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Brand New, Help with List Construction


Ulrock

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Long time Fantasy Dwarf player and Flames of War player, never really had any interest in 40k until a buddy showed me the Death Korps of Krieg from Forgeworld. I love the German WW1 look so I am no hooked, I have played only 1 game to show me some rules and will be slowly building a 1,500 pt list. This is what I came up with and I have no idea what is really good and not, I am using the Forgeworld PDF at the moment.

 

Company HQ 5 men (150pts)

-Carapace Armour, (2) Plasma Guns, Plasma Pistol

 

Troop Choices:

 

1st Platoon 35 men (313 pts)

- (3) Squads, (1) w/ PLasma Gun, (1) w/ Melta gun, (1) w/ Flamer

- Platoon Standard

 

 

2nd Platoon 35 men (313pts)

- Same as above

 

Heavy Weapons SQD (90pts)

- 3 Auto Cannons

Heavy Weapons SQD (105pts)

- 3 Lascannons

 

Heavy Support Choices:

 

Earthshaker (3) (225pts)

 

Total: 1195

 

 

Idea is to be a general infantry Army with Artillery as support, I don't want much Armour but at higher points I will put in some Leman Russ Tanks since everyone says they are the bomb. Thank you for the Help!

The Heavy Weapons Squad are 75 points per team naked then plus upgrades, I think they are that expensive because they count as a troop choice instead of a Heavy Support. If I take them as a Heavy Support choice they are 60 points naked. I still dont fully understand the choice types, since I'm coming from Warhammer fantasy and Flames of War but slowly I will get it. Will this be able to take on most comers or no? I don't know anything about Flyers either, we haven't covered that yet in our basic games.

I'm new to IG too so take the following with a grain of salt.

 

Consider getting something heavier that ignores cover - just in case. Like a Hellhound or a Colossus or an Eradicator. I would give up one or even two Earthshakers for even a Chimera with Heavy Flamer. Otherwise if your opponent is 'dug in' behind cover; the Earthshakers only get 1 shot each and with a cover save, the majority of your opponent's forces can survive (especially if they also have Stealth or Shrouded, or Go To Ground, etc.).

The Heavy Weapons Squad are 75 points per team naked then plus upgrades, I think they are that expensive because they count as a troop choice instead of a Heavy Support. If I take them as a Heavy Support choice they are 60 points naked. I still dont fully understand the choice types, since I'm coming from Warhammer fantasy and Flames of War but slowly I will get it. Will this be able to take on most comers or no? I don't know anything about Flyers either, we haven't covered that yet in our basic games.

Good god man... your heavy weapons teams are expensive! Now, is it 75 points, for the 3 bases, or 75 points per base? IG codex is 60 points for 3 (20 points per 'team' w/o upgrades), and as that is within a platoon, they're troops. Most they get is roughly 105 points.

What will confuse you, and it really will, is how forests work in 40k as opposed to FoW. Especially if you're hiding your artillery inside the forests (which is a good thing, cover saves rule!)

I will have to check on the weapons squad details. Like I said I'm new so it may be off. I just checked and it is off. It's actually 90 PTs for 3 auto cannon and 105 PTs for 3 lascannons which gives me a total of 305 PTs to play with. Should I add armor or anti air?

Well, if you aren't using fliers yet, I'd suggest more artillery. Colossi or Medusae would be nice, but I'd add in veterans (if there are any in that PDF) and put the melta/plasma there, then add more flamers to the normal squads.

If you are using fliers, get an aegis wall. it's cheap and grants a very nice cover save. Or you could take a few chimeras and put troops in them for a late-game rush/mobile bunkers. 

If you want a Russ, the standard is very nice, but sponsons are now worthless thanks to the Ordnance making shots fire at BS1 (so no plasma on it, or flamer either unless you like your armor up close and personal) 

I'd add in one more infantry squad to each platoon, then get 2 standard russes. Keep infantry around them (give them say, a 6" bubble from the tank to avoid melta) This is a common tactic amongst we Guardsmen, as it helps our tanks live just that much longer. To do so, space your infantry around the tank at the maximum coherency range (2" in this case) and advance them if the tank needs to move. Your tanks can fire both guns, but the heavy bolter will be BS1.

Hope that helps, and I hope that hendrik comes a knocking over here to really help you out! He's the FW guru in this forum when it comes to army lists. I'm just the artillery guy.

If you have more questions, we will be more than happy to help a fellow Guardsman!

A pair of LR battle tanks would give your list some punch for 300pts.

On your infantry try to keep to 1 special weapon type. The jack of all trades load out tends to be disappointing. It can do everything badly. By taking all flamers or plasma or whatever your unit is specialized for a more defined purpose. Bs3 means your only hitting 50% of the time so 1 melta is hitting half the time but 3 meltas will hit 1 and a half times. Personally I save the meltas and plasma guns for my vets or other bs4 models and give my platoons flamers or grenade launchers. Saves points for other, better (more killy ) stuff.

Welcome to the Guard and B&C! :D We seem to be recruiting quite well lately, and hopefully we'll have an influx of more when we get our new codex later this year :)

 

I'm not a Krieger so I can't offer specifics, but your list is looking like it's off to a good start. Is it a 1500pt list? Guard do well with numbers and redundancy, so should you lose a squad you've still more to punish the enemy with. Volume of fire power wins the day, so don't scrimp on the artillery!

 

I agree with cypher, a couple of Russes would really give your army a lot of punch and some much needed durability. Either that or some more infantry, it's hard to have too much infantry in a Guard force never mind a Death Korps one :)

Adding 2 Russ would put me almost at 1500. So I will definitely add those in and specialize the troops instead of an all comers infantry platoon. How good are flyers? If I wanted to make this list competitive would I just take out a squad and add in anti air.

You can save by not spending any points upgrading the Russes and they're still tough and powerful, especially with the ordnance rules on the Battle Cannon. As for flyers we get access to the Valkyrie and Vendetta which are both good vehicles - the Vendetta makes for a very good gunship and air superiority murder machine.

 

Expect it to get some form of nerf in the next codex - not undeserved either. It should be a bit more expensive for what you get, it doesn't even sacrifice the transport capacity of the Valkyrie for its lascannons of doom.

I really like running the Siege List on FWhttp://www.forgeworld.co.uk/Downloads/Product/PDF/d/dkksiegelist.pdf

DKK are hard as nails, at least as hard as squishy humans without power plate can be ;)

I like a lot of pie plates and find that the heavy mortars and quad launchers rain some serious death. 3 of those pieces will set you back 165 points (I add in 2 more crew each so the guns become a lil pricier, and more survivable). A battery of Rapiers is also good to focus on anti-armor as the laser destroyer literally eats through enemy transports and heavies with ease. 

I would pick up some AA in the form of a hydra or a flyer to deal with the proliferation of flyers nowadays.

Welcome aboard...

Is the thudd gun better than earthshakers? We haven't gone over artillery much yet. I wanted this to be more of a ww1 foot slogger build but I eventually want to be competitive for tourneys. Would you replace one set of the weapons squad with just mortars instead or auto cannons or las cannons?

It would depend on what you primarily face. Earthshakers are great against Marines, vehicles, and Monstrous Creatures due to their high strength and AP.

IIRC, thudd guns are more along the lines of anti-horde infantry, but don't do that well against vehicles.

If you want to branch into other artillery pieces, I'd suggest Colossi as a secondary, as they make marines cry every time they fire. Nowhere is safe unless you have an invul save!

Medusae are another good one, able to bust open terminators and vehicles with ease.

Griffons are iffy in my eyes, but they would be good as a 'spotter' vehicle thanks to it's low scatter range.

 

If you're feeling realy ambitious, get Minotaurs! They're superheavies, but have a much more devastating blow. (But if you go this route, prepare to cry in frustration. They are a PITA to assemble)

Hey Ulrock! Welcome to the IG. I'm a new player myself and received some great help, from WarriorFish in particular, in coming up with a 1000pt foot-slogging army here. My list is designed for use against other infantry-heavy and light armour armies, so keep that in mind (i.e. I don't have any tanks, artillery, etc as of yet). I thought it may serve as an okay reference for you though, as you seem to be fielding a decent amount of infantry as well. Good luck.

With the help of several members I have edited a new list which makes use of 85 infantry 4 auto cannons 3 thudd guns and 3 earthshakers. 6 squads of infantry will all be equipped with a plasma rifle. I will edit the list and post this evening! Thank you for the help!

overall this is a solid list, although it is light in the anti-AV14 department and anti-flyer department.

right now there are several cool DKoK armylists, especially the latest one which allows you to bring in destoryed platoons as reserves.

HOWEVER! DKoK are a hard army to play if you don't know how the game works yet. luckely you can also use the normal imperial guard codex (which is rumoured to get a new version in march) while using DKoK models. to top it off all FW goodies are available to the normal imperial guard via the IA Volume one second edition (a must have for any imperial commander!). therefor i would recommand trying to field a normal imperial guard army instead of a DKoK one. here's a quick overview of the main difference between the two armylists:

 

official DKoK lists:

-more expensive (pts wise) units, but WS4.
-not all of their infantry squads can blob
-IMO require some more experience to play "right".

 

normal imperial guard:

-cheaper units and blobs

-more goodies available to them such as sabre platforms etc.(IA volume 1 2nd edition)

-easier to learn how to play

-more feedback since more people play it.

 

Either way i hope you'll enjoy joinging the guard!

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