Death Korps of Kreig Revision 1.2
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Death Korps of Kreig Reference Sheet 1.2
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[b]What's new:[] Death Korps Infantry have regained CC5+
[] Gorgons have increased to 200pts
'Following a recent playtest, I will be changing this stat. The Infantry will be regaining their CC5+, as the intention in the raft of changes proposed was intended to make the Infantry/Gorgon formation better balanced, not to reduce the viability of the infantry formations on foot. Having them drop to CC6+ while still carrying just 1 heavy stubber per 20 stands meant the wrong part of the formation was being punished (IMO). Anyone brave enough to run these guys on foot deserves our support and respect '
[] Mortars down to 25pts
This is linked to the Gorgon increase. IMHO free was too cheap, but a 1 shot weapon costing a third of a howitzer formation was too high. A better cost might be Gorgon 190 Mortar 35 but I am trying to avoid inconvenient numbers.
[] Trenchworks gain 20cm of Razor Wire
A small boon to an uncompetitive choice at 100pts for a non-formation
[] Trenches and Razor Wire must be deployed in contiguous segments of at least 20cm in length.
Rather than potentially scattered all over the place.
[] The standard Death Strike Missile Launcher is in the list, with the option to change it to the new weaker Silo for +25pts.
They are functionally identical, except the silo gets 4+ (not reinforced) instead of 5+ armour in exchange for a 25pt higher price tag and becoming immobile. This is just 16% more likely to stop a hit than a Steel legion DS, so imagine it as a dug in launcher rather than the super heavy silo of the past. It is nothing like as survivable as the old silo; in the most recent playtest it was killed in an assault by 6 Tau stealth suits before it even got to fire fight
.
[] Death Korps Death Riders get the standard Rough Rider profile (lower armour, EA)
[] Death Korps Death Riders go up in price by 50 points. Death Korps Rough Riders purchased as a Core formation lose Scout and gain Walker
They no longer get a price decrease for being a larger formation (it is now simply 6 for 150 or 12 for 300). Scout is better than Walker, but firstly core formations with scout can be problematic, and secondly Walker gives them a form of differentiation that really suits their 'cavalry charge' role. It was great fun in a test game, and a unit I'd love to see a lot more play. I hope people will give them a try.
I am well aware this doesn't cover everybody's wishlist for changes, but still consider this to be a fully playable list. In fact I hope to play some games
against it in a campaign and tournament that are starting here soon.
Watch this space for battle reports --- and please feel free to take it out for a spin and add your own!