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Krieg v1.13b vs Imperial Guard

 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Fri Jun 26, 2009 8:16 pm 
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 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Fri Jun 26, 2009 8:26 pm 
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I'm too  :)

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 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Sat Jun 27, 2009 9:57 am 
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The arrows are great. Simpler style could do, but they show the movement well.


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 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Sat Jun 27, 2009 10:14 am 
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You should try the one lot of forts as a blitz guard. Stick in a company, they guard the blitz and the artillary park.

If you feel they need a boost add 3-4 emplacements to the formation of forts. Boost for attached vehicles.

Krieg are an assault army, you need to place the enemy objectives on the half way line. Any close garrissons are meat for you toys like medusa. Then its a short walk for the gorgons. Though a cunning enemy will set up behind your 75cm mark, making your gorgans have to march turn one instead of double (and its just doable with objectives on the half way line).

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 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Sat Jun 27, 2009 10:44 am 
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Quote: (The_Real_Chris @ 27 Jun. 2009, 10:14 )

Krieg are an assault army, you need to place the enemy objectives on the half way line. Any close garrissons are meat for you toys like medusa. Then its a short walk for the gorgons.

Right. In this game, Hena planned around getting to the Blitz. IMO, the Kriegers are ill-suited for that, although it's good to at least force the OPFOR to defend the blitz with at least some token force. There are fast-movers in the list: Centaur-mounted Grenadiers. And then there's the Hades Breaching Drill...


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 Post subject: Krieg v1.13b vs Imperial Guard
PostPosted: Sat Jun 27, 2009 11:20 am 
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Quote: (Hena @ 27 Jun. 2009, 07:15 )

2. The 50cm trech isn't that long. I need almost all of it and bunkers to include one Infantry Company. In this sense it's again worse situation than Siegemasters thrench. It's more crowded. This is another reason why either -25 points or +25cm trench should be done.

I maintain that the trenches are priced fine for the Death Korps; It's the Siegemasters trenches & minefields that are too cheap.

3. Machariuses have a long projection of firepower. They don't have the staying ability though. My deployment removed a large section of deployment zone from asaura. Merely by being able to double and fire quite effectively there. None of the formations would have been able to lose one or two transports before acting. However they are weak. 6 units isn't that much and being WE doesn't help as 3 damage will break them. More testing is required to say if the cost is correct. I'm not sure if the Vulcan version is really usable in this context as main reason for these is really long range firepower. Only reason to take Vulcan would be to attach it to Gorgons, but that can't be done so neither of us saw the use it much.


Told you they were fragile. :)

I think the Vulcan Macharius is a good complement to the formation, as at shorter ranges it becomes very AP biased (each tank has 3x AP5+ / 30cm range secondary guns). At longer ranges and in facing AT targets the Vanquisher is a better choice.


4. Medusas have Disrupt as well! We didn't realise that in game. I think these are possibly too good a unit. 60cm Ignore Cover is horribly good as I can target most wanted targets. 1 template isn't that bad as cover tends to require the units to bunch up so it should hit quite a many target anyway.

They are great, possibly 25pts too cheap, but they have their weaknesses.

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