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Current Death Korps

 Post subject: Current Death Korps
PostPosted: Mon Aug 25, 2008 8:09 pm 
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The reason for saying WEs don't count DC to Garrison is because in all other rules it specifically mentions them, but Garrison 1) doesn't, and 2) isn't a rule at all, but a scenario condition.


The rules say that they should count as unit-per-DC as a global condition.  Failure to enumerate it in a specific item doesn't negate that.  That's the entire purpose of the "in general" comment at the beginning of the war engine rules section - so that you don't have to explicitly mention it every single time in order for people to know what to do.  If in doubt, count them as units equal to DC.  If that's not explicit enough for you, every single time formation unit count is mentioned in respect to WEs they count as their starting DC, so there's multiple precedents that clearly show how it should be applied.

Seriously, if I were in a tourney and someone tried to pull that, I'd ask the judge to smack them down and then mark them at the bottom on sportsmanship points just for trying it.

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 Post subject: Current Death Korps
PostPosted: Mon Aug 25, 2008 9:19 pm 
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Quote: (scarik @ 25 Aug. 2008, 18:51 )

What sort of Lists have people been playing? I have a great deal of experience with the IG and this list screams 2 things "Rough Rider horde" and "Artillery Swarm" to me.

I believe the only 'themed' army that hasn't been extensively playtested is the Rough Rider swarm.

Lots of Infantry Companies (HQ plus 3-4) with 2 Heavy Support platoons each (4 AA, 2 Manticore and 2 Basilisk looks nice) You lose AA or Infantry for Trenchworks as desired.


Unless you had a decent ammount of trenchworks that army'd fare pretty poorly IMHO.

Going down to 3 regular infantry companies frees up enough points to have 3 sets of trenchworks (Which leaves one Inf Company still stranded in the open).

With those trenchworks (~12 activations), that's a fairly unremarkable DK army list. ~12 activations, with all your arty in the open (So expect its ranged-strike ability to be reduced to nigh-ineffectiveness by mid-way through turn 2)...

... You'd be able to take the enemy attacks, but moving to engage the enemy on your own terms would be a tough call.

Its like the Seigemasters but with real Artillery.

Except all Siegemaster arty comes with a free 5+ Cover Save.

Oh, and who said the Seigemasters could get SHT Companies, I don't have that in my version.

They cannot, but they can get a company choice in the Support Formation types (The Artillery Company).




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 Post subject: Current Death Korps
PostPosted: Wed Aug 27, 2008 4:50 am 
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Thanks E&C.

Honestly I think the Trenchworks are bunk anyway, the Steel Legion don't need them s opull off armies like.

Steel Legion Infantry Companies are considerably better that DK ones though, so that might be a handy balancing point.

I think a wall of Guardsmen with tones of guns would be pretty effective, I've done it with the Steel Legion and it doesn't matter how many objectives you have if you kill all your enemies, so sitting still isn't a big deal.

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 Post subject: Current Death Korps
PostPosted: Wed Aug 27, 2008 7:57 am 
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Well, I'd be interested to hear an opinion or two if you want to test a few games.

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 Post subject: Current Death Korps
PostPosted: Tue Sep 09, 2008 3:44 pm 
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Have you seen this?

The Imperial Minotaur
The Imperial Minotaur with Earthshaker Cannon is a mobile super-heavy artillery piece armed with twin Earthshaker cannon mounted on a heavily modified Malcador chassis. Designed by Darren Parrwood this gothic-industrial style war machine comes with both a Imperial Guard and a Renegade crewman and may be used by either of these forces in the Siege of Vraks. You can find pictures of this fantastic new model Here.

http://www.forgeworld.co.uk/minotaur.htm


Hades Breaching Drill
The Hades is a standard pattern breaching device, a tool used for excavation and assaulting fortified positions which using its rotating power cutters and melta can bore through rock, earth and steel with equal ease. Used in the desperate tunnel fighting in the battle for Vraks by the Engineers of the Death Korps of Krieg, the Hades is a powerful tool allowing them to undermine the strongest defences and launch raids into the heart of the enemy, striking unexpectedly from below. Designed by Will Hayes you can see pictures of this unique model Here and rules for its use in Warhammer 40,000 can be found in Imperial Armour Volume 6: The Siege of Vraks Part 2.
http://www.forgeworld.co.uk/hades.htm


Death Korps of Krieg Mole Launcher
The Mole Launcher is a specialised weapon employed to great effect by the Death Korps Engineers. Utilising a specialised burrowing warhead the mole launcher propels its shells through rock and earth to detonate in the target area, and is a powerful weapon in tunnel and trench fighting, and used to attack enemy bunkers and vehicles. This set comprises of a highly detailed two-man mole launcher team and has been designed by Will Hayes, Simon Egan and Mark Bedford, and you can see pictures of them Here.

The rules for using the Mole Launcher can be found in Imperial Armour Volume 6: The Siege of Vraks Part 2, and bought as an upgrade to a Krieg Engineer squad.
http://www.forgeworld.co.uk/dkkmolelauncher.htm

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