Third and last game, against NetEA Death Korps of Krieg, which were very faithful to the background being tough as nails and never retreating and keeping moving forward, going through almost every rally or activation test no matter how bad the odds were.No Commissars were harmed in the making of these.

1450 POINTS
Death Korps of Krieg (NetEA DKoK 2.0)
INFANTRY COMPANY [375,BTS]
Death Korps Commander, 19 Death Korps Infantry, Fire Support Battery (6 Fire Support), Commissar
DEATH RIDER COMPANY [250]
12 Death Korps Rough Riders
HEAVY TANK PLATOON [325]
2 Macharius, Macharius Command Tank, Commissar
LIGHT SUPPORT BATTERY [200]
4 Quad Launchers, 4 Centaurs
HEAVY SUPPORT BATTERY [150]
3 Hydra or Heavy Anti-Aircraft Platform, 3 Trojans
DEATH RIDER SCOUT PLATOON [150]
6 Death Korps Rough Riders (with 'scout' ability), Commissar
DeploymentNetEA Krieg spreads out but going mainly for the left flank, with the Cavalry taking that extreme, leaving the right to their BIG infantry formation that goes on garrison and on OW. From my side i spread out around the center and my garrisoned like always on the Blitz Gunzmob, so i can answer to any threat as i was still unsure on what to do, seeing so manuy tough and threatening formations. The Qaud launchers took my attention the most, as it was shown later in the game they were devastating on infantry even with the countermeasures i put into action.
Turn 1. Orks get the initiative for the first time in the day.O: Stormboyz double to the forest on my left flank.
K: Quad Launchers sustain fire on the Stormboyz, killing four units breaking the formation, which chooses to stay in place.
O: Zzap Blitz doubles forward to the AA formation sinping them with the Supa Zzap, putting a BM on it.
K: Macharius double to Zzap Blitz, destroying one.
O: Fightas 1 ground attack AA formation, destroying some without suffering loses.
K: Scout Riders double forward, deploying in a fan formation in front of the Macharius tanks.
O: Fightas 2 ground attack AA formation, finally killing enough to break them adn this time alos without receiving loses. They chose to not withdraw.
K: Big Riders fail their activation and move.
O: Kult double to the left of the left flank forest, being careful of not being spotted by the Macharius or the Quads.
O: Soopa Blitz double in front of the Infantry BTS and they activate their OW, destroying one Gunwagon. Soopa Blitz answers by killing two stands of infantry. The photo is from the middle of the activation.

AA formation rallies
$"·%·?&$·%Infantry BTS rally
Big Riders don´t rallyZzap Blitz don´t rallyStormboyz don´t rally and i send them to the ruins in front of the Macharius to interfere with them.Turn 2. NEtEA Krieg get the initiative.K: AA formation probably shoots Zzap Blitz, destroying one, so they withdraw to beind the forest in the left flank.
O: Fightas 1 ground attack again the AA formation and break them again.
K: Quad sustain on the Stormboyz annihilating them.
O: Kult assaults Big Riders and win after two rounds. They consolidate back.
K: Macharius advance and shoot on the Kult, not killing much.
O: Soopa Blitz sustain fire on the infantry killing several more.
K: Infantry BTS marshall and remove, without dealing damage.
O: Fightas ground attack Quads destroying one.
K: Scout Riders advance and support the Macharius again in a fan formation, this time intermingling with them.
Macharius or Scout Riders get the OW from the Gunzmob but receive no damage.

Zzap Blitz rallies
Quads rally
-_-Infantry rally again
... sigh ...AA formation rallies again
$%·$%&(&$%()/Turn 3. NetEA Krieg get the initiative again.K: Quad sustains on Zzap Blitz, breaking them with a BM.
After this i finally finally give up on destroying the AA and Quads and focus myself on the objectives, by getting BTS and They shall not pass first and second contest the objective to the Macharius when i fail miserably on the first option. I had several opportunities to tie or even win this but i made at least three very bad decisions that cost me the game. on the other side I made some people laugh when a formation of Fightas survived the AA saving with several 6, and hitting later the small Cavalry formation with 3 6+.
About the activations i remember, in no particular order:
Soopa Blitz finally breaks Infantry BTS and gets the objective, but too late to get BTS as there are many stands alive.
Kult makes a suicide attack on the Scout Cavalry before the Macharius annihilates them and to stop them to get They Shall no Pass but badly calculate distances and get into support of the Macharius.
As my last action i stupidly make a double with the Gunzmob instead of a march to contest the objective and go or a fourth turn, but with a double i have to leave some units back, meaning that the unit breaks automatically from the units left behind and the activation loses any meaning.
The game ends in third turn with a victory for NetEA Krieg.ConclusionsWell, this was a frustrating game. I already knew well NetEA Krieg for its fame as a IG Units Compendium, as the army with most of the good units in the faction besides Manticores, Valkyries and Vultures, plus some new good ones, and the one with the biggest quantity of units to choose from but actually having to play against it on a tournament makes me see it in a different way. For example, almost every other artillery or AA formation in the game goes down with one dead or one point of damage, but this guys are impossible to supress by half of the ways i know. It is true that IG is one of the worst matches for Ghazghkull and this one is the worst IG one, even more as Ghazghkull and Speed Freks depends on the air more than any other faction, and it is also true that i didn't play well in this game and they rallied too well but this is still not fun to play and too powerful and reliable for the points. Even if the usual in Matt-Shadowlord place is to not use much cover and rely more on hills i cannot see the option of a transport as good as the gun emplacement. I am in the opinion to prefer a Earthshaker platform formation with vehicles a lot more than Basilisk vehicles: they don´t move (not a problem for this but can for AA) but has the same armour, are thrice as hard to break or destroy, can garrison (not much good for this case but makes wonders for AA (they can be placed so they cover the enemy deployment area stopping even Thunderbrick sniping lists which get shot before they can do it and cannot supress the AA except if there is an small amount), Medusas and Quads as they can be placed on the Blitz to make up for their shorter range), and they are even cheaper than their vehicle counterparts.
About Quads, i understand that they were kept like that in NetEA as they aren't used in tornaments because they are a niche unit, but when they find the right army they are devastating, as they can break even with average throws almost any basic bike or LV formation in the game save SM per turn, so they can get their points investment easily, which is very good even considering it is a niche and not fun for the opponent, lss when they dont have any good deepstrike capabilities. While not a niche unit, they remind me of the Overlords in casual games.
The fact that most of the army has FF5+ makes that even clippings not that easy as with other horde armies because they get more easily the +2 on size even after some softening, and its harder to get supprt as the army cover much area, and in this game there wasn´t any Gorgons which are the star of the army which would be worse.
Conclusions for the tournamentI want to come again. This was fun! Playing against so many new and good people and armies i never faced before.
About the changes, i don't understand why the Flamers' hasn´t been done on NetEA or UK for long, have to check the threads. The Gunwagons new armour value works well on making them a choice again over Flaks aside from for supressing and gives them a role while keeping the Flakwagons still a better choice, but it is only on BIG or 'Uge formations, as the old composition for normal Blitz is still better, so from the gameplay side they are a good change, even though doesn´t make much sense background wise and i am more of the mind of changing the Big Gun weapon to AP4+/AT5+ while knowing that it will never happen, so if we are to change them I advocate for the 4+ armour.