Hi Everyone, it's Matt, the guilty Krieg player

I'll be happy to post the army lists I use at the end of this thread, and also contribute ideas of how to kill Krieg armies like my own. I played a game vs Steve where I used his Necrons vs my Krieg and frankly shredded it, so it's possible
FIRST POINT: Krieg Are Assault Troops.Everyone I play charges head long into Gorgon infantry the first time they meet them. They cannot believe their luck to be facing Imperial Guardsmen outside of cover, its going to be a slaughter... and then look shocked as 26 dice come back at them and overwhelm them. They usually adjust the next time they meet Krieg on the field, but the first one is genuinely a shock.
The reason for this is because Krieg are Assault troops. They are more focussed on Assault than TERMINATORS, which you only really understand when you realise that Krieg Infantry get 1 Heavy Stubber (1xAP6) per 300 to 400 points spent, while the equivalent points cost of terminator will be armed with assault cannons etc for ranged fire options.
This means Krieg are not your standard Guard army that can shoot autocannons and stand off from a distance, they need to earn their points in firefights. Guard are generally accepted as a ranged army and Krieg infantry are shockingly bad at ranged fire, even their dedicated fire support upgrades only get a single AC and a poxy HS, so the components of the army has to be judged in context.
SECOND POINT: Gorgons make Krieg OffensiveGorgons aren't ideal transports in some ways; they are slow (20) and they are extremely vulnerable to TK weapons because a single Shadowsword hit can take out not just half your transports but also the 10 infantry stands inside it.
On the other hand, Gorgons are 4+ Reinforced, which means that if they can manage to get the Gorgon in position to take the first hits from either firefight or assault it becomes feasible to operate the infantry out of cover and on the attack. While the Gorgons hold they will allow the formation to actually take and make saves, so tactics for the Krieg player should revolve around getting the gorgons placed correctly in assaults and tactics for their opponents should revolve around making sure they can't.
So how do you kill them?1) TK Weapons. Steve said that 'I was quite unlucky with this tactic I will admit' which was true in our last game where every TK shot from his pylons missed (which is more to do with Black Magic than how good Krieg are lol), but in an earlier game his first activation was a Pylon that vaporised a Gorgon and 10 infantry, including my supreme commander. That stung

2) Macro Weapons.
3) Ranged Anti tank - every shot that penetrates the armour has a 1/6 chance of immobilising a gorgon, which is a very big deal for a formation with only 2 transports.
4) Blast weapons - this isn't as obvious, but their appeal is they force the krieg player to either stay inside the gorgon (making them vulnerable to being locked in by CC assaults and to all dying to a TK weapon), or being out of the vehicle in a tight cluster that can have up to 20 infantry under blast markers without saves.
The most annoying version of this I have faced is the Necron Orb; stay in the transport and get hit by TK weapons, or stay outside and get hit by its 12BP.
5) Assaulting from a flank - it is extremely hard to get both Gorgons to the front if hit from the side, so after the 3rd hit on the gorgon every hit should kill an infantryman.
6) Pin men in place with CC - once they are actually in contact with opponent's CC, they're going to have to fight. The Gorgon can barge and try contact a few enemy, but the ones in base contact stay in base contact.
7) Set up other formations to draw the counter charge away - this should be any teleporting army's bread and butter, since they can set up multiple formations to ensure the counter charges go in the wrong direction. In the photos Steve posted with Green terminators, they all just came in one at a time with thunderhawks arriving in later turns, and got beat up. To be fair it was my opponent's first try against Krieg.
8 ) Go into base contact with the gorgons if the infantry are still inside, even if you are better in FF than CC and even if you can only lock one of the two Gorgon's men inside. That's 10 men kept out of the fight and so vulnerable to dying with the gorgon that the Krieg player should probably choose to take some hits on other infantry instead of 3 on the gorgon.
9) Clip the formation like you would any other large assault formation. That way even if one gorgon does make it in to FF range, at least you aren't facing the full 26 dice.
As requested, here is my 3000pt army list. It's evolved over time as I have got better at performing assaults (believe it or not, the Infantry Company in the photos above fought FOUR assaults in the first turn of that game), and thus has had artillery etc decline as the ranks of infantry have swollen.
MATT'S HOTH IMPERIAL GUARDREGIMENTAL HQ [525]
Death Korps Supreme Commander Darth Vader, 19 Death Korps Infantry, Siege Transports (2 Gorgons)
INFANTRY COMPANY [425]
Death Korps Commander General Veers, 19 Death Korps Infantry, Siege Transports (2 Gorgons)
INFANTRY COMPANY [425]
Death Korps Commander Apology Accepted, 19 Death Korps Infantry, Siege Transports (2 Gorgons)
3 Hydra or Heavy Anti-Aircraft Platform
3 Hydra or Heavy Anti-Aircraft Platform
6 Death Korps Rough Riders (with "scout" ability)
Shadowsword
Shadowsword
Warhound Titan
Warhound Titan
Warhound Titan
As a final note, I think that is a great army that suits me well but it isn't really the easiest force to use. I must be doing something right with my tactics to have made a situation where the guy using 86 Skorchaz isn't taking flak for an overpowered list
