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post #1 of 6 (permalink) Old 01-12-11, 02:41 PM Thread Starter
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Default Death Korps list

Looking at starting a dedicated siege army @ 1,500 points.

Haven't had a chance to play test yet but here's about what i'm looking at:

Company Command
Vox, grenade launcher, astropath, carapace armour

Quartermaster

Infantry Platoon
Platoon Command
2 meltagun, vox

3 Infantry Squads
Commissar, vox, 3 flamers, 2 power fists

2 Infantry Squads
Commissar, vox

3 Heavy Weapon Squads
9 autocannon

5 Engineers
Demo charge, meltabomb

5 Engineers
Demo charge, meltabomb

Hades Breaching Drill

Hades Breaching Drill

3 Heavy Quad Launcher Battery

2 Heavy Mortar Battery

Leman Russ Executioner
Plasma cannon sponsons, lascannon

1500 on the nose.

Any players out there familiar with the DKoK armies?

I was planning on combining the heavy weapon teams with two infantry squads and a commissar for 9 autocannons (ouch) on Ld9 orders and 20 ablative wounds... together with the CCS, Executioner and Mortar/Quads to form a firebase.

The other infantry blob with hidden WS4 fists (sweet) will advance with the Quartermaster dishing out Feel No Pain for them.

The Hades and Engineer squads head for backfield artillery or entrenched squads or Land Raiders/Terminators.

What do you reckon?

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post #2 of 6 (permalink) Old 01-14-11, 05:46 PM
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the kreig blob works on an even nastier level than the standard codex. the only thing i would say is that heavy mortars are slightly better than quad launchers as i find the turn of reloading is always the turn that something exposes itself perfactly but other than that this list is similar to mine with a tad more artillery.

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post #3 of 6 (permalink) Old 01-14-11, 06:00 PM
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It's not too hard to Balance a pair of Quad Launchers sat together - depending on clumping and amount of vehicles.

The way I like to run it is:
Turn 1 A: Fire B: Nothing
Turn 2 A: Nothing B: Fire
Turn 3 A: Fire B: Fire
Turn 4 A: Reload B: Nothing
Turn 5 A: Fire B: Fire
Turn 6 A: Fire B: Fire

That means all 6 Turns are accounted for, and if they're still pounding away, on Turn 6, you have 24 S5 Blast Templates landing down on the enemies home objective. Awesome.

Of course, it's down to playing well, and at nearly 150pts IIRC, that's another Tank. I can't remember if the Breaching Drill is Elite or not. Bear in mind that the Artillery is Elite as well.

Looks good though. And those 5 Plasma Blasts are looking frightful.



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post #4 of 6 (permalink) Old 01-15-11, 10:09 AM
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the hades breaching drill is basicaly a dedicated transport for engineers. also your right about the quad guns as i only ever had one.

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post #5 of 6 (permalink) Old 01-15-11, 10:48 AM
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Quote:
Originally Posted by bishop5 View Post
Looking at starting a dedicated siege army @ 1,500 points.

Haven't had a chance to play test yet but here's about what i'm looking at:

Company Command
Vox, grenade launcher, astropath, carapace armour

Looks fine to me for a siege force

Quartermaster

Ditto here

Infantry Platoon
Platoon Command
2 meltagun, vox

3 Infantry Squads
Commissar, vox, 3 flamers, 2 power fists

2 Infantry Squads
Commissar, vox

3 Heavy Weapon Squads
9 autocannon

5 Engineers
Demo charge, meltabomb

5 Engineers
Demo charge, meltabomb

Hades Breaching Drill

Hades Breaching Drill

3 Heavy Quad Launcher Battery

2 Heavy Mortar Battery

Leman Russ Executioner
Plasma cannon sponsons, lascannon

1500 on the nose.

Any players out there familiar with the DKoK armies?

I was planning on combining the heavy weapon teams with two infantry squads and a commissar for 9 autocannons (ouch) on Ld9 orders and 20 ablative wounds... together with the CCS, Executioner and Mortar/Quads to form a firebase.

The other infantry blob with hidden WS4 fists (sweet) will advance with the Quartermaster dishing out Feel No Pain for them.

The Hades and Engineer squads head for backfield artillery or entrenched squads or Land Raiders/Terminators.

What do you reckon?
I guess what your looking at here is a dedicated siege army... so my thoughts on that.

1). It would need to contain a large force inside an objective. It will therefore require bodies. Although for a strategy autocannons are the way to go... being so great, mortars are a more likely use of a stagnant force sitting in a trench, or mole mortars. Missile Launchers are another choice that is often overlooked for DKOK with steel legion figures. Frag and Krak... what is not there to love?

2). A siege force has to contain enough dedicated firepower to clean out bunkers etc on the advance. I don't see flamers. I would look at that as a choice for SWS. In fact SWS are a must here, maybe focus on them and create small units of engineers?

3). Stormies.... what is it with the lack of stormie love... dedicated infiltration forces that get the job done with multiple plasma shots? In small dedicated units... sounds good to me.

4).
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post #6 of 6 (permalink) Old 01-15-11, 03:40 PM
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you do realise death korps don't get missile launchers. also death korps grenadiers don't get plasmaguns. also they don't get special weapon squads. on a whole the list fits a death korps army if you decide to increase the size i would say get some of the bigger arttillery pieces and maby some grenadiers but other than that your list fits the kreig fluff.

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