades combat drills are an ungodly expensive forgeworld model that is, in fact, a tube about 3 inch wide and 7 or so inch long, with a grindey looking front to it. (Think steampunk journey to the center of the earth). The 10 vets in it are simply 10 vets. So if you can modify an old pringles box heavily, I think you are in business.
I confess I spent a LOT of mental effort here, thinking about dkok, because I really wanted to find a way to make my elysian army better -- by perhaps adding some cheaper, but effective, dkok armor units, and maybe a few others as well.
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/09 19:14:37
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Dukeofstuff wrote: Actually, I couldn't. I don't really know if this army is "better" than any other -- for example, your point on the overwhelming firepower of demolishers is a very good one. Some units and things to consdier for you as this army grows and evolves will perhaps include :
taurox base model (72 point transport with 10 capacity)
mole launcher (a combat eng upgrade weapon that ignores LOS)
rough riders (because you can take nonDKOK units without penalty to your dkok, and the RR can also carry a bit more oomph in the horse charge. Even if they are rather weaker, they can shoot plasma as well, or grenades, to clear chaff.
hades drill and veteran squad. at 125 base points, this puts a "droppod like" unit of veterans smack dab in the enemy's face.
The drill can actually fight, too, and vets of course can be equipped with a variety of special weapons in addition to the obvious (sadly vanilla) shotguns. Hades combat drills are an ungodly expensive forgeworld model that is, in fact, a tube about 3 inch wide and 7 or so inch long, with a grindey looking front to it. (Think steampunk journey to the center of the earth). The 10 vets in it are simply 10 vets. So if you can modify an old pringles box heavily, I think you are in business.
I confess I spent a LOT of mental effort here, thinking about dkok, because I really wanted to find a way to make my elysian army better -- by perhaps adding some cheaper, but effective, dkok armor units, and maybe a few others as well.
Thank you very much for all your advice it has been very much appreciated I know Krieg are one of the least competive regiments and Im changing them from valhallian which is one of the most successful regiments in tournament play according to 40kstats but Krieg has always been my fravourite regiment even before the Memes. So I want to make them work well.
I believe that it was faq that the drills can take engineers now.
I could add more melta bombs and demolishion charges as I will be dropping 5 vox casters and add some real anti tank threat if they get close enough. Another option for the drill is 3d print it https://www.thingiverse.com/thing:2869729
I thank you so much for your effort. Sorry I have no idea about elysian or I would help you. One thing that I found out by using outflanking wolves with guard is sometimes its best to wait awhile until their forward elements are far from their back line and deep strike in the back to cause mayhem on their heavy weapons. Its a psychological blow as well and can threaten their back line objectives. After doing that a few times they fear it happening again and will deploy defensively thus giving you the rest of the board. Just by keeping them in reserve lol.
2019/11/10 00:59:38
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
I think you can do great things with krieg. I would probably make a few of those drills if I could, they seem awesome for gaurd delivery of troop to the backline. Especially if you bring them up inside buildings so the troops are LOS protected at first.
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/10 23:20:06
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Dukeofstuff wrote: I think you can do great things with krieg. I would probably make a few of those drills if I could, they seem awesome for gaurd delivery of troop to the backline. Especially if you bring them up inside buildings so the troops are LOS protected at first.
I thought that elsyan troops could deep strike? Otherwise the valkrye and relic dagger seem to do well for me. In kreig I've seen outflanking 5 death riders win games and kill knights
2019/11/11 01:59:57
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
elysians can deepstrike -- HALF their army. There is a 1 to 3 point premium per soldier for that capability, and if you are not gonna deepstrike that unit, it is a premium perhaps better spent to turn 10 soldiers into 10 veterans, or to buy better heavy weaponry, for the squad on the board.
Guard gaurd gAAAARDity Gaurd gaurd.
2019/11/19 05:45:01
Subject: [2000] - Death korp of Krieg - 86th Krieg assault army, advice needed
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
Death Korps Death Rider Squadron [5 PL, 80pts] . 4x Death Korps Death Riders: 4x Death Korps Hunting Lance
. Death Korps Ridemaster: Death Korps Hunting Lance, Laspistol
+ Heavy Support +
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
Death Korps Heavy Weapons Squad [4 PL, 30pts] . Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
. Death Korps Heavy Weapons Team: Mortar
Been out of the loop for a little while after some faq changes a list I was working on. I thought that you could no longer move after grav chuting from a Valkerie preventing you from getting close enough to use grenades.
Did this get reversed? If so I'm very excited at picking up my airborne inquisitorial stormtroopers again, especially with the sisters release completing the third militant of of the ordos.