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Good reply Nico. Would this be running counts as Krieg models? With how varied the game can be now I think there isn't much point in worrying about how a list has aged - just be aware of how it'll impact you and carry on.
They're really fun to play, but I can't as-yet offer much in the way of advice. Hey guys got a couple of qs about the Krieg Assault Brigade and their toys, couple of rules ones and some general stuff. Does that mean that if the unit being charged passes its morale check and gets out of the way of the charge, it still suffers those hits? Magic number for batteries? I was thinking 3 of each but that'll eat through Heavy choices fairly quickly and I won't have the troops to defend them.
Several cheap platoons, or give them decent equipment because they might get to use it several times? On paper it seems like it'd get knocked out really easily, but then if any one of those shells lands in the right spot, it'll destroy MEQ troops. Cheers guys. The Hades Breaching Drill is sad because while you do cause the stated damage and move models away, the Drill model is longer than the small blast marker so you can still mishap and lose the whole thing. RAW is that -1 to pinning test only applies if you make them pinning through orders or some other effect.
The Renegades and Heretics list gave their list's version pinning. Bigger the better as they are not that terribly expensive. I run three Heavy Mortars because that is all I own, but I am planning on purchasing a fourth for my battery. With three to five crew per gun and one to four guns per Heavy Support or Elite if you ally in a battery from the Siege list , you can really stock up on the template love.
One of the wonderful things about Krieg is that against shooting they are not taking morale checks for losses and the field artillery is an artillery unit so it is T7 that can find easy cover saves so you need only keep three guys behind the guns, the rest of the crew in front and as long as you are not assaulted, you will be a very tough nut to crack.
Allying in a battery of Thudd Guns from the Siege list is not a bad idea either. The Heavy Mortars are better in the Assault list as carcass shells are wonderful.
Ignores cover and shred for the cost of five points and gets hot really is nice. Forlorn Hope really cries out for minimum sized platoons, a Command Squad and two Infantry Squads only. With that in mind I prefer to run one platoon with a pair of plasma guns, one with a pair of meltaguns, and one with a flamer and grenade launcher with the special weapons on the Infantry Squads.
Then stay close to your edge and recycle to your enemy cries out that you out "we'll be back" Necrons. I ignore my objective and rely upon the fact that by staying out of cover with the infantry platoons and bunching up to maximize losses from templates, I can get loads of free units pouring into my deployment zone just in time to replace the slaughtered defenders of the non-recyclables.
With a large amount of your own artillery, you can easily manage to scatter on to your own units to clean up stragglers your foe is ignoring so you can get new platoons, so do not hesitate to "accidentally" shoot your own men. Do not underestimate large numbers of disposable men that can return the turn after they're killed; you can really make it a war of attrition that your foe will be hard pressed to survive.
Large numbers of artillery supported by hordes of infantry are definite Krieg hallmarks in the fluff. The minimum range is only for firing indirectly, so you are still free to direct fire within it. That means your foe might be able to hide behind ruins for a cover save As a vehicle it can be a soft target unless you load up on them, which the Assault list allows, but even one tucked away in a corner is good. A way to ensure that you have line of sight blocking terrain to your Colossi is to take a Fortress of Redemption.
Deploy it in one of your corners with the Colossi and artillery behind it and let the massive bulk of the fortification protect them for much of the game.
Euryalean Stoneborn. Sign In Create Account. Welcome to The Bolter and Chainsword Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more.
And after taking a look at them I can honestly say that I am really enjoying the idea of running an army of Grenadiers in Chimeras. Granted they do have some drawbacks in terms of points and the lack of certain vehicles and weapons such as Vendettas however they do still have access to Medusa's and they get Chimeras with Autocannon turrets, which is awesome.
That being said do you guys think these would make a good army in 7th edition or would it be more of a fluff list? Anybody who plays this list please feel free to share any tactical advice on running a list with these guys.
Posted 12 April - PM. I play this list but I inly have one squad of grenadiers. They are tons of fun to play. The list as a whole is overpriced for 7th edition however so you'll struggle to be competitive since its like building lists with a few hundred point handicap.
Or it could just be that I'm not that good and I exacerbate the problem by including fluffy but ineffective stuff like power swords on officers in my lists. I say try it out. No matter what it's a really fun list. Posted 13 April - AM. Sign In Register now! I've forgotten my password Forum Password. Remember me This is not recommended for shared computers. Sign in anonymously Don't add me to the active users list.
Warhammer 40,000/6th Edition Tactics/Imperial Guard/Death Korps of Krieg Assault Brigade
Imperial Armour Fall of Orpheus re-introduced us to the Death Korps of Krieg in the form of a new and separate army list called the Assault Brigade. This list messed around with the previous "Siege Regiment" army lists, moving a few units from here to there and adding a few more. Generally this Assault Brigade is much more competitive than its predecessor, including previously missing units such as flyers and chimeras. However, if it's fluff you want, the Siege Regiment list still reigns supreme, being designed specifically with regards to the number of men that can be fielded at any one time, whereas here they're more expensive but have broader application. This list also includes it's own set of krieg Orders, similar to those of the Imperial Guard, as well as it's own warlord trait table. They can pump out a decent number of attacks, even using their Unwieldy hunting lances, and a unit of five to ten models is great for picking off enemy flankers even after the lance is spent.
Death Korps of Krieg
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Death Korps of Krieg: Assault Brigade in 7th Edition.
Hi, new to the forums but I had a question that I would like to see if it can be answered. Everything in the brigade is 40K approved and is an extension of the main IG rulebook for rules that are not explicitly stated to being specific to the DKoK. With that being said it does look to me at least that it is a branched off Codex that is 6th Edition worthy of playing and using. Is there any plans of Lone Wolf or any of the volunteers that help pump out the files to make a sub-Imperial Guard section for the Death Korps of Krieg: Assault Brigade? Being their own book within an IA book pretty much. Any suggestions or ideas everyone has would be great!