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Post by mugshot on Dec 6, 2012 23:15:48 GMT -5
I saw a few posts in various threads that mentioned not being able to utilize various staples of guard armor, such as the Chimera in a Death Korp of Krieg army. The Death Korp uses Centaurs. So is this a steadfast standard found in the forgeworld rules for the Death Korp while playing other armies? Or is it more of a fluff thing? Can I use a basilisk instead of an immobile Earthshaker cannon? What about tracked Medusa instead of a Medusa Siege Gun?
Also, is there any actual damage advantage to using a Bombard? Or is it just a bigger pie plate and fluff? I'm sorry for such noob questions after I've been harping on and on about paint schemes over in the painting forum. Clearing this up would be much appreciated.
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Post by WestRider on Dec 6, 2012 23:34:39 GMT -5
The Death Korps have an entirely different Army List, found in Imperial Armour Vol.5. Lots of differences from a regular Guard List.
They have no Dedicated Transport Option at all for most Units, the Centaur only holds five dudes, and so is only available to Command Squads, small Grenadier (sort of like Storm Troopers) Squads, things like that.
They don't have access to most of the self-propelled Artillery options, just the Emplaced versions. That said, the Emplaced version of the Medusa is way, way better than the SP version.
They also have a bunch of lighter Artillery, but still heavier than Mortars and such, available in their Elites section.
It's an interesting List, probably a bit underpowered at this point, just because it's kind of dated, but it's still solid, and does Assault Horde with Artillery Support better than any other List in the Game.
The Bombard is a bit meh. It gets a 7" Blast Marker, but it can only Fire every other Turn, and if it Moves, that Turn doesn't count for either Firing or Reloading. If it had Ignores Cover, S10, or AP1-2, it'd be a lot more worthwhile, but as it stands, I don't think it really competes well with the Medusa Platforms.
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Post by Welsh Paul on Dec 7, 2012 3:58:57 GMT -5
I play DKoK as my regular army. They are pretty good, but struggle to compete with upper tier armies like the Imperial Guard, Space Wolves, etc. The main problem is that they are very immobile, mainly due to lack of transports, scouts, outflanking, fliers and other fast vehicles. Their infantry are also significantly more expensive than the regular Guard versions but do come with WS4, which can be a nasty shock when 20 Guardsmen charge a surprised unit of Blood Angels! That said, their big artillery guns cost a lot less then the more mobile vehicle-based versions and are much tougher to kill thanks to the new artillery rules in 6th ed. It's just a shame that they are so pricey! There's nothing to stop you from taking a unit of Basilisks as Imperial Guard allies, but it's a waste of points when the Krieg version is better and cheaper. Take a couple of Vendettas and Chimeras, both of which can be used to carry your infantry that Centaurs cannot. I forgot to add, the DKoK rulebook and FAQ can also be found below: www.forgeworld.co.uk/Downloads/Product/PDF/k/kreig.pdfwww.forgeworld.co.uk/Downloads/Product/PDF/d/dkkfaq2707.pdf
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Post by mugshot on Dec 7, 2012 18:50:27 GMT -5
Yeah, I see the rule book. The faq is interesting, though it still leaves some questions unresolved. I went to my local GW shop today and the guy there said you can either run it as a regular guard force, (the krieg rules and units [engineers, mole launcher, hades drill]) or I can run it as a krieg force, get all the handy rules and all the immobile artillery units. So it's either or.
Which is a shame in a way because it would be cool to have hardened fighter and the WS4. But then again,....
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Post by mugshot on Dec 7, 2012 18:56:30 GMT -5
EMPEROR ON HOLY TERRA, 65 Pounds for an Earthshaker? I ordered the enclosed basilisk and medusa, thinking I would go with a mobile artillery sort of thing. I guess I'll wait until next paycheck to get the "static" guns.
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Post by mugshot on Dec 7, 2012 19:32:51 GMT -5
$57.74 Centuar Artillery Tractor $32.08 Trojan Support Vehicle Conversion $35.25 Quad-Barrel Thud Gun $19.25 Thud Gun Crew $32.08 Heavy Mortar $19.25 Heavy Mortar Crew $107.47 Heavy Artillery Carriage with Earthshaker Cannon $107.47 Heavy Artillery Carriage with Medusa Siege Gun $30.48 Heavy Artillery Crew $28.87 Field Mortar Crew Included (A miracle)
All told, it's only $469.94 USD! What a steal! For one model each! You blokes across the puddle are lucky though, it's only a mere 292.98 Pounds Sterling. You guys have all the best deals. I added what I've already bought and this supposed list to for extra "krieginess" and it's come out to $933.50 USD. Nice. I'm not sure what any of this has to do with Krieg rules, but you know. It's only 582 Pounds Sterling.
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Post by Trickstick on Dec 7, 2012 20:25:44 GMT -5
Wow, and I thought getting a single vanquisher was splashing out.
The Krieg rules are in a bit of a mess at the moment. The army list that Welsh Paul posted is pretty much the core of it, although a fair few things have been updated since it came out. The FW download page (http://www.forgeworld.co.uk/News/Downloads.html) has some useful stuff, like the vehicle hull points file and heavy artillery update.
Everything needed exists but it is fragmented and contradictory. It isn't too hard to muddle through though, once you are used to it. Also, I would guess that a new version of the DKOK rules will be out at some point next year, as they will want to collect everything together to make their flagship Guard regiment whole again.
Edit: Also, It may not be the best idea to get a lot of single model types, from a gameplay perspective. A unit of earthshakers and a unit of thud guns may be a better idea, for instance, as you would be able to choose to deploy them as single units or groups. With lots of different things, you can only ever use them separately.
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Post by mugshot on Dec 7, 2012 21:28:11 GMT -5
Wow, and I thought getting a single vanquisher was splashing out. I think I mentioned it in my army color thread, but a Death Korps of Krieg Army is not for the budget concience. The guard need boots and treads and guns and that's what they'll get. Edit: Also, It may not be the best idea to get a lot of single model types, from a gameplay perspective. A unit of earthshakers and a unit of thud guns may be a better idea, for instance, as you would be able to choose to deploy them as single units or groups. With lots of different things, you can only ever use them separately. No, I know, that list was just for demonstrating how ridiculous the investment for the krieg army can get. Now just imagine getting a 3 vehicle unit of leman russes, or siege guns. It get's crazy, really, really fast. Having a dollar that's weaker than the pound doesn't help the comfort factor either, hehehehe.
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Post by Welsh Paul on Dec 10, 2012 11:39:40 GMT -5
Yes, I have over 2,000 points of DKK models, complete with 2 of the Medusa Siege guns and I'm very glad that I bought them when I did as I could never afford to build an army these days.
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Post by mugshot on Dec 10, 2012 22:25:30 GMT -5
As my boss said, as he was counting out 100 dollar bills to pay his alimony, "Hey man you play, you pay."
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Post by mugshot on Dec 10, 2012 22:27:37 GMT -5
Hey, also what is the concensus on thud guns? The skip-a-turn reloading seems to really kill it. Though the minimum-maximum is nice mid-range and also I love barrage weapons.Thoughts?
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Post by KRIEGEIRK on Dec 11, 2012 12:57:34 GMT -5
It works fairly well, the spread of your shots really devastates if you get some good hits. Worth itin my opinion if you have the points to spare.
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Post by vegna on Dec 11, 2012 18:07:18 GMT -5
we (me and Krieg) worked out a while ago that they could be very effective. in squads of 2, can then always have one fire at a time!
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Post by mugshot on Dec 11, 2012 19:12:52 GMT -5
Interesting....very interesting... I got paid today, so as soon as I finish my shopping the rest goes to some more models. Got to get those others painted.
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Post by vegna on Dec 12, 2012 7:53:41 GMT -5
yeah the theory was that you can choose to fire, theroy being first volley fire all the thudd guns. then alternate. should if it's worked out right allow you to fire all at the end as well, if they've survived.
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