Played the Krieg list for the first time over the weekend. Krieg v Marines.
HQ + Thud Guns
2 Death Rider Cos.
AA battery
Medusas
Silo
3 Macharius Cos, w/ VMB on command tank
Tbolts
versus
Tacs + SC + Hunter + Razorback
Tacs + 3 Razorbacks
Bikes
Bikes
Typhoons + Librarian
Whirlwinds
Thawk
Assault
Asault
Terminators + chaplain
Tbolts
(both armies were 50-75 points light on the 3000 point total)
Overview - I knew right out this would be about TSNP and DTF. The Krieg player went too aggressive with his left flank, but a ridiculously bad set of die rolls for the Marines (2 failed activations in a row, despite the SC) meant he crushed the flank anyway during second turn. However, at the beginning of the third turn the SMs repaid the favor on the right flank and the forward Krieg elements couldn't redeploy fast enough to counterattack, but the turn ended with goals of 1-0 (TSNP) in favor of the Krieg. Turn 4 started with an air assault in which the marines lost horribly (resolution die was 6 to 2 before mods), allowing the Krieg elements to make a fight of it. Luckily, the Marines had pretty much everything left of the army in position to hit vulnerable Krieg units. 4th turn ended 1-0 (TSNP) in favor of the Marines this time.
Tiebreaker points were 1363 to 1300 in favor of Krieg.
AABS: Everything in the Krieg army felt about right to us.
The Macharius were fearsome and forced the Marines back. However, when forced to double move, they lost a lot of firepower. While very effective in area denial, they did relatively little damage most of the time. When the Marines were forced to deal with them directly (like those failed activations which left the Tacs as sitting ducks) it was short and brutal. Much like Russ, they were very durable, but once the Marines got a bite on a formation, it went down fast. Speeders getting behind them to claim crossfire ended 2 companies in subsequent turns. And let me tell you, it is quite satisfying to have a SM Tactical formation take down a SHT company by shooting at it.
Death Riders were good. The Whirlwinds helped slow them down by forcing them to take cover and move cautiously a couple times. Since the Riders were working close to the Macharius support with their slow move, using cover didn't really slow them down a lot. They stood up decently to fire and were good but not crushing in assault. They seemed priced appropriately.
The silo was only used to OW, waiting for the Thawk to land. Then it missed. However, it did have substantial value in the length of time it forced the air assault to delay. Overall, neither of us felt we could judge.
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BTW, are the Death Riders "1 per 1500 points" or "1 per 1500 points or fraction thereof"? As an example, 4000 points/1500 = 2.67. Are 2 Deathrider companies or 3 allowed?