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Krieg Questions


CyderPirate

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Hey guys got a couple of qs about the Krieg Assault Brigade and their toys, couple of rules ones and some general stuff

 

 

 

1) The Hades drill says that a tank shock attack causes D3 S8 AP2 Melta hits, in addition to the usual effects of the tank shock attack. 

Does that mean that if the unit being charged passes its morale check and gets out of the way of the charge, it still suffers those hits?

 

2) How do you play the Shell Shock rule (Quad Launchers cause pinning tests to be taken at -1Ld) now that barrage weapons don't have pinning?

 

3) Heavy Mortars or Quad Launchers? Magic number for batteries? I was thinking 3 of each but that'll eat through Heavy choices fairly quickly and I won't have the troops to defend them.

 

4) How do you make the most of the Forlorn Hope/Unstoppable Advance rules? Several cheap platoons, or give them decent equipment because they might get to use it several times?

 

5) How limiting is the compulsory indirect fire/24" minimum range on the Colossus? On paper it seems like it'd get knocked out really easily, but then if any one of those shells lands in the right spot, it'll destroy MEQ troops. 

 

6) Any tips/tricks worth noting?

 

Cheers guys :D

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  • 2 weeks later...

Because Krieg's men are siege specialists, I wouldn't have too many men on foot, at most a squad or two. If you can use trenches in your battle terrain, use them for the men on foot.

 

Three of each seems sufficient, but only if  you have rapid response for defending then, like the Death Riders.

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Hey guys got a couple of qs about the Krieg Assault Brigade and their toys, couple of rules ones and some general stuff

1) The Hades drill says that a tank shock attack causes D3 S8 AP2 Melta hits, in addition to the usual effects of the tank shock attack.

Does that mean that if the unit being charged passes its morale check and gets out of the way of the charge, it still suffers those hits?

2) How do you play the Shell Shock rule (Quad Launchers cause pinning tests to be taken at -1Ld) now that barrage weapons don't have pinning?

3) Heavy Mortars or Quad Launchers? Magic number for batteries? I was thinking 3 of each but that'll eat through Heavy choices fairly quickly and I won't have the troops to defend them.

4) How do you make the most of the Forlorn Hope/Unstoppable Advance rules? Several cheap platoons, or give them decent equipment because they might get to use it several times?

5) How limiting is the compulsory indirect fire/24" minimum range on the Colossus? On paper it seems like it'd get knocked out really easily, but then if any one of those shells lands in the right spot, it'll destroy MEQ troops.

6) Any tips/tricks worth noting?

Cheers guys biggrin.png

The Hades Breaching Drill is sad because while you do cause the stated damage and move models away, the Drill model is longer than the small blast marker so you can still mishap and lose the whole thing.

RAW is that -1 to pinning test only applies if you make them pinning through orders or some other effect. The Renegades and Heretics list gave their list's version pinning.

Bigger the better as they are not that terribly expensive. I run three Heavy Mortars because that is all I own, but I am planning on purchasing a fourth for my battery. With three to five crew per gun and one to four guns per Heavy Support (or Elite if you ally in a battery from the Siege list), you can really stock up on the template love. One of the wonderful things about Krieg is that against shooting they are not taking morale checks for losses and the field artillery is an artillery unit so it is T7 that can find easy cover saves so you need only keep three guys behind the guns, the rest of the crew in front and as long as you are not assaulted, you will be a very tough nut to crack. Allying in a battery of Thudd Guns from the Siege list is not a bad idea either. The Heavy Mortars are better in the Assault list as carcass shells are wonderful. Ignores cover and shred for the cost of five points and gets hot really is nice.

Forlorn Hope really cries out for minimum sized platoons, a Command Squad and two Infantry Squads only. With that in mind I prefer to run one platoon with a pair of plasma guns, one with a pair of meltaguns, and one with a flamer and grenade launcher with the special weapons on the Infantry Squads. Then stay close to your edge and recycle to your enemy cries out that you out "we'll be back" Necrons. I ignore my objective and rely upon the fact that by staying out of cover with the infantry platoons and bunching up to maximize losses from templates, I can get loads of free units pouring into my deployment zone just in time to replace the slaughtered defenders of the non-recyclables. With a large amount of your own artillery, you can easily manage to scatter on to your own units to clean up stragglers your foe is ignoring so you can get new platoons, so do not hesitate to "accidentally" shoot your own men. Do not underestimate large numbers of disposable men that can return the turn after they're killed; you can really make it a war of attrition that your foe will be hard pressed to survive. Large numbers of artillery supported by hordes of infantry are definite Krieg hallmarks in the fluff.

The minimum range is only for firing indirectly, so you are still free to direct fire within it. That means your foe might be able to hide behind ruins for a cover save...oh wait, who cares the weapon ignores cover! As a vehicle it can be a soft target unless you load up on them, which the Assault list allows, but even one tucked away in a corner is good. A way to ensure that you have line of sight blocking terrain to your Colossi is to take a Fortress of Redemption. Deploy it in one of your corners with the Colossi and artillery behind it and let the massive bulk of the fortification protect them for much of the game.

  • A fun thing is to take the Banner of Martyrdom on a second, non-Warlord Command Squad and charge something big and scary so their death nets you a victory point. It can go on your warlord as an insurance policy against your foe getting slay the warlord as well.
  • If you take a Commissar-General and unit of Engineers in an allied Siege list detachment, you can buy heavy artillery as a Heavy Support and field artillery as an Elite to free up slots and make your big guns more durable than being on a vehicle chassis. Best of all, you can order the allied Siege detachment from your Assault list.
  • Working off an allied Siege list, do not overlook Cyclops. At 30 points for 1-3 remote demo charges that operate independently you can easily hide these guys and many people will either ignore them until it is too late or devote too much to killing them, sparing your other units. For the points cost, there is very little to be lost taking them even if they are killed off early on.
  • Generally speaking, if you decide to go heavy on the artillery units supporting them with massed infantry is great strategy, even if it means you have little else besides those two elements. If you do have loads of infantry, be aggressive early on with the platoons while your foe is still across the table as Forlorn Hope will return that lost wave right back in front of your artillery units. Any damage they do in the suicide wave(s) only plays to your strengths as very few armies can replenish themselves like that.
  • Death Riders are all kinds of amazing, but in the right lists. This is not a unit to overlook as they can inflict massive damage, but you do not want to take them at the expense of your list's overall integrity. However, they are a one use weapon. If you treat them as an emergency response team or as they head of a first strike designed to knee cap your foe, then they work well. Bear in mind that their Command Squadron can take a demo charge on the Squadron Commander so don't pass up on that option. This is a great unit that needs to be taken with a purpose. Just taking a platoon and shoehorning it into your list because the internet says so may be a bad idea.
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Thanks Fasha, that's been really helpful, some great advice there. I hadn't though about 'accidentally' killing my own dudes!

 

 

The Colossus does have a special rule that says it can't direct fire - there's a little note next to the weapon name that says it cannot direct fire and must use the barrage rules.

That said, I could take two as separate units and stick one in each corner to skirt around that problem...

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FTD hits the nail on the head other than - Allied units DON'T get to use each other's orders.

 

Page 173.  Second paragraph, second sentence seems to say that you can order allied Siege list:

 

"Only friendly models chosen from the army list or the Death Korps Siege Regiment list...can be the the subject of these Assault Brigade orders..."

 

Ah, missed that little doodad about Colossi direct firing only; been so long since I've proxied one.  Still the cross corner crossfire is always a fun work around, plus if it does accidentally hit any of your artillery units, they are only wounded on a 5+.

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Fasha the dog is right on the money. I put a medusa siege gun with bastion breacher shells on either flank, with a battery of earthshakers on the side furthest away

from a objective. Heavy Mortars are amazing, end of I rarely make a list without them. I've had little success with Deathriders but I think that's more because

I've only really started using them. I've just bought my first quadlauncher so the jury's still out on that one.

Fash thanks for the quote on being able to use assault orders on siege units, that'll change things for me!

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Got another wee question about the Hades 

 

There's a weapon profile listed at the front called a Melta Cutter that doesn't appear anywhere else in the list - is that supposed to be the Melta Cutter Drill on the Hades?

The Hades actually having a proper shooting weapon would be really handy...

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