(What Nick is running there is the old 'Best of Krieg' list, but with 225 points sucked out of the list by price increases, no siege mortars and no super-silo death strike)
Hi All,
I got to play the latest DKOK list :mrgreen: and after yesterday's event, to provide some player feedback on the list. I figured it might interest some of the other players so here goes. Yesterday I used:
1- Regimental HQ, Commissar; 2 Gorgons
2- Infantry Company, Commissar; 2 Gorgons
3- Infantry Company, Commissar; 2 Gorgons
4- Heavy Support Battery (3 Hydras; 3 Trojans)
5- Heavy Support Battery (3 Hydras; 3 Trojans)
6- Deathstrike, Commissar (On wheels)
7- Shadowsword, Commissar
8- Shadowsword, Commissar
9- Warhound
10- Warhound
I had built the list geared around what I considered to be the best units DKOK had to offer, the Gorgon assault squads, and then some supporting units (range and AA). I ended up going 1W : 2L. No Scouts were included (madness to some

) but I had little to fear from teleporters IMO. Any teleporting units would be unable to make their points back off the supporting units and the Gorgon units would (in all likelihood) win any engagement they are involved in.

What I found was that the list I took was too one dimensional. It was fantastic in assault against most things (anything really that isn't an upgraded Ork Titan or a firebase on Overwatch), did very little at range (a couple of TK shots) and was quite slow (save the warhounds).
The assault units for example are attrocious at shooting and if the opponent has TK weaponry, it is no longer safe to deploy in the Gorgons (lest you lose 10infantry and auto break after a Gorgon is destroyed). On the flipside, if the opponent doesn't have TK weaponry, or reinforced assault units like Ork Titans, you can pretty comfortably engage most units. Herein lies the next problem with the list. Strategy Rating 2. You very rarely win Initiative (even Orks are SR3) and so those assaults are predictable which is a significant weakness in the army (especially when your effective assault range is 35cm). This is balanced by being awesome that isn't the above and if you do manage to force the issue, the opponent is about to lose a large chunk of their army.
On the support elements, double Hydras were excellent. Cheap and effective at 125pts, they are a mainstay IMO since your other AA in the form of planes are unlikely to be able to CAP properly (SR2 remember...) I had mixed success with the Deathstrike. In 5 games it fired once and rolled a double 1 when it did to hit. It is great bait however and due to its potential a good inclusion. What I see to be the competing units are Shadowswords. Less damage but far improved resilience and greater use throughout the game. Warhounds - I love them - I won't say more.
With this in mind, here is what I would run instead for a more capable list. I'm not saying that this would have improved my tournament result, but I would have had more tools to work with which can only be a good thing.
1 - Regimental HQ; 2 Gorgons, Commissar (600)
2 - Infantry Company; 2 Gorgons, Commissar (500)
3 - Leman Russ Platoon (standard variant), Commissar (500)
4 - Heavy Support Battery (3 Hydras; 3 Trojans) (125)
5 - Heavy Support Battery (3 Hydras; 3 Trojans) (125)
6 - Light Support Battery (4 Heavy Mortars - Trenches) (150)
7 - Deathstrike Silo (225), Commissar
8 - Death Rider Scouts, Commissar (150)
9 - Death Rider Scouts, Commissar (150)
10 - Warhound (275)
11 - Warhound (275)
I lose my uber assault unit and the Shadowswords. In their place I put the Deathstrike back in the Silo. While I prefer mobility, you have to face the harsh reality of SR2 and a 2x 2+ TKD6 weapon. If the opponent doesn't have any Titans, it can still go on overwatch and be a nuisance that way.
The Light support battery are to provide some template weaponry and at 150pts, it's not a big investment for the possible effect of a garrisoned entrenched indirect firing artillery unit. The Scouts were (re)included for a plethora of reasons (cheap activation, first strike, 10cm ZOC esp, forcing assaults...) While not taking them didn't harm my tournament odds given the opponents I faced, they assist in making the list more balanced so are back.
The Leman Russ were added in to provide an alternative assault unit (can take on different units) and a viable crossfire option. Nothing previously was really worth crossfiring with (Warhounds were ok but everything else either didn't shoot or it was a pointless exercise).
Quite a wall of text - hope some of you found it interesting.
