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DEATH KORPS: Revision V1.3

 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Wed Jul 22, 2015 10:06 am 
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Hi
Thanks, I am pretty actually satisfied with the changes to the gorgons already and think they are doing the task they are in the army list to perform at a much more justifiable cost. Those changes are the better crit effect, the removal of free mortars, removal of the option for 30 infantry and 3 gorgons and the +75pts per formation price bump.

You can see the effect of these changes in more recent battle reports. I've a couple of changes to other units left to try out and then I hope to get this list to the point it can replace the old one as the tournament-legal Krieg.


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Wed Jul 22, 2015 10:16 am 
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Death Korps of Krieg: Tournament Feedback
Player: Nick (Brooksey)
Version: DKOK Revision 1.4


List 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

(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)

Image

Results:

Krieg - Loss vs Tau (Vior'la)
1-0 score
1050-1450 victory points to Tau

Krieg - Loss vs Ork (Gargants)
0-3 score to Orks

Krieg - Win vs Orks (Edit: corrected from 'Marines')
2-0




Brookesy wrote:
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.

Image

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. :D


Last edited by Matt-Shadowlord on Sun Jul 26, 2015 12:13 pm, edited 1 time in total.

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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Wed Jul 22, 2015 11:19 am 
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My feedback to Brooksey:
The list you took is a good strong list, but it's forced to be one-dimensional by design; if you go for triple gorgons, it creates an "extreme" list and you should really feel the pinch in the shooting department.

List 2: Contains some good ideas but Leman Russes aren't core for DKOK. It would have to have a 3rd core formation, which means probably means 12 Death Riders.

Brookesy wrote:

I see... The difficulty I have with the Riders is that they aren't providing a great deal that is different in assault to the Infantry units other than first strike. Threat ranges are at 35-40cm (Riders need more in base to base), both units have walker (one through a 200pt upgrade) and are otherwise quite vulnerable.

Would be interested to see how different a dual Rider Core might make the list...

Just for fun, this is a quick alternative version:
- Reg HQ, 2 Gorgons
- Death Riders Company
- Death Riders Company
- Leman Russ (std)
- Hydras
- Hydras
- Heavy Mortars
- Heavy Mortars
- Deathstrike Silo
- Warhound
- Warhound

Has 70(ish) points leftover...


Interesting list. Personally I think 2 gorgon units would provide a stronger backbone to the list, but this approach certain frees up points for other formations. A lot of opponents would be happier facing 2 gorgon formations instead of 3, and just 1 even more than that.
But more importantly 24 stands of cavalry would definitely look cool. :D


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Wed Jul 22, 2015 11:30 am 
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Critical = dead is fine for 2 or 3dc WE. There is plenty of precedent for that. At the end of the day guard go fwd to die in numbers in the hope the left overs get through.

The 4++ is pretty good protection, if your unlucky enough to lose one full of guard then so be it. Hopefully you have others. I accept the same risk when I load a SM det into a thunder hawk. Orks have their battle wagons and so on. I see no reason why a mass produced assault boat on tracks should offer more protection than any other comparable transport?

People don't like them tanking in assaults. 2DC addresses that issue. Losing 8-9 stands on avg each time one gets killed means the DKOK player need to be a little smarter in their employment. If you can't accept the risk, get out and walk... That dilemma is good to have in the game, it means it's a step closer to representing the dilemma of real mech commanders.

The issue with infantry "coming out the front " but ignoring much of the FF hits due to positioning can be addressed through overwatch. Which is more a dilemma for the opposition... "do I unmask my guns now and hope to destroy the transports at range, or do I wait to engage then when they are more vulnerable.. "

I personally have no issue with the three gorgon strong formations, especially if their survivability is on par with similar WE.


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Thu Jul 23, 2015 5:36 am 
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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Thu Jul 23, 2015 10:52 pm 
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Hi Matt,
just quickly have you had much of a chance to play with the dkok yourself competitively?

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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Thu Jul 23, 2015 11:09 pm 
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Hi!

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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Fri Jul 24, 2015 3:50 am 
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Fudd wrote:
Hi Matt,
just quickly have you had much of a chance to play with the dkok yourself competitively?


Hi Fudd, yes, quite a lot. I won a month long campaign here in WA with them, and have won two local tournaments with them, plus winning the Australian national tournament in Cancon with them earlier this year.

I've also played against them quite a lot. I had a good record vs the original Krieg list using Marines, Eldar and Tau, but also found it one of the hardest Epic armies to beat. I've not lost a game against the revised list as yet, which doesn't mean that it is in any way neutered or incapable, just that it's probably better balanced now that it is paying more for its best toys.

Note that currently only the orignal is actually officially tournament legal but the revised one was permitted at a tournament here which was really useful.
The list is now at the final tweak stage and I hope to get a couple of games in with revision 1.5 and then finally get it to replace the old one.


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Sun Jul 26, 2015 7:30 am 
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Hi Matt,
Please excuse me as I butchered the way I had actually intended to ask that question.

So, I'll have another go. Have you had the opportunity to play against challenging opponents either at a tournament or not with some of the most recent revisions? as i'm aware that you are quite a good player and had noteworthy success with the old but current "approved" list.
What I'm digging at really is have you found the army more challenging to use and achieve 5-0 victories with its revisions.

Hopefully the original question didn't sound like i was questioning your competency :)

Cheers, Sam.

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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Sun Jul 26, 2015 8:28 am 
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Sadly when Matt takes the Krieg list and consistently crushes his opponents, then plays against the Krieg list with any other list and consistently crushes his opponents, it tells us more about Matt than about the Krieg. :P

Incidentally, the third round tournament result Matt listed above was actually a 2-0 win against my Orks. This was by far the most difficult matchup I faced, and to be honest I'm not sure how I could have won with my army.

One problem I faced is that this list gets some of the best and cheapest mass-air defense - his whole army deployed and advanced under cover of two Hydra AA bubbles, which I couldn't shoot to get blast markers on them since they were behind a wall of Gorgons. When I decided to risk it and sent my Fighta-Bommers in to soften them up, they shot them all down (a unit of 5 and a unit of 3) without giving the planes a chance to shoot. Given their effectiveness, I wasn't prepared to send my Landas in as well, since they would probably have suffered similar fates.

Without the ability to send Landas in to lock the infantry in the Gorgons, the infantry companies were literally unbeatable in assault. Since my army was heavy on assault, this was tricky to work around. I had a long series of unlucky TK(D3) rolls to shoot up the Gorgons, and ultimately they just rolled over my lines.

Some of that could have been mitigated if the list didn't also have some serious long-ranged firepower from the Shadowswords and Warhounds.

Basically, the Air Cav Orks were out-shot, out-assaulted and out-numbered by this force, and their uncrackable air defenses made it essentially impossible to touch them. My old Gargant army would have stomped the crap out of them, so that at least felt better than the old list.


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Sun Jul 26, 2015 4:33 pm 
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Many apologies, as I strongly suspect that this has been suggested before, but why are Gorons transporting 20 units? Has anyone tried 2DC Gorgons that transport 10 units and fielding two for each company? This would make the critical=Destroyed less of an issue.


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Sun Jul 26, 2015 4:35 pm 
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Ginger wrote:
Many apologies, as I strongly suspect that this has been suggested before, but why are Gorons transporting 20 units? Has anyone tried 2DC Gorgons that transport 10 units and fielding two for each company? This would make the critical=Destroyed less of an issue.


They transport 10 stands each, not 20. Or are you meaning why is the formation size of a DKoK company 20 stands and 2 gorgons instead of 10 +1?

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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Sun Jul 26, 2015 11:59 pm 
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Sorry, complete brain-fart on my part. Please ignore :{[]


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 Post subject: Re: DEATH KORPS: Revision V1.2
PostPosted: Mon Aug 10, 2015 2:33 pm 
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Posted a battlereport using the latest revision: viewtopic.php?f=84&t=30083

Analysis:
AMTL is a very hard army to win with. The casualties were quite light with 3 fully operational Titans remaining in turn 3 (but two broken) but due to low activations they still could not take/contest enough objectives.

The reason for the battle was mainly to try out the new DKOK which actually feels quite close to balance from my point of view. 2 Gorgon inf units are a lot easier for the opponent to handle than three since they are very slow and can´t shoot at all.

This battle showed that Gorgon companies are quite likely to lose engagements against Battle Class titans. Both when assaulting and assaulted. Even having really lucky engagements my DKOK lost the first engagement and the second went to roll-off. Statistically they will hit less than 9 times if all units are in range and they are unhurt, even against a unshielded battle titan this will only cause something like 2,5 wounds. A Titan equipped with some CC/FF weapon will probably do more damage to the Inf. Co. – definitely if charging and avoiding the Gorgons. The DKOK will have inspiring and outnumber but the result is far from certain. A battle titan is more expensive but has an extreme advantage regarding shooting and some regarding mobility.

The Death Rider Company did their thing even if only facing the crusaders, the artillery did very little but I will continue to try out the mortars even if I think that an additional AA-unit will almost always be the better buy. And even though I did not use them I still strongly feel that the mobile Death strike unit should be the same stats-wise as the Steel Legion unit.


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