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Death Korps thematic army - Needs help....


Silwerulv

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Greetings!

Since a couple of years back I have a lot of Krieg models waiting to get painted, and I'm getting nearer to the point where they really need to get on the table.

But I have one conundrum; whats the minimum number of infantry squads needes to get a good Krieg feeling? Say for a detachment of 1500-2000 pts...

Thanks for the help!

Welcome to the ImperIal Guard!

 

Good ol' Death Korps. I would say around four or six Infantry Squads should suffice. That's how I used to run my troopers but I wasn't playing thiese fancy lads. It all depends on how much armour you take. If you plan to take little, go for six squads but if you want a tank or two you'll probably want four squads.

I'd say Mehman has got it about right. Personally I run at least 2 minimum sized platoons (2 Platoon Command squads and 4 infantry squads).

To get that Krieg flavour go massed infantry and artillery or tanks depending on which list you're using (assault brigade or siege regiment).

Hope that helps.

Well, this is something of a preference that also is based off of your model coolection.  Me if I do not run the Shadowsword or Wall of Martyrs Defense Line (both are the same cost), then I like running the following so something similar to the below.  Here I have 100 infantry that gets recycled thanks to Forlorn Hope.  Everything that is not recycable goes into a tight defensive formation with the Infantry Platoons in front.  Initially, the Platoons advance upon the enemy and die as quickly as possible after causing as much damage as they can.  The new ongoing reserve then rush on to put themselves between my non recycable units and as these small Platoons are slughtered, replacement literally take their place to repeat the process.  It is rather effective as the list plays to attrition.  If the enemy cannot blow through most of my army in a single turn, I will likely get most of my losses back.  Because I bunch up the Platoons and avoid cover, it makes it really hard to not kill entire units and if they think ignoring one squad of a platoon will save them, I intentionally make the suicide charge to remove the survivors for my next turn.  I always lose Purge the Alien by a landslide unless I table my opponent, but otherwise it is a tough list for most armies to deal with.

 

Primary: DKoK Assault

[185] Company HQ: Ossuary of the Blessed Dead, Tech-Priest Militant, Artillerist

[45] Rapier

[45] Rapier

[100] Platoon Command: Plasma pistol, plantoon standard, 2 plasma guns

[85] Infantry Squad: Plasma gun

[85] Infantry Squad: Plasma gun

[90] Platoon Command: Power sword, plantoon standard, 2 meltaguns

[80] Infantry Squad: meltagun

[80] Infantry Squad: meltagun

[50] Platoon Command

[85] Infantry Squad: Power sword, flamer

[75] Infantry Squad: Flamer

[50] Platoon Command

[75] Infantry Squad: Grenade Launcher

[75] Infantry Squad: Grenade Launcher

[180] Field Artillery Battery: 3 Heavy Mortars w/ carcass shells

[150] Heavy Weapons Platoon: 1 Squad w/ lascannons, 1 Squad w/ mortars

 

Allied: DKoK Siege

[80] Commissar-General: Power sword

[125] 10 Engineers: Demo charge, mole launcher

[60] 2 Cyclops

[200] Heavy Artillery Battery: 2 Medusae

 

Now I have yet to order Imperial Armour: Vraks, so there will likely be some change in the near future when I get it, but I like my artillery.  I will be getting a Thudd Gun and a fourth Heavy Mortar when I get the book (that bundle with one of each with crew) as well as a squad of Grenadiers.  I also have the event Quartermaster being shipped to me this week from eBay so I can have all of the advisors.  That is all short term, as in the next month for my Krieg.  After that I will have to expand the Thudd Gun battery to four because barrage 16. 

 

For the above type list it means that I will drop one of the cheap platoons and take a second Field Artillery Battery consisting of the two new guns (drop the large template first and flip the four little ones off of it), add the Quartermaster to the Company Command, which will give me 140 points spent of the 200 I got back, but I own a third Cyclops so I'll only have 30 points spare, which can go to little upgrades like power swords or special weapons on Platoon Command Squads.  The Grenadiers will end up costing 140 points as they will have meltaguns, but I will need to buy a Chimera kit for them so the end cost will be 215 points and they will give me options to play with as my mood fits.

 

Now you can run significantly less infantry and be fine.  Loading up on tanks, self propelled guns (the not artillery unit artillery vehicles), Grenadiers in Storm Chimeras, and only have say one or two minimum sized Infantry Platoons to recycle.  The Assault list from IAXII is rather versatile as you can go vehicle heavy with of air support with Griffins and Leman Russ Forward Command Tanks as Elites, Hellhounds (plus variants) and Salamanders for Fast Attack, the filling your entire Heavy Support with a mix of Navy Air Support, Leman Russ Squadrons, Ordnance Tank Batteries, and maybe Thunderers if you are short of points for Demolishers (treat them just like a Vindicator).  Your HQ and Troops get Storm Chimeras to cruise around in and if you feel you need a few more bodies, a "cheap" Infantry Platoon to reuse.  I say cheap because the Platoon is 190 points without upgrades, but almost uniquely in the game you are gauranteed to get them back when destroyed, thereby reducing the functional cost of the unit.  That means buying the platoon a plasma pistol for a Watchmaster and the officer along with a plasma gun for their squads and popping a meltagun on the other would come out to a total of 260 points, but it would be 260 points you are likely, if you play them right (treat them like hunter killer missiles; get your one shot and throw them away), to get at least three such units throughout a six turn game.  Now that 260 points feels more like 86.7 points. 

 

You can also aim for a more balanced approach with two or three Infantry platoons, a pair of Grenadiers in Storm Chimera, perhaps two aircraft squadrons, some artillery in whatever form (perhaps allied in from the Siege list to free up FOC space), some Death Riders, your Company Command, and maybe a Rapier or two since they are cheap and durable.  Really, there is no minimum amount of infantry unless you are like me and feel the need to out number your foe to statrt with the intent of unlimited reincforcements.

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