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Just curious to other peoples thoughts, if going full on krieg, is it better to simply field combat engineers with/without chimeras or to full on infantry spam with or without chimeras?

 

I love the engineer rules with the shotguns and they are more interesting to me then regulars and have been thinking of fielding a split force of grenadiers and engineers instead of regular infantry.

Engineers are probably the best Krieg subsection, I am still hoping they will get their Hades drills back, but for now they seem to work well in Chimeras with supporting characters. You can even do obnoxious stuff like 2x 5-man squads for 4 meltas, 2 demo charges and 2 sgts.

Yeah I was thinking of doing something along those lines (with a Yarrick possibly joining 1 of the chimeras to pop out and give reroll 1s to the engineers around him).

 

Just trying to figure a way to expand my krieg army without having to spend a good £1k or so on massive numbers lol.

Engineers are good, but I wouldn't put them on foot. They need to go places, and do nasty things.

I'd buy Yarrick any day of the week, but I'd also buy at least one conscript squad. (This allows you to use the fresh meat to absorb a charge/eat a ton of overwatch, and follow up with your krieg infantry for second wave). 

 

Last time I used Yarrick, I posted him between earthshaker batteries and a punisher tank.  His reroll bubble extending to any AM unit (regardless of other descriptor is gnarly)

Engineers can carry SO much weaponry.  10 men can have, 2 meltaguns, a heavy flamer, acid gas bombs, frag grenades, krak grenades, a demolition charge, a melta bomb, a power weapon and shotguns and all for only 137 points.  Yarrick pairs extremely well with them as, besides allowing a re-roll of carcass shot overheats, their optimal range is 6-12 inches and Yarrick is great in CC.  I think I would run them in HF chimeras just to get them into position safely and throw a Command Squad with Reg. Banner in to give them leadership and CC support for the inevitable assault. 

Just trying to think now how many squads would be optimal though, as say a full squad plus a flamer chimera, thats 260 points or so isnt it? (if arming the squad with the weapons listed by Otto)

 

 

Thats a chunky chunk of the army in effective 2-3 units depending on if you split the engineers up. I was thinking maybe 3 chimeras full of 6 man squad engineers with 1 losing a guy for yarrick, though that would be a very pricey force which makes me unsure on its effective value. Maybe remove 1 group of engineers (the 5 man unit) and put in 1 of the command squads and an officer (potentially Venner because why not).

Edited by Mitchverr

I'm thinking of going a similar route with engineers as I do with regular infantry. Which is pairs of 10 man squads in double HF chimeras with a commissar (in their case Yarrick) and a commander (in their cause a Marshall) split between each chimera and run them together. 

 

I'm considering throwing all of that into a Gorgon instead of chimeras and then filling the rest with regular infantry squads for a front line and bubblewrap. It would almost guarantee that they get to their target unscathed and if run alongside a tank heavy force it could put a lot of pressure for target priority because the most dangerous payload will be safe inside a 30 wound, toughness 8, 3+/5++ monstrosity of a transport.

Ah, my group has been running PL, so outfitting your squads is however they're most effective/deadly. 
I use the grenadiers or engineers for about the same purpose, the engys get acid nades, which is nice...
 

The "take one, take two"* strategy is a solid one, but you'll need to make sacrifices elsewhere. 

*"Take one, take two": Where anything I think is worth having, I should have two, because my enemy knows it and will blow it up before it's used. Taking two mitigates damage, causes the enemy to decide which one to go after. 

I ordered Yarrick and I plan on having him oversee my earthshaker carriages and heavy quad launchers. 

 

I plan on trying a lot of engineers with just the shotguns, plasma guns, and a demo charge. I think it's really easy to go overboard with weapons on them. Otto's squad mentioned above is about 40 points more per squad than just 10 guys with 2 plasma and 1 demo charge. So for every two squads you could instead add another Earthshaker or heavy quad gun. 

 

My solution to dying on 1s is to just take more Engineers. I will have 60 or so when I finish assembling them. If my math is correct that's a hair under 600 points worth of shotguns, plasma, and demo charges to make the core of a Vanguard detachment, or the elite choices in a Brigade. 

 

Ministorum priests seem like a good investment for engineers as well. 

I was thinking of including priests in my vanguard detachment but I think I could just bring three in their own vanguard detachment with company commander/field officer. The priests buff all astra militarum infantry, which all the DKoK infantry have, and the field officer can issue them orders. It's less than 180 points and gives a command point. Or even take Uriah Jacobus as the HQ. 

 

217 points gives you 3 priests with power mauls, and Uriah Jacobus. Four 6" bubbles of +1 attack with a 4++ save and an extra command point. 

How effective would a pair of malcador heavy tanks, probably an Infernus and Defender, backed up by a Gorgon with heavy weapon squads and engineers, with a couple engineer squads in chimeras, hellhounds, and various artillery tanks be in a standard 2-2250 game. I am thinking after I finish off my Elysians to do a mobile tank list.

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