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				<title>Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Hey Dakka<br /> <br /> I've decided to liquidate most of my other <span class="glossaryitem" onmouseover='gp(3);'>40k</span> armies and start the one that i've always wanted (deep down), the Death Korp.<br /> I love the minis, the fluff, the tactics, and the rules, so they are really just perfect for me!<br /> <br /> I've written up a 2,000 points list that is mostly a footslogger force as the Korp is known to be, but with some heavy armor support as well.<br /> <br /> DEATH KORP 2K<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b>:<br /> Company Command Squad 125 points<br /> Regimental standard<br /> Master of Ordnance<br /> Senior Officer<br /> -Power weapon<br /> <br /> Quarter Master xx points<br /> <br /> <b>Troops</b>:<br /> <br /> 1st Platoon 585 points<br /> <br /> Platoon Command Squad<br /> 2x melta gun<br /> <br /> 3x infantry squads <br /> power weapon<br /> melta gun<br /> two squads have a commissar, one has a fist, one has a power sword<br /> one squad has a banner (mostly because it's sweet looking!)<br /> <br /> 2x <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> with 3x lascannons<br /> <br /> 2nd Platoon 585 points<br /> identical to 1st platoon<br /> <br /> Hades Breaching Drill xx points<br /> 7 engineers <br /> demo charge<br /> <br /> <b>Heavy Support</b>: <br /> 3x (each in its own squadron) Leman Russ Main Battle Tank 165 points<br /> Lascannon<br /> <br /> 2,000 points right on the nose!<br /> <br /> Now some thoughts i've had:<br /> I made this list based on some others I've seen on this forum, particularly those blob lists created by Ailaros (sp?) who has done very well with blob guard, and also included the 3x lemans in a list i saw. I liked the idea that the tanks could shelter behind the troopers.<br /> <br /> There are some things I'm unsure of however...<br /> Are the blobs too big? <br /> Is the Hades Worth it? <br /> Should i be taking heavy mortars? they seem deadly...<br /> <br /> I can provide some of my own observations I made during a game I played against Chaos Marines, I'll provide his list just for reference.<br /> <br /> <b>Chaos 2K list (Opponent)</b><br /> Lord with lightening claws in termie armor<br /> 5 terminators with combi meltas, heavy flamer, and power weapons in a land raider<br /> <br /> 5 chosen<br /> <br /> predator destructor and predator annihlator<br /> <br /> two squads of ten marines <br /> power fist<br /> rhino<br /> melta guns (2 in one squad)<br /> flamers (2 in one squad)<br /> <br /> 8 berserkers <br /> <br /> 6-7 havocs with 4 <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> <br /> <br /> I'm pretty sure that was it...<br /> Anyways, we played a game and the blobs really seemed like they needed to be that size or else they would never have been able to last as long as they did or complete thier duties, one was able to destroy the berserkers by charging them, but was then killed to a man by both <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> sqauds (i didn't know you could assault out of rhinos if they hadn't moved  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ). The other blob got flamered by the termies and eventually the blob and lord + retinue destoryed each other. <br /> I had total armored dominance. My 15 lascannons a turn were too much for his tanks, and they got blasted off the table pretty quick, the drill whiffed against the land raider.<br /> However, i feel that something that'd REALLY add to the power of the blobs would be priests, because time and time again my power weapons and fists would whiff too many of their attacks to bring it home in the to-wound stage.<br /> Another thing I think could be interesting would be a squad of grenadiers, because they seem like they could potentially be very deadly units to get up close and personal wih, BS4 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4 with a power weapon, melta guns, and hotshots sounds like a deadly combo to me! <br /> <br /> Any thoughts?<br /> <br /> Sincere apologies if this seems boggled and very disorganized, because It's rather late and I wanted to get this on the net ASAP!<br /> <br /> Thanks for reading (and posting  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> )<br /> <br /> P.S 1st platoon carried the day, in the 2 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad combat, everyone but the commissar with fist and a watchmaster was dead, I rolled <span class="glossaryitem" onmouseover='gp(82);'>LD</span>, and failed. The sergeant took a bolt to the head, and the commissar made his second roll! By the way...this was in my assault phase  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> On my next turn...all three battle cannons made the best of the platoon's heroic sacrifice and wiped all 17 of the remaining <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span>! ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 06:36:14]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Heavy mortars are absolutly worth it, So I would drop the drill and take them. But if you can squeece in both it wuld be glorious. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 06:41:56]]> GMT</pubDate>
				<author><![CDATA[ Trondheim]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ I agree, it'd really be something to have 3 S8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 large blasts, the master of ordnance, 2-3 S6 AP4 large blasts, and the one time S10 AP1 large blast  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> plus the democharge of course. <br /> <br /> However:<br /> For the price of 7 Engineers with a charge, and a drill...i get three heavy mortars. <br /> That seems like it's quite a bit better, especially since I've got TONS of anti-tank in the list, and plenty of anti-<span class="glossaryitem" onmouseover='gp(95);'>meq</span> with the battle cannons. <br /> The mortars might work a little bit better, plus being significantly more reliable than a unit that must come in from reserves and scatters a whole bunch. <br /> <br /> What do you think of the 33 man blobs though? Thats is really what I'm worried about...]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 06:48:11]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Ah wel the its setteled then, drop the hades drill and get heavy mortars.  Those blobs will do alrigth just make sure to hug cover. And to use evey opportunity to pummel the enemy with massed Lasgun fire from them. <br /> <br /> And yes, you have enough <span class="glossaryitem" onmouseover='gp(482);'>AT</span> power to stop just abouyt anything dead in its tracks. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 06:52:13]]> GMT</pubDate>
				<author><![CDATA[ Trondheim]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Indeed, the heavy mortars will be far superior at digging my foes out of cover (very fluffly too!)<br /> <br /> One more question, it seems that powerfists are sort of crap. At least on S3 models...<br /> If i dropped them both off the commissars and instead gave them power swords I could give a watchmaster in each platoon melta bombs.<br /> Would that be better than the S6? It seems like it'd be more effective vs. heavy tanks and walkers at the least. <br /> Secondly:<br /> Is it even worth taking two commissars per blob? I did it just to get extra power weapon attacks in there, but i could easily use those points else where. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 06:56:16]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ The drill is worth it because it really messes with your opponents head. <br /> <br /> Can the heavy weapon teams join the blob in a krieg list? If not, they should be dropped.<br /> <br /> All blob commissars should have fists, ifnyour sergeant can take fists too, go for it. The ability to take those fists is what makes krieg the supreme blob list]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 07:49:35]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Have you thought of dropping the leman russ's and geting lots of artillary such as heavy mortors/thud guns/implaced earthshaker cannons so you could just pound the  enemy to dust   if he doesnt come forward and if he does you lasgun him straight to hell <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 09:43:22]]> GMT</pubDate>
				<author><![CDATA[ commisar rhodes]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ <blockquote><div><cite>Ferrum wrote:</cite>For the price of 7 Engineers with a charge, and a drill...i get three heavy mortars...</div></blockquote><br /> Remember to factor in the cost of their towing centaur into your equation. If you roll <span class="glossaryitem" onmouseover='gp(324);'>DOW</span> setup its either tow on or deep strike them in. From personal experience the Centuar is the better option as it becomes a handy fast transport for your Command squads.]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 11:45:10]]> GMT</pubDate>
				<author><![CDATA[ Hesh_Tank_On]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ @Illumini <br /> So in that case would it be worth it to drop one of the commissars<br /> From each blob to give fists to every watchmaster? <br /> <br /> As far as army builder is concerned the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> all<br /> Have the combined squads rule too, but wouldn't I want them to stay independent do that all 4 teams can fire upon different targets than the platoons? <br /> <br /> I agree that the drill is psychological, and it did hell<br /> During the game I played. I think I'll play test both the drill and the mortars some more to see which is better. <br /> <br /> @Commissar Rhodes <br /> I did think about the inclusion of many heavy artillery pieces, but I think that the Lemans offer a few things that the emplacements cannot, the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 which means that enemy return fire is...less of an issue, and mobility + tank shock. <br /> The emplacements are cheaper, and do shoot bigger shells, but I just get the feeling a trio of Lemans might be more useful overall. <br /> <br /> @Hesh_Tank_On <br /> I did not realize I'd need to buy tractors too...especially if I'd need 3 to field 3 mortars as individual units as I'd planned. <br /> In that case it might be better to just combine them into one unit? Or does that not fix the problem? I don't really have much wiggle room in the list. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 15:40:29]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ <blockquote><div><cite>Ferrum wrote:</cite>@Illumini The emplacements are cheaper, and do shoot bigger shells, but I just get the feeling a trio of Lemans might be more useful overall. <br />  <br /> @Hesh_Tank_On<br /> I did not realize I'd need to buy tractors too...especially if I'd need 3 to field 3 mortars as individual units as I'd planned.<br /> In that case it might be better to just combine them into one unit? Or does that not fix the problem? I don't really have much wiggle room in the list.  </div></blockquote><br /> <br /> Unfortunately it is one tow per gun and the emplaced guns suffer the same problem in <span class="glossaryitem" onmouseover='gp(324);'>DOW</span>. <br /> <br /> You can attempt to deep strike turn 1 in <span class="glossaryitem" onmouseover='gp(324);'>DOW</span> but I take it you will be trying to deploy behind <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> obstructing cover near your board edge with one of the blob squads camping in and around the cover, with my dice success doesn't come often using this tactic.<br /> <br /> I find the Centaur quite good, its a fast transport when not towing and because its open topped those Melta gunners in the command squads can jump down in front of it and hopefully get in melta range sooner.<br /> <br /> I think its a poor <span class="glossaryitem" onmouseover='gp(324);'>DOW</span> deployment  rule for immobile artillery, much better would be if they were deployed normaly  but unable to fire first turn ( setting up/ bringing forward ammo/ ranging in) ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 16:40:10]]> GMT</pubDate>
				<author><![CDATA[ Hesh_Tank_On]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Heavy weapon squads on their own die from a stern look or a stiff breeze. When you can slap them in a blob  <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0">  they suddenly become very scary. When you also can load up the blob with powerfists, it becomes even more scary. <br /> <br /> I think your initial idea of blobs + russes is a better way to play this list than starting to add very fragile artillery pieces. You need to consider which <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and russes will aid you the most. <br /> Of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, I like the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, the commissar-general with camo-cloak and the quartermaster. <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> provides orders, commissar-general gives stealth to the unit he joins and the quartermaster gives <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Hard to choose only two. <br /> <br /> I think the best leman russ for your list may be the Exterminator. Slap a hull lascannon and possibly also some type of sponsons on it, and you have a nice light/medium tank hunter. Perfect for popping transports. <br /> <br /> One commissar per blob is plenty. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 17:21:11]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ Why would you make a <span class="glossaryitem" onmouseover='gp(312);'>DkoK</span> list without mortars and artillery?<br /> <br /> There Codex gives them awesome advantages with them and you aren't bringing any?]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 18:20:23]]> GMT</pubDate>
				<author><![CDATA[ Silentway]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ <blockquote><div><cite>Silentway wrote:</cite>There Codex gives them awesome advantages with them and you aren't bringing any?</div></blockquote><br /> <br /> Genuine question,  apart from them being elite slots, whats are the awsome advantages, I like using 2 heavy mortars and 1 Thudd Gun but the Heavy Mortar is just an immobile Griffon with less armour.<br /> <br /> @Ferrum : Also try and keep the Hades,  contesting/capturing  an objective is easier with it and the engineers rather than footslogging across the board.  Especialy if you get to remove the two story ruin it was positioned on top off. ]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 19:43:58]]> GMT</pubDate>
				<author><![CDATA[ Hesh_Tank_On]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ <blockquote><div><cite>Hesh_Tank_On wrote:</cite><blockquote><div><cite>Silentway wrote:</cite>There Codex gives them awesome advantages with them and you aren't bringing any?</div></blockquote><br /> <br /> Genuine question,  apart from them being elite slots, whats are the awsome advantages, I like using 2 heavy mortars and 1 Thudd Gun but the Heavy Mortar is just an immobile Griffon with less armour.. </div></blockquote><br /> <br /> Good point, I don't play <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> but from what I gathered from the Codex is the <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span> favored mortars. Pure opinion but I don't have the codex right in front of me to reread it either.]]></description>
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				<pubDate><![CDATA[Tue, 1 May 2012 20:29:45]]> GMT</pubDate>
				<author><![CDATA[ Silentway]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ @ Hesh Tank On<br /> I simply cannot afford to pay the points for three centaurs in order to include three mortars. It is extremely frustrating that those little tractors (extra killpoints <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>) cost so many points and don't seem worth it at all.<br /> The situation would be very different if my command squads could take lascannons, but alas, they cannot, and so I cannot make as good use of the heavy weapon hull mount of a centaur. <br /> <br /> @ Illimini<br /> The problems I see with sticking them into a blob are:<br /> 1. Inability to make use of splitting fire (all four teams could shoot at seperate targets if seperate squads, in a blob this is lost, correct?)<br /> 2. Inability to <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> with the blob and use the lascannons against tanks.<br /> 3. Inability to assault and shoot at tanks/terminators (the latter of which would greatly benefit the blob in the forthcoming assault)<br /> 4. Inability to run with blob and fire lascannons<br /> <br /> Pros:<br /> 1. They cannot be shot<br /> 2. Can get cover from the troopers being in cover (but can be obscured by them anyways sooooo...)<br /> 3. Can benefit from commissar's <span class="glossaryitem" onmouseover='gp(82);'>LD</span><br /> 4. Can wound soak...i guess<br /> 5. Can benefit from <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> along with a blob (not so hot if they aren't being shot anyways)<br /> <br /> There are benefits to each usage, but seeing as how they are the primary source of <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in my list, wouldn't the flexibility of keeping them <span class="glossaryitem" onmouseover='gp(27);'>de</span>-blobbed be preferable? <br /> In the game I played they were <span class="glossaryitem" onmouseover='gp(27);'>de</span>-blobbed, but i was able to keep them obscured by either command squads or troopers all game, and the QM kept any injured squads alive with the wondrous 4++ cover 4+++ <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> combo<br /> <br /> On to your other points!<br /> <br /> I agree that the Lord, the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, and the QM are the superior choices, however, with the Regimental standard flying high and <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9 stubborn I think that the major benefits of a Lord are wasted. On top of that, the QM takes his spot anyways  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Hmmm...<span class="glossaryitem" onmouseover='gp(126);'>TL</span> heavy 4 autocannons? hmmmmm.....they seem to put out quite a lot of fire! 12 shots, ~ 9 hits at S7. They seem like they'd be very good at armor suppression, which is a vey different role than the <span class="glossaryitem" onmouseover='gp(91);'>LRMBTs</span> filled in my list (<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squashing) <br /> This is a hard choice, because it seems that the best meta breaker <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is the exterminator simply because as you said it ravages light tanks, but with the lascannons I should already be damaging 3-4 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11-12 vehicles a turn (I think...), and then the exterminators would just fill that same role but be crappier at it due to lower strength, yes they are <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, but two teams of lascannons will be too due to Bring It Down! I also like that the teams can crack open a rhino, and my battle tanks can pulp whatever was inside  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> I shall proxy exterminators next game and see what happens! <br /> <br /> @Silentway <br /> What advantages? <br /> The only good parts are:<br /> Are not tanks so can hide really easily<br /> Are elite choices<br /> <br /> Yet almost 100% of the time I'd rather have a self-propelled gun, it can deploy normally, has some more armour, and tank shock. <br /> <br /> @Hesh Tank On<br /> I plan to keep the Hades if i must otherwise take atillery with those tractors to tow them, thats really not at all appealing to me. <br /> <br /> <br /> List revision! <br /> <br /> 2,000 points<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> 95 points<br /> Regimental Standard<br /> Power Sword<br /> Meltagun<br /> <br /> Quartermaster xx points<br /> <br /> <b>Troops</b><br /> <br /> 2 Platoons 585 points<br /> <br /> Command squads <br /> 2x melta guns<br /> power weapon<br /> <br /> 3x infantry squads <br /> meltagun <br /> power fist<br /> One in each plattoon has a: Power Fist Commissar and a plattoon standard<br /> <br /> 2x Lascannon teams<br /> <br /> Hades Drill 180 points<br /> 10 Engineers<br /> Demo Charge<br /> <br /> <b>Heavy Support</b><br /> <br /> 3 squadrons of a single <span class="glossaryitem" onmouseover='gp(91);'>LRMBT</span> or <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Exterminator (same cost) 165 each<br /> Lascannon]]></description>
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				<pubDate><![CDATA[Wed, 2 May 2012 00:04:49]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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				<title>Re:Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ No point in taking 10 engineers. They are there to give you the drill and maybe do some damage with the demo charge afterwards. <br /> <br /> The problem with not putting the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> into the blobs is that they are instant killed by S6 shooting. S6 shooting is not exactly rare, and most armies at 2000pts will be able to totally wipe out all your <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>' in 1-2 turns. Doesn't matter if they can split fire if they are dead. <br /> Now, of course, you have the bonus with combined squads that you can wait with this decision. If you're up against something like that chaos list, with little long range firepower, you don't have to put them into the blob. If you are up against mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> or <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s with 30+ S6+ shots, you can put them into the blob.<br /> <br /> The main advantage of the commissar-general is his camo-cloak, which can apparently cover up to 70+ men. A blob with stealth is very hard to shift with shooting, which is a very nice quality for an assaulting blob. However, it is possibly not worth loosing orders/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> over. I don't think you can go too far wrong with any two of the three. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 May 2012 09:50:09]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Death Korp of Krieg 2,000 points list</title>
				<description><![CDATA[ I see what you're saying on the engineers, they are only meant to deliver the demo charge and hopefully claim/contest an objective, forcing my opponent to react . <br /> <br /> Also I see what you're saying about the heavy weapon squads, against assault armies (orks (few lootaz) <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, or nids) they can just hang out in back blasting away. <br /> <br /> Also it seems that depending on the board they could be very survivable, for example, if there were a source of 3+ cover in my deployment zone they'd do okay there it seems. <br /> <br /> I'm seriously considering the lord commissar though, because his granting of stealth would make the unit he was part of MORE resilient than <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> against lots of stuff (S6+), the <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is really only worth it in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and against bolters (and equivalents), and heavy bolters (and equivalents) everything else is going to ignore it anyways. <br /> <br /> He also beats face with a power fist <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> Which brings me to a slightly <span class="glossaryitem" onmouseover='gp(415);'>OT</span> problem...where do I get power fists (as in models) for <span class="glossaryitem" onmouseover='gp(312);'>DKoK</span>? They don't come with them...and I don't see anywhere I can buy them, but they do have power swords available. Any ideas? I'd really appreciate it if you knew a way, even if it's just buying tons of plastic ones and converting. <br /> <br /> Another quick set of questions:<br /> Are grenadiers worth it? <br /> I was considering 10x grenadiers with 2x melta guns and a power sword. They could provide some decent anti-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and and <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, as well as a possibly useful counter assault. <br /> <br /> How about death riders? <br /> I am debating going up to 2.5k eventually and adding a unit of 10 riders with melta bombs and a power sword (so they can still kill after the charge) <br /> <br /> Vultures? <br /> They seem really cool especially with the twin linked punisher cannons, a pair of these could certainly lay down the pain. <br /> <br /> Thanks for your help <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 04:40:27]]> GMT</pubDate>
				<author><![CDATA[ Ferrum]]></author>
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