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Death Korps of Krieg discussion

 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Thu Oct 02, 2014 7:05 pm 
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Rug wrote:
"Destroyed" as the critical would ruin the unit as a transport, from memory the Plague Tower already has D3 transport casualties and it hasn't caused any problems. Casualties would be allocated by the controller, critical effects are always applied before the model is removed.

Sensible answers to the D6 questions, but my issue was rather that there could BE questions. Best not to add a rule that might later require an FAQ, so what I'd be aiming for would be to address them in the wording itself. It does start to read a bit clunky then. The plague tower may exist but that doesn't mean it will never come up with that unit either.

I also see how being destroyed is not great for a transport, though I thought that was the point :) Overall I do like the d6 units rule I just figured it's best to explore more "standard" options first. Immobilised plus a point of damage, for example. Not as cool but simpler.

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Fri Oct 03, 2014 12:48 am 
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Rug wrote:
On the list for play testing:

Remove lone Warhounds*
Remove Deathstrike Silos
Remove Gorgons from Grenadiers
Up the Gorgon upgrade by 25pt
Add the line "D6 mounted infantry killed by internal explosions" to the Gorgon critical
Remove the ff bonuse for taking the Heavy Bolter upgrade.
Look at adjusting the stats of Kreig infantry


    Remove lone Warhounds - yes.
    Remove Deathstrike Silos - not needed.
    Remove Gorgons from Grenadiers - yes.
    Up the Gorgon upgrade by 25pt - at LEAST 25pts.
    Add the line "D6 mounted infantry killed by internal explosions" to the Gorgon critical - I'd prefer an auto destruct critical but this is ok.
    Remove the ff bonuse for taking the Heavy Bolter upgrade. - yes. I'd also like to remove the mortar option. This mobile artillery formation is not needed (I've seen this used MANY times).
    Look at adjusting the stats of Kreig infantry - definitely should be CC6+

Shadowsords could be removed as well.

I have played dozens of games against this list (Matt-Shadowlord's Star Wars themed army). In it's current form it is not fun to play against and is overpowered.

*edit - Krieg players need to remember this FAQ:
Quote:
Q: Can War Engines barge friendly units out of the way in a Charge Move/Counter Charge?
A: No. The war engine has to move according to the movement rules. If it cannot completely cross the friendly unit for any reason, it is prevented from taking the move.

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Fri Oct 03, 2014 11:45 am 
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I have played Kreig a lot and it's good to see the list up for review. It's probably my favourite list so I hope things arenot changed too radically, but some areas to need addressing.

Quote:
Remove lone Warhounds*

Yep, very good idea for balance sake. Warhounds allow the activation count to be bumped up (not using limited support slots) and are a very good unit. At least now a 500 point pair formation will be a signifigant investment.

Something should definitely be done about the Gorgons, they're proving annoying and challening for opponents and are being overused in the lists. Gorgons are actually only ever used occasionally by the Death Korps in certain circumstances, their general battle tactics don't use them but revolve around huge numbers of infantry in trenches with loads of artillery, supported by tanks, Death Riders, ect. It would be nice if the epic Krieg list could be as effective whether Gorgons were taken or not, but at the moment I strongly suspect that's not the case.

Please bump the cost of two Gorgons to 175. 125 is really WAY too cheap for 6 DC of Reinforced Armour. Epic-UK have it at 150 and they're still being very powerful and disliked there. Adding +D6 kills to the critical would be good also. A Gorgon has extremely thick armour all round, while being open above the crew compartment with no roof. In the Vraks books there were occasions when a lucky artillery shell landed inside the packed Gorgon, pretty much wiping out the infantry inside.

captPiett wrote:
This list seems to get a free pass when it comes to the "kitchen sink" label. What guard stuff of consequence *can't* it take?

The list is based on the units used by the Krieg in the Vraks Campaign. So long as the units and list are balanced why does it matter that there's a lot of choice? If you want a more limited version of choices you could always play the Epic-UK Death Korps list instead rather than forcing those that want the wide selection of units to give them up.

The list is approved and in a supplement and many people have built armies and collections around it. It's appropriate to make some small changes to balance it better, but would be unreasonable to remove units.

Quote:
Remove Deathstrike Silos

Don't do that! Many people have converted really cool ones. A nuclear missile bunker fits well with the Krieg theme (their home planet had a nuclear war and they fought a grim war of attrition for centuries in the afrermath).

I would be happy to see their cost go up though, I always argued they were undercosted. You get a lot better for only 50 points more than Deathstrikes. Costing them at 300-350 seems fair to me.

Quote:
Remove Gorgons from Grenadiers

Don't do that! They were known to use them in the Vraks Campaign. I've also bought enough
Gorgon models for my 3 companies, plus one extra for my Grenadiers.

Scouting Gorgons does seem rather wonky and potentially abusable though. Just add text to the Gorgon's notes stating 'may never garrison'. Problem solved.

Quote:
Do Kreig infantry need to be cc 5+? it means you're buggered whichever way you want to take out a huge blob of them.

Not really. 6+ would be better for them. They are better than regular guardsmen in CC in 40k, but not by that much. They're roughly equivalent to Guardians say and if Guardians still have 6+ CC then so should the Krieg. It gives the enemy more of a way to tackle them which would be good.

I have a few others that no one has brought up yet:

Heavy Marauder Bombers are too cheap. I spammed them in a recent game, taking 6 x formtaions of a single bomber at 3k and having a high activation count overall (will write up a battle report in time just haven't got round to it yet). I like the existence on the unit in the list but found them powerful and would say they should probably be 175 points.

The AA formation is also excellent and too cheap at the moment. It's overal better than a Hydra formation but costs less at 125. You get a choice of Hydras and Heavy AA guns (IMO a mix is optimal) and most crucially have 3 Trojans there so you have a 6 strong formation – harder to kill or supress. 125 points counteracts activation difficulties from the expensive core too much and Epic-UK priced their (worse) formation at 150 which I would suggest we adopt too.

Conversely the Fire Support upgrade is rather poor and in need of a boost. Statwise it's perfectly what it should be, with 1 x autocannon shot and 1 x twin heavy stubber shot, meaning half it's shots are only 30cm AP5+. It's also added to the core infantry formation which only has a single model (the command stand) with a ranged attack. As a result it's a lot easier to suppress them and reduce their firepower than it is with fire support in other IG lists. They also can't be transported in Gorgons so if you want them your large formation is going to be walking and probably mainly defending a building or some trenches. Overall the formation is large, but easily avoided and with paltry shooting for it's high points costs. Them being underpowered for these reasons was something acknowledged and discussed by Ben after Siege was done though he hadn't addressed it. I would like to see the ugrade drop to +50 from +75. Trenchlines are the way Krieg fight the considerable majority of their battles and doing something to help them be more viable would be good.

Hellhounds and Machariuses could do with a points drop, I've never considered taking them at their current costs. Can we adopt the Epic-UK costs of 100 each please?


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Fri Oct 03, 2014 11:55 am 
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Game balance must trump fluff (and that is fluff that's designed to sell more expensive models).
Peoples existing miniature collections is always important (I have a load of Gorgons myself) but we have a chance to get this list right and that is more important.

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Fri Oct 03, 2014 12:16 pm 
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I disagree myself Onyx, I think the 'fluff' is very important to lists and that a list can be well balanced as needed from there (adjusting points, ect). It doesn't need to be one against the other.

To my mind the Krieg list is pretty much 'right' now, in terms of what's in it, it just needs some changes to better balance it and make Gorgon heavy builds fairer to play.


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Fri Oct 03, 2014 3:49 pm 
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Yes they were found in Gorgons sometimes but I do agree balance need to upheld. So what if instead the Grenadier formation couldn't take Gorgons but we add an upgrade so that an infantry company can replace 6 infantry with 6 Grenadiers?
Fluff upheld, balance restored, collections maintained...

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 Post subject: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 5:54 pm 
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For the AA, how about just making the trojans part of the platform unit? Then you would have the choice to either give them armour (and the option to garrison) or a move - it seems wrong that they can garrison due to being immobile, when in reality they can move. Either way it does seem a good deal for decent AA at 45cm and extending to 60cm (75% greater area).

Edited to add: when I played against them I had some bombers and had to expend a serious amount of firepower to break and suppress two formations garrisoned with Trojans in cover denying area and objectives (the Trojans even have a HB so count for suppression out to 30). It didn't seem right, but I assumed they were expensive as they seemed very useful.

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 6:21 pm 
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Umm, please forgive me jumping in here, but the comment on AA is a bit if a red-herring as increasing ground AA range and power is *not* necessary - provided the power-creep in the air-game is addressed :D

Ground AA range need only be 30cm - 45cm max (yes I know about the Hunter - this is an exception, OK ;) )


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 6:52 pm 
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Ginger wrote:
Umm, please forgive me jumping in here, but the comment on AA is a bit if a red-herring as increasing ground AA range and power is *not* necessary - provided the power-creep in the air-game is addressed :D

Ground AA range need only be 30cm - 45cm max (yes I know about the Hunter - this is an exception, OK ;) )

Not sure what you are referring to, who is suggesting a range increase for the hydra??

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 7:17 pm 
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I was referring to this section of your post :-
Kyrt wrote:
For the AA, how about just making the trojans part of the platform unit? Then you would have the choice to either give them armour (and the option to garrison) or a move - it seems wrong that they can garrison due to being immobile, when in reality they can move. Either way it does seem a good deal for decent AA at 45cm and extending to 60cm (75% greater area).
Now I realise this might have been taken a bit out of context, but comments / suggestions on increasing ground AA range fall into the same meta as increasing the range of airborne weapons, something to be avoided if at all possible IMHO. :)


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 7:23 pm 
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No, I was saying that IMO the formation is a good deal given you can have 2x hydra platform which have two shots at 45, plus 1x heavy hydra platform which has 1 shot at 60.

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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 7:30 pm 
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Can they be mixed like that though I always asumed you had to pick one kind. Mixing seems a bit to good. I think the player should be forced to pick on kind only.


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 7:45 pm 
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Ok, so why does the 'heavy' Hydra need to be 60cm . . . :)


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 8:06 pm 
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Ginger, it's the Heavy AA direct from the siegemasters list, so this is in no way a new thing.

It trades 2 shots@45 for one@60.


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 Post subject: Re: Death Korps of Krieg discussion
PostPosted: Sun Oct 05, 2014 9:02 pm 
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Ah, perhaps that might be ok - if it comes with similar constraints as the Hunter.


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