Playing Death Korps
of Krieg
The Assault Brigade
Now on to the second post on the
Death Korps of Krieg. This will be about the Assault Brigade. This is a
different list and plays differently too. The Assault brigade really takes the
concept of your best defense is a good offense to a new level. While with the
siege list it is about your artillery, and slow advancing under their fire,
this list you have to get to your enemy and you have the tools to make it
advancing guard frightening. “The Death
Korps of Krieg are infamously resolute and grimly determined soldiers, able to
fight on where others would flee or break down in terror. They are hardened by
the bleak conditions on their birth world, fortified by iron faith in the
Emperor and subjected to a brutal regime of indoctrination and military
training from infancy” (Fall of Orpheus page 173).
The
Assault Brigade list can be found in the Imperial Armor book, volume twelve,
the Fall of Orpheus. The first things to look at are the traits and skills the
assault brigade brings to the table. The first being they still have their WS
4. This has not changed. Kriegsman are still immune to fear, don’t take moral
checks from losing 25 % shooting casualties and can regroup normally within 6
inches of an officer regardless of casualties. “Death Korps officers have no fear of death and will gladly lay down
their lives in the name of the Emperor, and will demand and expect nothing less
from those they command” (Fall of Orpheus page 173). The assault brigade
also comes with a neat new trick for those commanders who do not fear throwing
their guardsmen into the meat grinder, and that is Forlorn Hope. You declare
this at the beginning of the game if you chose to take this. It will give you
two abilities: Unstoppable advance and Death Korps Assault Objective. The first
being that if any platoon of yours is completely wiped out or falls back off
the table, a fresh new one arrives that is identical. Yup a whole new platoon
if you happen to be losing casualties fast. Next there is another objective
placed on the field by you in your enemy’s deployment. If you get this you get
two points at the end of the game, but if you fail your opponent gets one. Your
opponent does not have to hold the objective either to get that point just stop
you from getting it.
Next
the Assault brigade has new orders that can be given: Duty unto Death,
Dispersed Advance and without mercy. They also can issue Bring it Down, Get
back into the Fight and First Rank FIRE Second Rank FIRE! The new orders are
pretty useful when used correctly. Duty Unto Death basically means until the
next shooting phase of the controlling player the unit my re-roll any failed
moral checks or leadership tests of any kind and on a roll of double 1s, it
becomes fearless. Dispersed advance gives your unit the ability to move through
cover until the end of the next shooting phase. So the next turn you can move
through cover, not a bad order but you just have to be thinking ahead to use it
right. Lastly, my personal favorite is Without Mercy. This will turn your
ordered squad’s lasguns and las pistols into assault 2 range 12 weapons and
grants you Crusade special rule for the remainder of the controlling players
turn.
The two
big new wargear options to mention that were not in the Siege list are the
Regimental standards and the memento Mori. The Regimental Standard has three options:
Icon of Righteous Spite, Banner of Martyrdom, and the Ossuary of the Blessed
Dead. The first gives any DKOK within 12 inches the hatred special rule for all
Chaos Space Marines, Chaos Daemons, Psykers and models chosen from the
Renegades and Heretics army list. The Banner of Martyrdom will give you an
extra victory point if the unit bearing the banner is wiped out in an assault. The
Ossuary of the Blessed Dead gives models in a unit bearing the standard a +1
toughness. Plus the Regimental standard like the Platoon Standard, grants the
ability that any unit within 12 inches counts as scoring and additional wound
when doing the results of a close combat. The Memento Mori will grant the
bearer Eternal Warrior rule for a single phase of the game.
The Assault
Brigade also gets new warlord traits table. The traits are as follows
Co-ordinated Assault: the Warlord and all Death Korps units within 12 inches
add +1 to their results when rolling for a charge distance. Shattering
Bombardment: while the warlord is alive, select a single weapon on a unit
within 6 inches of them in the shooting phase that has the ordnance special
rule, that weapon counts as being twin-linked for this turn. Only in Death: the
warlord and any DKOK unit they are with gains the Fearless and Feel no Pain
(6+) special rules while within 3 inches of an objective. Smoke Barrage: the
Warlord’s controlling player may choose to use night fighting rules in the
game. If they do there is no need to roll for this as it is considered night
for the first turn. Blood of Martyrs: the warlord and any DKOK units within 6
inches, gains preferred enemy (infantry) special rule when in an enemy
deployment zone. Siege Master: At the start of the game, after deployment but
before the game begins; nominate a single piece of terrain in the enemy
deployment zone. The cover save provided by this terrain is lowered by -1.
Alright
so on to the units. As far as HQs go you have some changes. First being the
first named character in the Death Korps of Krieg. Marshal Karis Venner. He his
165 points, including a company command squad. He comes with WS 5 BS 4 3 wounds
3 attacks and 4+ save. He comes with Carapace armour, hot shot laspistol, power
sword, frag and krak grenades, a refractor field and memento mori. He also has
the Rules Stubborn, Bitter Foe, Implacable Command and is an Independent
Character. He automatically comes with the warlord trait Blood of Martyrs. The
Rule Bitter Foe is when fighting in a challenge Venner may make an additional
D3 attacks at initiative step 1 of the fight sub phase. Implacable command
means that friendly models within 12 inches may use his leadership value rather
than their own. He is not a bad option for an HQ can be pretty tough actually
but kind of pricy at times. Next are of course the company command squad and
the quartermaster. No Commissar-General.
Elites
have a bit of a change as well, instead of Grenadiers as Elites, Engineers
count as elites but come with all the same fun and costing only 50 points for
5. There is the Griffon Strike Battery. Basically Heavy mortars but in vehicle
form, but has accurate bombardment! This fun little toy gives you the wonderful
ability to re-roll the scatter die if you want. It’s very nice toy and can do
some serious damage. Now a nice new addition is the Leman Russ Forward Command
Tank. It is an Elite option and for 35 points extra to the cost of a leman russ
battle tank, it makes the tank BS 4 and artillery can draw line of site from
its hull not theirs if you choose. It’s great and makes for a great tank
hunter. I like to give this thing a vanquisher cannon and a co-axial heavy
stubber. This means if the stubber just hits, I can re-roll it’s to hits with
its other weapon, for me being my vanquisher cannon. Plus a Leman Russ that
runs as an Elite choice is always fun. Next the Hydras, and Rapier Battery (by
the way the Rapier has explosive demise meaning on a roll of 1 it explodes when
it loses its last wound.)
Troops
have not changed from the siege list except two things. The Grenadier is now a
troops choice. The Grenadier is a great troops choice at 120 points for a squad
of 10. They have hot-shot las guns WS and BS 4 and a 4+ save, while being able to take melta bomb, flamer,
heavy flamer, heavy stubber, plasma gun, melta gun and Grenade launcher. And
you can have a choice of two of these weapons. The watchmaster also can take a
power fist and plasma pistol if he so choses. The assault brigade grenadier
squad is the only time you can bring a chimera as a dedicated transport. But
it’s a storm chimera. Basically instead of a multi-las it has autocannon for
its turret and can transport 12 models. Secondly you may not take heavy weapons
teams as troop choices in this list.
Fast
attack remains the same except you can now take a Salamander Reconnaissance
squadron at 55 points a model. They are front armor 12 open topped and fast.
Autocannon weapon and heavy bolter, other than that nothing too special in my
opinion but I can see how they could be used in certain armies lists. This
being a very mobile list. If you are running griffons, I actually recommend a
few of these as some support for anyone who wants to get to close.
Heavy
support had a few changes. First heavy weapons teams can only be taken as heavy
support. Second you can take a Thunderer Siege squadron which is front armor 14
and a demolisher cannon. That’s all your
getting with it for 140 points but demolisher cannons can be devastating
indeed. Then the Leman Russ battle tanks of course and ordinance tank battery (includes
basilisk, medusa and colossus bombard, and none of these are the emplaced guns
you get with the siege list). The bombard uses the Colossus siege mortar which
is 24-240 range strength 6 ap 3 barrage, and ordinance, ignores cover all for
140 points. Next is the Field artillery battery, just being heavy mortars and
quad launchers. Lastly the Imperial Navy support squadron which are the
Thunderbolt, Lightening and Avenger as stated before.
So I am
going to let you onto a secret for a good list to run with this army. Firstly
HQ is optional for you I recommend a cheap Company Command squad as usual but
Venner is not a bad choice either. For elites I would take the command tank and
griffon heavy mortars or drop one of these for the engineers and breaching
drill or take all three, cannot go wrong all depending on who you are staring
down. Next a good number of kriegsman and a squad or two of grenadiers with
storm chimeras, I would recommend all grenadiers and storm chimeras but this
can get expensive unless you are playing apoc in which case just have fun with
that. But you usually want to outnumber your opponent if at all possible while
they are kriegsman they are still likely to die easily. For fast attack bring either
hellhound or variants (devildog might not be bad for the extra tank killing
capacity or hellhound for swarm armies) or Salamanders to stick with the
griffons or help support your advance with troops. For heavy support I would
bring thunders and Collussus Bombards. Any room left bring heavy mortars, leman
russ or basilisks. This is assuming you are not facing a lot of flyers; if
flyers are included well swap as needed to deal with them. What you see here is
a completely forward assault force. Completely mobile with its abilities to
still deal out lots of templates and cover its own advance into enemy territory
without having to leave much behind to defend artillery. You can deal with
space marines and swarm armies alike and deal mass casualties at that. This is
good for kill points and especially objective based games. With Thunderers
leading the front with artillery covering their advance with infantry to match,
I think you would find that the assault brigade truly knows what it means to
assault forward.
Lastly
however I recommend most of all a combination list of Siege and Assault if you
can. The combination means you can still bring lots of artillery but a vicious
force to push forward as well. There are many options for this concept and I
have seen success with the Siege, Assault and combination lists. There is a lot
of fun to be had with these armies and I really hope to see more Kriegsman
players out there if you got the steel to be a part of the Death Korps. It’s a
fun army to play, fun to paint and model and everyone appreciates seeing the
variety of something other than Cadians. The models are great looking too, proportional and detailed. They make many games workshop
Imperial Guard models just look horrible by comparison. So I hope everyone
enjoyed my input on the Death Korps of Krieg and this gives you a good idea for
those thinking about starting this army on what to buy. Remember lots of
infantry is always a good answer to your problem, and there is nothing
artillery can’t solve.
Having never played against this particular sort of list it sounds vicious. Weapon skill 4 guardsmen already cause me an unproporional amount of grief and now with these grenadiers all over the place with hotshot las-guns my armor save is gone. Combat is still by far the safest place to be if you are in power armor but nothing in this army is a push over by any means. As of right now I am very happy that they are in a different segmentum, far, far away from my marines :D I would like to give a big thank you to Tactician Hammer for his good work and I look forward to anything he comes up with in the future. Thanks for reading, hopefully you enjoyed it, I know I did. Have an Emperor blessed day!
This list sounds mean, lots of AP 3 and lots and lots of high strength large bast templates...no thanks.
ReplyDeleteWait a second...Abundant access to low ap, high strength weapons, Krieg are Eldar in disguise!
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