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Death Korps of Krieg v1.8

 Post subject: Death Korps of Krieg v1.8
PostPosted: Sat Feb 17, 2007 5:44 pm 
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Sorry, should have specified I was thinking of the Commissar. If you take a Regimental HQ Company formation then it will always get an Imperial Guard Commissar character and most people will be adding it to the Death Korps Supreme Commander unit. The Commissar's MW attack will then also benefit from the 3+ Close Combat value.


Isn't that against the rules?

IIRC you can't add Commissars to stands which already include another Character, or something like that?

Okay, well, I don't think it should have 3BP. In fact, my water tells me it's not even sure it should have any barrage points at all. It is not a large area supression weapon. If anything, it more closely resembles the Demolisher Cannon than anything else. It's not a souped up version of the Griffon. The unit you've got may play well, it may be perfectly costed and balanced but, to me, it just isn't a Medusa. 40K weapon rules are very restricted when it comes to weapons of that size and find it difficult to distinguish. As Epic players, we have lots of tools available to us to make these distinctions. I don't have the answers and don't expect any agreement, just wanted to air a view.

I agree that the Medusa is closer to a Super-Demolisher than a Super-Griffon... If we went with a direct-fire weapon instead of BP, we'd be looking at having a 2+/3+ to-hit MW shot from each Medusa most likely (It's 40k stats are what, S10, AP2, Large Blast Template IIRC?)...





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 Post subject: Death Korps of Krieg v1.8
PostPosted: Sun Feb 18, 2007 1:10 pm 
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Originally posted by Evil and Chaos
Isn't that against the rules?

IIRC you can't add Commissars to stands which already include another Character, or something like that?

The Imperial Guard Supreme Commander (and the Death Korps Supreme Commander assuming it's just a logical extension) isn't a Character like an Ork Warlord or a Space Marine Supreme Commander, it's a unit like a Farseer. It has a Move, Armour, Close Combat and Firefight value. Characters (generally) don't have these. The exception I'm thinking of is the Devotional Bell in the AMTL army list that adds +5cm to the unit's Move.

Also, even if it was, I don't ever remember reading anything about being unable to add multiple characters to a unit. I've re-read 2.1.1 and there doesn't seem to be anything. Most army lists only allow one character per formation anyway. With Ork Oddboyz, the only to benefit would be to add more than one to a Gunfortress, since that has more than one big gun weapon to replace (you'd be wasting points adding two to a Big Gun unit since it only has one big gun). But, apart from common sense, there's nothing stopping you putting three Wyrdboy characters in the same unit of Gretchin or two Exarch characters in the same unit of Howling Banshees. The only caveat with Commissars is that the rules specifically state each formation can have no more than one. Doesn't say anything about which unit you can put it in. I'd assume most people would automatically add them to the Commander or Supreme Commander unit since they have better Close Combat values and an Armour save.


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 Post subject: Death Korps of Krieg v1.8
PostPosted: Mon Feb 19, 2007 1:23 am 
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Also, even if it was, I don't ever remember reading anything about being unable to add multiple characters to a unit.


IIRC the rule I'm thinking of forms part of the normal Commissar rules... if the rule's not there, maybe it should be... :D

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Mon Feb 19, 2007 10:36 am 
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Do you mean you add your Commissars to normal Imperial Guard Infantry units with their zero Armour and 6+ Close Combat value?


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 Post subject: Death Korps of Krieg v1.8
PostPosted: Mon Feb 19, 2007 3:49 pm 
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(Heavens To Betsy @ Feb. 19 2007,09:36)
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Do you mean you add your Commissars to normal Imperial Guard Infantry units with their zero Armour and 6+ Close Combat value?

*shrug*

As I said, I thought putting them in Commander units was banned.

In any case, back to the original topic... no it's probably not game-breaking that DK Commanders have +1 to hit over other IG Commanders.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Mon Feb 26, 2007 10:36 pm 
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Its very pretty - how did you draw it up? make a templete then populate it?

Well from scanning the list lots of things in it. I doubt the large inf companies will play well with only one leader assault wise but could colonise urban areas very effectively. I know nowt about the background though.

How can you not use the new aeronautica flak guns however ?:)

Your hydra seem fairly useless, lower range, immobile, LV, expensive etc.

In a similar view plasma seems a bit high tech - I suggest a turret swop for a Demolisher with heavy bolters in the sponsens. Would be cheaper and less high tech. On a similar note I'd drop the plasma SHT as well.

Vanquisher wise - I playtested varient tanks ages age for a different list and we found a neat thing for sponsenless russ to get was a 5cm speed boost. Also gave a progresion to the cruiser russ, no sponsens +5cm move, light main gun +5cm. Indeed steel legion wise the 5cm move difference balances the two models fine (sg anf forgeworld) lrgely for intra company manovering.

The heavy infantry mortar seems identical to the one I came up with for my siegemaster houserules list (it strips out anything too tech like a chimera hull and replaces everything with dross). Seems great minds think along same lines :)

I wouldn't bother with the no fire unloading special rule for trojans. Artilary is best when sustaining and anyway its all a bit too spearhead.

Oh and gorgan wise - crit, whats wrong with vehicle and everyone in it destroyed?
Save - how about something a bit different. Armour 2+, invulnerable save. No RA or anything like that. This way verses regular weapons they ping off the hull as it crashes forword. Against more powerful weapons the open topped nature is fatal and they are probably going to die.

I would suggest playtesting vs a siege army - they being the defenders and you being the attackers and all. I suspect that the result would be a siegemaster win - largely due to the infantry clash. Your armour and artillary is superior but I don't know if the large formations when laden with blastmarkers would be able to strike home effectively. Course if you have a load of flamers you could just smoke them out.

Oh Hve Flamer wise I stuck in my siege review I thought it should give small arms, ignore cover. Otherwise it actually does less damge firefighting than in shooting. With the same weapon over the same range.

An army I would consider off top of my head for powergaming would be
0450 SC
0050 Snipers
0750 3xRough Rider companies
1600 8xMaticore Batteries
0150 Thunderbolts
All about the first turn that :)

The weapon platforms definatively aren't balanced. The Manticore as a gun is better than the earthshaker hence the difference in deployment.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 1:51 am 
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(The_Real_Chris @ Feb. 26 2007,21:36)
QUOTE
Its very pretty - how did you draw it up? make a templete then populate it?

Yup, lots of cut-n-pastes!


Well from scanning the list lots of things in it. I doubt the large inf companies will play well with only one leader assault wise but could colonise urban areas very effectively. I know nowt about the background though.


Background-wise the Death Korps are an official GW army.

They're heavily influenced by WW1 Germans (Coal scuttle helmets, long coats) with a dash of WW2 Germany thrown in too.

They all wear gas masks.

They love static artillery, and use fewer than normal mobile artillery formations.

Fluffwise they have a dark stain in their history, a Chaos revolt that led to 500 years of atomic purging before the cults were expunged from their planet (This can be seen as a fantasy-type askance look at Germany post WW2, though that's my own interpretation). Due to their history the Death Korps are fanatical in their loyalty to the Emperor, and they seek atonement for their planet's past misdeeds in richeous war.

How can you not use the new aeronautica flak guns however ?

They came out after I'd written most of the list.

They'd be a nice extra choice to compliment the point-defence Hydras though!

Your hydra seem fairly useless, lower range, immobile, LV, expensive etc.

Yep, to keep with the WWI theme I wanted flak to be fairly light... your best AA cover would come from fighters flying air cover missions.

In a similar view plasma seems a bit high tech - I suggest a turret swop for a Demolisher with heavy bolters in the sponsens. Would be cheaper and less high tech. On a similar note I'd drop the plasma SHT as well.

The Death Korps have an interesting dichotomy of technology... they use massed infantry formations in mad charges across no-man's land, but they also are known to use advanced tanks like the Destroyer tank hunter (It's pretty much a WW2 Tank-hunter anyway!) and all four variants of SHT (Several examples to be found used by the Death Korps in Imperial Armour I, also in IA:3)

Vanquisher wise - I playtested varient tanks ages age for a different list and we found a neat thing for sponsenless russ to get was a 5cm speed boost. Also gave a progresion to the cruiser russ, no sponsens +5cm move, light main gun +5cm. Indeed steel legion wise the 5cm move difference balances the two models fine (sg anf forgeworld) lrgely for intra company manovering.

Interesting and definitely worth remembering if the current stats prove underpowered... you can get two to each 6-strong formation however atm.

The heavy infantry mortar seems identical to the one I came up with for my siegemaster houserules list (it strips out anything too tech like a chimera hull and replaces everything with dross). Seems great minds think along same lines :)

Maybe. :D

My great mind was Warwick Kinrade the writer of ForgeWorld's rules... when the new Death Korps heavy mortar model was introduce to the 40k range, its rules were 100% the same as the Griffon's rules.

Thus I just took the Griffon's mortar rules for Epic, as it's supposed to be exactly the same mortar, just it's being towed instead of being self-propelled.

I wouldn't bother with the no fire unloading special rule for trojans. Artilary is best when sustaining and anyway its all a bit too spearhead.

I'd been considering this aye.

Oh and gorgan wise - crit, whats wrong with vehicle and everyone in it destroyed?

Yeah Gorgon's are rubbish. :D

Save - how about something a bit different. Armour 2+, invulnerable save. No RA or anything like that. This way verses regular weapons they ping off the hull as it crashes forword. Against more powerful weapons the open topped nature is fatal and they are probably going to die.

Possible, but at least on pure statistical armour values, a Gorgon in 40k has exactly the same armour values as a Baneblade SHT, and the same DC too.

The difference with the Gorgon comes after you beat its armour in 40k... thus I thought a similiarly harsh critical hit result would be good for Epic too, since it reflects this behaviour.

I would suggest playtesting vs a siege army - they being the defenders and you being the attackers and all. I suspect that the result would be a siegemaster win - largely due to the infantry clash. Your armour and artillary is superior but I don't know if the large formations when laden with blastmarkers would be able to strike home effectively. Course if you have a load of flamers you could just smoke them out.

Aye the large formations tend to be very unweildy... I've been thinking of possibly allowing the player to purchase extra leaders to make up for this, or including them by default.

Attached Hellhounds in a Gorgon-borne formation are fun. :D

Oh Hve Flamer wise I stuck in my siege review I thought it should give small arms, ignore cover. Otherwise it actually does less damge firefighting than in shooting. With the same weapon over the same range.

Definitely needs adding here too.

An army I would consider off top of my head for powergaming would be
0450 SC
0050 Snipers
0750 3xRough Rider companies
1600 8xMaticore Batteries
0150 Thunderbolts
All about the first turn that :)

Heh that'd be hillarious, any army with any kind of airborne forces would do silly things to it, while Tyranids on the other hand....

Perhaps Rough Rider companies could be tied to parity or below in numbers with Infantry companies (Thus helping prevent easy popcorn lists of this type?).

The weapon platforms definatively aren't balanced. The Manticore as a gun is better than the earthshaker hence the difference in deployment.

Always has been IMHO... the Manticore having Disrupt is always gonna be a kicker.

I'd be tempted to make the Earthshaker cheaper, quite frankly, in this list and in the Steel Legion list too!

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 2:06 am 
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Maybe the Basilisk should just get Disrupt?

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 2:28 am 
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Basilisks with Disrupt would be filth! :)




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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 9:23 am 
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(Evil and Chaos @ Feb. 27 2007,00:51)
QUOTE


I'd be tempted to make the Earthshaker cheaper, quite frankly, in this list and in the Steel Legion list too!


Not quite true. Int eh SL list they are balanced - but good at different things. Try fielding a manticore company, its just dead. A Basilisk compnay however is tougher and has the possiblity as being used as a tank destroyer formation.

Battery wise the manticores are better as 3 units of anything are too fragile bm wise to live if targeted.

I would have 125 points for 3 45cm range Hydra, 175 points for 3 earthshakers, 225 points for 3 manticores, with in each case 3 trojans being 75 points extra.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 2:08 pm 
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I would have 125 points for 3 45cm range Hydra, 175 points for 3 earthshakers, 225 points for 3 manticores, with in each case 3 trojans being 75 points extra.


Not a bad set of costs at a glance... certainly right now Earthshakers are largely pointless for the Krieg (I havn't even bothered playtesting them yet).

Longer-range AA could be provided by a slower-firing formation of the new Heavy AA guns?


I like the idea of having largely static AA for the Krieg... so that as they break out of their AA umbrella (Go 'over the top') they need fighter cover as they advance across the board, or they get bombed to bits! :D





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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 2:51 pm 
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The new Epic model would surely be 60cm, AP5+/AT5+/AA5+ - in other words the '88?

Oh just noticed all your platforms are CC6+/FF5+ - the same as the mobile heavy bolter toting mechanised artillary. CC0+/FF6+ is probably more accurate.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 2:55 pm 
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CC6+/FF6+ would be more accurate. It has crewmen who can defend their gun in closecombat.

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 Post subject: Death Korps of Krieg v1.8
PostPosted: Tue Feb 27, 2007 3:08 pm 
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Agreed moving to FF6+ seems sensible.

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