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Death Korps of Krieg 1.9

 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 1:25 am 
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You DoK-philes, did you see the new F/W NL ?   Might be of interest ! :D

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 9:05 am 
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(Legion 4 @ Apr. 28 2007,01:25)
QUOTE
You DoK-philes, did you see the new F/W NL ?   Might be of interest ! :D

NL?

My acronyms are failing me. :)

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 9:20 am 
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Yesterday:


Game 1 -

Death Korps of Krieg 1.9 vs Eldar 1.8

Overall, I think Pulsar just got too close to the Death Korps, allowing me to overcome my limited range and hammer his formations with my short-range AP weaponry.

For example, he sent his Lance-tanks up to take an early pot-shot at my Gorgons, but since he had to double to get there, he was left within counter-charge range of the assault-biased Korps army.... they didn't last long!

In the mean time I fired all the artillery I had at his Warlock Titan (Even humble Thudd Guns) in an effort to break it... at the end of turn one it rallied, but it failed to at the end of turn two, and, having lost the heart of the rest of his army to close-range assaults / firefights in turn two, without their Titan active the Eldar were unable to stop the Death Korps claiming a 3-0 win at the end of turn three.



Game 2 -

Death Korps 1.9 vs Necrons (Latest version)

So, at the begining of the game the Necrons teleported their monoliths to attack the Death Korps, and wiped out an infantry company, three manticores and three thudd guns in an engagement (During which the Necrons had over 50 FF attacks from about 10 units, due to the 4 Monolith's EA rules). In return the Korps killed two stands of Warriors & the Nightbringer.

The rest of the turn saw me fire other portions of my army at the monoliths (The rest of the Necron infantry formations didn't bother to come onto the board from reserves as there was very little of worth left within engagement range).

At the end of the turn, his three surviving monoliths break and phase out.

At the start of turn 2, his monoliths phase back in next to my other big infantry formation, and, seeing which way the wind is blowing, we call the game there.

In essence, the DKoK got slapped up something silly by the Necron army, and it would have been an easy 5-0 victory by turn 3.


I made a couple of deployment mistakes, but they weren't all that relevent next to the incredible power of the Necron monoliths.





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 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 5:47 pm 
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Forge World News Letter (NL) ! And BTW, E&C, F/W told me they'd send a replacement turret for my EPIC Tau AX 1-0 month ago ? ??? They too busy with conventions  ?     Hmmm ... so your DKoK is 1 and 1 ...  If the Eldar would have used their speed and firepower, instead of closing the range ... it might have been different ... But I'm a DKoK fan ! :D  And Necrons - they  are powerful and deadly ! :alien:

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 5:53 pm 
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so your DKoK is 1 and 1


That's just games from the the latest version of the list... over the list's lifetime I think it's roughly on a 1-1 ratio anyway though.


FW are VERY busy right now and orders are delayed... perhaps give them a phone call to see what's going on though as 1 month is a long time!

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Sat Apr 28, 2007 6:00 pm 
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Well 1 & 1 ain't bad ! :)  I told vanvlak that F/W may do DKoK 6mm in the future and he too is excited about the thought !  :D           Well I'll e-mail F/W next week ... since I live in the USA, the call my be a bit expensive ! :D   But since you said they were v/busy as I suspected, I'll be patient. It will be a while before I work on the AX 1-0s, but I like to have all the parts awaiting my hands ! :D

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Wed May 02, 2007 4:44 pm 
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Can the duplicate stat blocks be taken out of the file?

Speaking of duplicate units - I think there are some units that do not need to have new stat lines.

Why arent we using the standard IG Infantry stat block for the Krieg list?
There are two differences that do not seem to make much sense - better in CC and no AT.  This also better represents the mix of weapons that a company of infantry would have from the stubbers to mortars to autocannons.

Why are the Vanquishers different? Is it because of the FW model?
I suppose it as good a place as any. Not sure if it needed though. The models are different... mixed on this (goes into the Multilaster Lascannon Sentinel category).

What about dropping the Manticore platform in favor of a Bombard/Medusa Platform?
Seems to fit more with the Krieg 40k range available. With this I would also drop the Mobile Medusa.

May be interesting to save the Laser Destroyer for the Armored List and create rules for the Leman Russ Annihilator.

For the Death Rider Scout Formation - just make it use the Rough Riders stat block no need for a special note in the Death Rider block. To make them different other than the scout note... maybe the Death Riders should be heavier armor Armour 5+.

Some thoughts I had from the discussion of the general list.

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 Post subject: Death Korps of Krieg 1.9
PostPosted: Wed May 02, 2007 5:46 pm 
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Why arent we using the standard IG Infantry stat block for the Krieg list?
There are two differences that do not seem to make much sense - better in CC and no AT.  This also better represents the mix of weapons that a company of infantry would have from the stubbers to mortars to autocannons.


- Better CC: This is in order to represent the Death Korps doctrines in 40k which include +1 weapon skill, and a general assault-orientated bias... in essence, Death Korps in CC should beat normal IG or Siegemasters in CC... thus 5+CC.

- Twin Heavy Stubbers instead of Autocannons as infantry heavy weapon choice... This is because the Krieg's unique infantry support heavy weapon in 40k is the heavy stubber, and also because their offshoot 'children' the Siegemasters also use the heavy stubber.

Fluffwise that's because they're easier and cheaper to produce in the large ammounts required by the Kriegsmen.

Why are the Vanquishers different? Is it because of the FW model?
I suppose it as good a place as any. Not sure if it needed though. The models are different... mixed on this (goes into the Multilaster Lascannon Sentinel category).

I went with the non-sponsoned Vanquisher for this list because I went with 0-2 'rare' leman russ variants per formation (Which I'm tempted to revise to 0-1 anyway).

I would note that I think it's fundamentally silly that the standard IG list allows a 'free' upgrade to one Leman Russ to replace it with a Vanquisher, which is qualitatively superior yet costs nothing extra.

So while the structure of the tank formations may need revising, I think it at least has the potential to end up fundamentally more sensible than the Steel Legion list's method of adding 'rare' variants t tank formations.

What about dropping the Manticore platform in favor of a Bombard/Medusa Platform?
Seems to fit more with the Krieg 40k range available. With this I would also drop the Mobile Medusa.

It's worth noting again that Manticore platforms do not appear in the 40k Death Korps list.

A mobile Bombard choice *does* appear in the 40k armylist however.

And I'm still unsure as to how to make a Medusa Platform formation choice that would actually be useful... even with the new indirect upgrade available in the Death Korps 40k armylist, they're still very short ranged for a platform choice... perhaps if you upgraded them with trojans they'd be worth it, but certainly not without them.

May be interesting to save the Laser Destroyer for the Armored List and create rules for the Leman Russ Annihilator.

Possibly, but with the Germanic theme of the Death Korps it seems a shame to lose this most Germanic of tank hunter styles.

For the Death Rider Scout Formation - just make it use the Rough Riders stat block no need for a special note in the Death Rider block. To make them different other than the scout note... maybe the Death Riders should be heavier armor Armour 5+.

I think Death Riders could go to 5+ armour, though that'd nessesitate a points bump.

Death Riders are very slightly more resiliant than normal Rough Riders in 40k.

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