Hi Duz,
First of all I want to complement you on your Death Korps list. I enjoyed reading it and liked the way you presented it. I especially liked the short story descriptions of the units. I thought it was very well done.
I think you should have another check through your Card lists descriptions. Sorry, but there are a few mistakes in BP totals and some cards state Squadron when they refer to single tanks. As always with these things there is always something missed.
Things I wished to mention…
The Trailers were inspired, I’ve never thought of that. Excellent!
The Macharius Super Heavy Tanks and variants, Wow! I admit I know nothing regard the background for this tank but I believe the world can always use another Super Heavy. I will agree with the comment about the 12cm base move in that it is odd. Did you think 15cm was too much while 10cm was too little?
I love the idea of the Service Tanks and especially the Crab. However, is the Crab a Super Heavy Tank? If not do you think a +12 Caf is in order. Combined with the Death Roller I feel this could be lowered to a +4 Caf. But that said I really like the idea of a Mine Clearing MBT. Very WWII.
The Tactical stands I feel could do without the +1 Caf. Is it that Death Korps are better at Trench Warfare than other Guard units? I feel this doesn’t come across by just giving them a +1 to the Caf. Perhaps a special rule like Siege Craft would be better. Perhaps something that works when they storm fortifications and trenches.
The formations are so big that you don’t require much here, as they will in most cases outnumber their enemies in close combat so should gain an extra D6 for Caf. Then you could return their ranged attack to 50cm.
I disagree that the units are unbreakable. Orks can have units this large and still be broken. There is a question of them being un-Guard like but I can understand the whole attrition thing. However, it does suggest to me an unruly mob mentality instead of a disciplined over whelming force. I don’t think you need it.
Five units in a Squadron are way too much. Again I just don’t think it’s needed. You’ve done a great job on the unit stats so why tip the balance. Keeping squadrons at three units means a player can pick and chose what he wants to include instead of paying for more than he may feel he requires.
Instead of the vast lists of expensive variant companies why not return to the three platoons per company. Again this allows the player to add what he wants to include allowing for more tactical say in the choice.
I think because you have five platoons per company you have been forced to come up with as many variants as you can to cover all eventualities. I just feel you don’t need to.
Overall I think you have come up with some good stuff. I hope this has been of some help and that what I have written has come across in the positive way I intended.