This post is all about playing the Death Korps of Krieg Forgeworld army. This post is written by a guest author who will go by the name Tactician Hammer. He has been playing Krieg for a few years now and has also dabbeled in Eldar, Tau, and GW standard Guard. I have played against these guys many many times and they are a thorn in my side but they provide a great army, as well as opponent, to test my own skills against. I will be interjecting my own comments into what he wrote to provide a different side of things. What I say will be in red as well as in parenthasis so feel free to skip those parts if you want to just read his overview.
Playing Death Korps
of Krieg:
The Siege Regiment
First
thing I would like to say is how much I love this army. It was a worthwhile
purchase and is so much fun to play. I love the models, forge world has done a
great job with them and the fluff is a lot of fun. So as this post will go, I
will discuss ideas on how to play the army, looking at both assault brigade and
siege regiment, and what to think about buying. Death Korps is a significant
investment and you have to really want these guys to be willing to spend the
money, but for me there is no army I love more.
Let’s
start with the siege list. This is the first army list to appear for them and
is featured in the Siege of Vraks books. Now you don’t need to buy the book to
play this list. Since it is outdated there is a 6th edition update
on the Forge World website. This is the list I started with and it has its good
points. Starting with HQ you can take a Company command squad with some the
same orders as regular IG. Next is a commissar general and the quartermaster.
The quartermaster is a medic of sorts and grants feel no pain on a 6+ to those
within 6 inches. (I actually like this guy a lot since he is almost like a Sanguinry Priest.) He is cheap, but as far as support heroes go I usually just
take the company commander or the commissar.
Next is elites understand that you can bring a lot of
artillery and should. Heavy Mortars and Quad guns are two options and both are
elites choices. You can take up to 4 guns in a battery. It is a stationary gun
piece and cannot move, shooting in a 45 degree firing arc. They can be moved by
Centaur which is a small transport or can move the guns. This takes a turn
however and they cannot shoot. The heavy mortar is great because it is strength
6 ap 4 large blast. Not a bad thing to bring worth 50 points a gun and three
man crew. (200 points to take 4 guns in one battery that can shoot off 4 str 6 ap4 lrge blast hits on one target can be pretty vicious. Thunderfire cannons are still better I think.) It can take carcass rounds as well which will give you a re-roll on
wounds but can get hot. The Quad gun shoots 4 small blast template shots and
takes a minus 1 off of the initiative of the targeted unit when taking a
pinning test. Both Siege and assault
lists can take them but why they are important is because the siege list can
take them as elites and that means the siege list can bring more artillery than
anyone else on the field. Next is the grenadier but we can talk more on to them
in the assault list. (He is the Death Korps version of a stormtrooper.) Both the Siege and assault lists can take Hydras as an
elites choice in a squadron and the very fancy Rapier, which is actually not so
worth its points and I would stay away from the rapier. The Hydras though are
great if you feel anti-air is important, I feel they are some of the best
anti-air money can buy. Four twin-linked auto-cannons with skyfire is nothing
to laugh at if you are a flyer and a squadron of them is just nasty.
For
troops, Kriegsman themselves have an increased weapons skill of 4 army wide and
have a few nifty traits. (WS 4 guardsmen are such a pain in the ass. Normally a Space Marine assault squad will be able to rip through a guard squad in one round of combat no problem. With Krieg you are hitting less, and getting hit more often which makes winning by large margains harder to do, which in the long run makes sweeping advances less likely.) First being they cannot suffer fear tests. So any
daemon who wants to inspire fear has to find new guardsmen to play with because
they don’t suffer any penalties from fear. Next they can regroup normally if
within range of an officer, no order required. Lastly is that if they suffer
25% casualties from shooting they take no moral tests. The Kriegsman is your
back bone and the last thing you should recognize is they come standard with
krak grenades! That is right, free krak grenades. I have found myself charging
vehicles with these guys when there is not a melta gun in sight and have found
great success. The engineers can be taken as troops as well. These fine
soldiers come with shotguns and a mole launcher with WS4, BS4 and 4+ save;
essentially a type of storm trooper. Don’t buy them however if you don’t have a
Hades breaching drill. This is a dedicated transport for them and works a bit
like deepstriking but from underneath and when it comes out it hits whoever it’s
under with a melta blast template. The turn after it breaches comes the
engineers. Engineers can take carcass rounds as well for the shotguns but it
can get hot. Re-rolling wounds however is a worthwhile touch for the points.
The Mole-launcher itself is not a toy I am crazy about it takes a whole turn to
get to its target and while there is no cover save and gives strike down, has a
range of 8-24 and Str 5 AP 5, small blast. It is not horrible but the delay
causes issue with me. It can be useful though. They can take pretty much any
other standard guard weapon as well though and a demo-charge. In the siege list
note you can take heavy weapon teams as a troops choice, the assault list cannot do
this. The platoon make up is the same as IG, but there are no special weapon
teams. No squad with three plasma guns sadly. (Thank the Emperor they can't spam plasma too. They really don't need it since they have access to so much other high strength low ap weapons.) Something to remember is that
there is not much in the way of transport for the siege list, Centaurs only
take 5 men and there are no chimeras.
Fast
attack is limited as well, you can take hellhounds, devildogs and the like; as
well as the death rider. These are great models and have a feel no pain on 6+.
You can re-roll failed dangerous terrain tests with them as well and have 2
wounds. You can even take a platoon of them if you are feeling really WWI. They
are fun and when used correctly can be decent. My success has been limited
however seeing even with WS4 and a 4+ save. I recommend using them as forces to
either to push troops off an objective or protecting your rear from deepstrike. (Another tactic would be to put them in reserve so they don't take unnecessary losses. The siege list is very vulnerable to getting out maneuvered since their big guns are mostly stationary. The Death Riders will help prevent sneaky assault squads from slapping melta bombs on artillery units.)
Heavy
support includes heavy weapons, leman russ tanks, thunderer siege squadron, a
bombard battery, and the stationary medusa and basilisk. The medusa and
basilisk work the same as the heavy mortars or quad guns and have the same
stats as the regular guard ones. A big difference between regular guard and
Krieg however is your flyers. No vendettas here it’s a thunderbolt, lightening
or avenger squadron. These are fine pieces of equipment, my personal favorite
is the Avenger with the front armor of 12 and strafing run. It has a lot of weapon options with missiles,
bombs, auto-cannons and multi-lasers; but what I love the most is it comes with
its bolt cannon and two lascannons standard. The Bolt cannon is strength 6 ap 3
Heavy 7 and with certain upgrades this bastard is tough to kill. All three of
these flyers come with deepstrike and armored cockpit. The sky is no friendly
place when it comes to facing Krieg. Now these can be expensive with the
cheapest being without upgrades 140. You can get to 200 pretty quick with any
of these fine machines. The Thunderbolt is more for bombing and missile
strikes, the lightening is similar with mostly missile and bomb options but the
avenger can handle air and ground.
Your
best options with the siege regiment are to remember you are the king of
artillery; troops and as many artillery options as you can take can be very
effective. I bring as many troops as I can muster, and heavy mortars with
medusa and or basilisks. You can be dropping as many as 7+ large blast
templates a turn. The big things you truly have to worry about is deep striking
and outflanking. I choose to deal with these usually by leaving back a heavy
weapons team or two. They usually have the range to help support an infantry
advance (please advance, static warfare will get you beaten pretty easily
especially against a fast moving army like blood angels) (hehehe) and can turn around
and open up on any deep strikers or outflankers. Your medusas and basilisks
will be the scariest thing you put on the field and your opponent will be
afraid of them. Another good option is the Aegis defense wall for those of you
who want to give cover saves to your crew men. Your deployment will be your
most important step with this army. You have very little room to adjust if you
mess up your deployment because you have to be aware of the 45 degree arc your
artillery shoots in and what they will be able to hit. Be prepared to deal with
night fighting as well. It can truly hinder you in some ways but with a little
creative list building you should be able to stall and still give your
artillery plenty of time to strike. Don’t be afraid to lose your artillery as
well. In Objective based games your opponent will have to focus on your
artillery giving your guardsmen a chance to take objectives and win the game.
If they don’t pay attention to your artillery well than they will be lucky to
hold an objective for more than a turn. You are playing Krieg, you will lose lots of models so get used to that idea of having a big dead pile. This is an
aggressive army, use artillery to support an advance and try your best to
outnumber your opponent. When you can’t, bring tanks. If your opponent wants to
take to the air then be ready and willing to bring hydras and your flyers. Your
guardsmen are tough and good at making your opponent’s job difficult.
Thanks for reading, I hope you enjoyed it. Next article from Tactician Hammer will be on the DKoK assault list. Have an Emperor blessed day and as always please feel free to leave any comments.
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