Why use Death Korps of Krieg instead of Steel Legion?
As a brand new Epic player looking for new and exciting challenges on a smaller scale, I got the new Epic Siege book (a very impressive piece of work) and am considering starting an Imperial Guard army.
The first question that I have is why use the new Krieg instead of the Steel Legion? ‘Fluff’ is not a factor as I intend to create a custom background and am therefore considering the codices to be in competition with each other. Since I have not yet bought any models but would like to start a Guard force, I would like to get some input from people who have the new codex in comparing them to Steel Legion.
First note though that it is a real credit to the team who made the Krieg list that they did not load them up with unbalancing and overpowered options as can be tempting. Bit of a pity though, lol

Please note that everything I discuss below is based on the recently released book, not on the pdf DEATH KORPS OF KRIEG SIEGE REGIMENT
IMPERIAL GUARD ARMY LIST Version: v1.13, which has some different prices and unit differences such as Manticores available under Heavy Support Batteries.
Any mention of statlines are in the order of Armour, CC and FF
INFANTRYKrieg Infantry have no armour (Edit: Nor do Steel Legion). Unlike Steel Legion they have no ACs in their infantry apart from 1 stubber for commanders, meaning they have only a single shot from the formation unless they buy fire support as an upgrade (even then, much less ranged firepower than Steel Legion troops).
For their core companies they must buy 19+1 Supreme for 400 or 19+1 Commander for 300. Expect to see a lot of infantry because the only other core formation is Rough Riders who don’t get scout for 250pts – there are no really cheap core formations.
No Ogryn
No stormtroopers, although they have Grenadiers with the same 5 5 4 statline, so basically ST with an ignore cover weapon and without the AT5 Plasmagun.
Krieg have Engineers, with a 5 4 5 statline that can be delivered by Breaching Drill- a very interesting option for taking distant objectives.
SCOUTSKrieg do not have sentinels or snipers, but do have Grenadiers (5+ 5+ 4+) available as scouts
They do have scout Rough Riders as a support formation, but note the core Rough Riders lose scout. They have a better stat line 5 4 6 giving them one extra point of armour.
TANKSVery Similar to Steel
HEAVY TANKSKreig has some new options Steel don’t get; the Macharius Heavy Tanks for 125pts or 350 for 3 including a command tank (which is a better deal, the command tank is pretty good). These are priced right and fill the gap between the standard and super heavy tanks nicely, although I’m not sure 4 of these with total 8 Damage Capacity for 475 is as good as 3 SHTs for 500 with 9 Damage Capacity.
In other words, some Krieg players may still use SHTs.
SUPER HEAVY TANKSVery similar to Steel
TRANSPORTNo valkyries
No chimeras, but do get Centaurs (which are 6 6 6 AP6+, so not nearly as good as 5 6 5 AP5+ and AP5+/AT6+ Chimeras)
Krieg get Gorgons, a super heavy DC3 transport. It looks good, and is a walker with reinforced armour, with the downside of providing less cover to infantry and requiring them to bunch up around it.
SKIMMERSNone
ARTILLERYNo Manticores. I consider these to be an extremely important part of the Guard armoury, so that’s a problem. The closest thing Krieg has is a Bombard with the same cost as Manticores, but while this has Ignore Cover, it loses Disrupt and is range 45 instead of 150. It is also slow firing (which will really cost a model that won’t be in range on turn one) and simply can’t fill the same role.
The best long ranged artillery piece is the Earthshaker, essentially a light vehicle (LV) 120 range immobile Basilisk.
The best medium range artillery is probably the Medusa siege gun, with a terrific 1 BP Ignore cover, Indirect, Disrupt shot. Keep in mind, it’s relatively short range of 60cm is exacerbated by the fact it is a light vehicle platform and at 275pts its premium priced.
Krieg do have a large amount of short to medium range artillery and mortars.
TITANSVery similar to Steel.
AIRFORCEBoth have Thunderbolts
Krieg can take Heavy Marauders as pairs of normal Marauders. These are 150 for 1 instead of 250 for 2, but definitely better.
ANTI AIRKrieg AA is immobile (or tow-able). They have Hydra platforms (slightly cheaper, although LV) and Heavy Anti-Air platforms (LV, cheaper than Steel Hydras, 60cm range). This AA has to be taken as a formation rather than scattered in larger formations, making them easier to target by enemies with massed airforces, and easier to break. Taking AA also burns a support slot.
ANTI-TITANIn place of the Death Strike launcher, Krieg get the Death Strike Silo. This is much harder to kill, being an immobile DC3 warmachine. It only fires one missle and is slow firing, so is probably not worth it’s premium price of 250. In a four turn game it will fire two missiles; I’d generally rather fire 2 missiles in turn one.
TRENCHESKrieg have 80cm deployable trenches that give cover saves (4+) with 4 bunkers (+3 to infantry) for 100pts. Not an activation, but could make a good defence line.
In the balance, I'd consider Steel the stronger list with a greater ability to reach out and touch anything anywhere and more mobility, scouts and options, with Krieg better at static defence, having an advantage at last minute Blitz objective grabbing via tunnelers and generally being a tougher nut to crack for an attacker. In a head to head, I'd expect Steel Legion to win the moment the player realises they out range their opponent and can force them to leave their lovely defensive perimetre or die inside it, but it would probably be a close thing between good generals.
What do people who actually know the game and the armies think?