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Starting the Imperial guard and Dkok


ThatOneMarshal

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HWTs have one benefit that comes to mind:

They can be given orders -for example Bring It Down- which vehicles cannot. Thus you can enhance the HWT's chances of popping an enemy transport...and then use First Rank Fire, Second Rank Fire with a blob of infantry to cut down the enemy who spill out of the popped transport.

Unfortunately you can't fire your vehicle weapons and then give orders to your infantry.

 

As for what weapons to give them, that depends on what points you have and what you want to do. Autocannons are cheap and useful. Lascannons are expensive but undeniably hard hitting. Mortars...people seem divided on mortars. I find them cheap and a nice unit to harass the enemy with.

 

EDIT: oh, and don't leave home without Marbo.

Russes and artillery at 500pts? Seems cruel! I'd go with Chimera and Sentinel - cheap and good support for infantry, the Chimera being great to trundle Vets around in. Such a 500 army of mine has gloriously slain GKT spam and meganob forces biggrin.png

The only thing said force was missing was mortars. For argun: please treat your mortars as you would any other of your artillery pieces - that is to say in the plural. One mortar is as useless as any other singular weapon, get one or more mortar squads and you'll find them quite useful and cheap as chips! :)

Punisher isnt worth it, looks awesome but none of the shots have AP and with BS3 you wont get many hits, its better to just pay the 10 more points and get an executioner which will kill whatever it wounds much more reliably, thats my opinion

Yes, if you want punisher cannons, get a Vulture.

 

I made my Russ so I could change the barrel, hull weapon and sponsons (and magnetised the sponsons so they can be removed).

Executioners are great...the basic Russ too...Demolishers if you don't mind getting too close.

The Exterminator with three heavy bolters, a heavy stubber and Pask is a dakka monster.

Demolishers are a staple of mine along with the standard MBT of course. I like Demolishers because they're effective without upgrades and their cannon is a solution to almost anything, plus they're tougher so can close in with my assaulting elements for mutual support. The Eradictor is an unsung hero I think, though it is so effective it'll be soon considered a heinous villain by your unfortunate opponents as they get used to removing all their non-heavy infantry by the handful tongue.png

The Annihilator is my favorite variant.  Giver her a hull lascannon and you are ready to hunt enemy armor.  The Krieg lists all have the option to field these, but you plan to run the Death Korps anyway, so a bonus for you.  Also worth noting is that the Krieg Vanquisher get the co-axial autocannon, making it a little more worthwhile for them.  Then when you factor in that Krieg's Elite Russ in the Assault list get a 35 point Pask that can draw LoS for barrage weapons.

One of my favorites is Pask in a vanquisher. At BS4 one 72” (Ap1 stationary) armorbane shot, a 40” (Ap1 stationary) lascannon shot, and 2 multi-melta shots for when stuff gets close, makes for one hell of a tank-hunter at any range.

As one who was going to do a DKoK army meself, I would advise getting the basic IG codex and using the free Korp rules from here: http://www.forgeworld.co.uk/fwDownloads

 

 

It doesn't have all the special bits that the IA book has, but it still has the unique flavor and altered spots for units.

 

 

I would say to build your 500 point force for what you have in mind for a 1000/1500 point force. What I'm saying is to come up with a larger plan, but start smaller and build onto it to get your final picture.

 

 

 

As a Tau and Marine player, I was boggled at the sheer cheapness of points of each of the models.

 

 

 

 

My list of 1500 had something like this:

 

  • 1 CCS
  • 3 squads of gaurdsmen
  • 2 sets of heavy weapons teams (1 with autocannons, 1 with lascannons)
  • 2 squads of engineers
  • 4 thudd guns
  • 3 heavy mortars
  • 2 basilisks
  • 1 squad of grenadiers

 

If you dont like arty heavy IG and prefer vet squads instead, then you at least have the IG codex to do something different.

 

 

I think you are still in the mindset of small elite units as with marines hahaha free yourself to get loads of cheap meatshields and let the big guns handle all your problems

Hi, Im a death korps and steel legion man also, though the death korps are almost all painted. Ive played death korps for around 3 years now, though im not the best player in the world, i play for background and fun mainly.

 

There is only one phase of the turn that you should hammer home your advantage, the shooting phase!

 

I know its obvious but i didnt run any heavy weapon teams until earlier this year, my lists were just made up of a 100 or so including commands, line troopers and tanks and really struggled with enemys in ruins. I cant stress how important solid shot weapons are, autocannos, lascannons, heavy bolters, heavy stubbers have really done wonders for me, even more so with orders, 5-10 marines in ruins will think otherwise when you unload that little lot into them. Volume of fire is your friend! Just dont get too carried away with blast weapons too much like i did.

Thank you guys. Just wondering if there is any general advice with using infantry platoons?Like is worth it to have special weapons in infantry squads, if It is then which ones? I was also wondering if storm troopers are good?Thank you

As regard to platoons, ive found 40 is more than enough. You may want to combine squads, i used to until FW took it from us, but i think i prefer non combined squads now ive got used to them, yes i cant first rank, second rank fire with 40 lasguns anymore but if one unit of guardsmen gets wiped out, there is always another to take its place.

 

As for special weapons, grenade launchers never did much for me, i prefer to use those in platoon commands and company commands, 4 grenade launchers firing at once isnt to shabby.

 

I like flamers in my infantry squads for wall of death on overwatch when being charged and the template isnt bad when you are on the offensive.

 

Melta guns arnt too bad but range is an issue, these i also use for command squads. Useful for enemy deepstrikers ive found, a few scattered about the place puts people off.

 

Plasma guns are where its at for me, im in the process of changing my grenade launchers for these, decent range and solid hitting power causes casualties to anything, monsterous creatures to grots. Who cares if your hands get burnt while using, there guardsmen!!!

Fast attack choices are not my first choices when building a guard list to be honest.

 

From my experience of them is as follows:

 

Vendetta/Valkyrie: I don't own any of these so I can't really comment. I don't really like them because they were common as muck. Every man and his dog had at least 1. I do enjoy shooting them down though!

 

Sentinels: for my steel legion I have 9 armoured sentinels with magnetised weapons. I really like them though I rarely use all 9 in normal game, 6 at the most. For fluff reasons I like lascannons, though autocannons and plasma cannons are reasonable alternatives. I treat them as mobile weapon teams, don't get too attached to them as they will get shot but are surprisingly resilient to fire. I used to use them as tarpits against certain units.

 

Hellhound variants: I use all variants in both my Krieg and steel legion army's. The basic hellhound is bread and butter, reasonable at everything, wounds marines on 2s and doesn't have to get too close. Bane wolf is anti power armour, but you have to get very close, maybe even too close but is does its job. I usually leave them in my deployment zone guarding my artillery crews or other valuable targets. The devil dog is cheaper than the other variants and has a nice melta blast, good for terminators, meganobs and lightly armoured targets. It's another unit that has to get close to be at full effect, mostly against vehicles.

Death Riders.  Nothing says awesome like genetically modified horse monsters wearing gas masks ridden by Kriegers.  Remember the gas mask give the horse FNP (6+).  The fact that they come in platoons and the Squadron Commander can take a demo charge means that Rough Riders just can't compete.  Also...those models!  WOW!

 

Cyclops are a great choice for the Siege list as the 30 point demo tank is cheap and actually is kind of cute.  With 1-3 per choice, you can take several and just gamble that they'll kill something without investing too much into them.  Heck nine of them comes out at 270 points so you could really gamble heavily and still not spend too many points doing it.  Just be sure to hide those operators. 

 

The Salamander in the Assault list is similar to the Sentinel, but is faster and fares worse in assaults. 

If you are doing a true Dkok army, then you shouldn't use fast attack unless its death riders, who are awesome but are prohibitively expensive for me right now :P haha

 

 

The only time I would take flyers for a gaurd army would be prolly elysians, but anyway the only one i would love to have is a vulture with either punisher cannons or missile pods mmmh yummy

 

 

Ive always wanted to do a drop elysian army with multi melta drop sentinals, venators, and vultures but alas.....

 

 

 

Also, the new Dkok list allows for a lightning, thunderbolt, or avenger if you want. Borrowed from the Imperial Navy of course, because who needs airplanes when you have a **** ton of artillery and gas masks?!

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