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Help with Death Korps lists

PostPosted: Thu Feb 09, 2012 4:19 pm
by Cptn_Snuggles

I'm already thinking post-Adepticon. I have had a bunch of Death Korps models that I need to either start painting or get rid of. Whereas I will be spending the extra time making these look really nice, I would rather not get my butt kicked. Can you help me build up an 1,850 and 2,000 point list using standard Guard rules with these model recommendations?

- Must incorporate some Rough Riders
- Mainly infantry but can include storm troopers and veterans
- Only tanks are artillery pieces or modeled emplacements. I will model these appropriately but this means the only tanks I want are: Medusa, Griffons, Basilisk, Hydra, and armored sentinels (I think they'd make cool looking trench walkers).


Re: Help with Death Korps lists

PostPosted: Fri Feb 10, 2012 7:58 am
by Chubs
Chimera.... Yes or no?

Re: Help with Death Korps lists

PostPosted: Fri Feb 10, 2012 10:36 am
by Cptn_Snuggles
I wish (since they rock) but no chimeras.


Re: Help with Death Korps lists

PostPosted: Fri Feb 10, 2012 10:39 am
by Cptn_Snuggles
I wonder if an al'raheim might be a good proxy to get some of the infantry to outflank?

Re: Help with Death Korps lists

PostPosted: Sat Feb 11, 2012 8:53 am
by Chubs
Have you considered creed?

His 4 orders , his special order, and his longer range could help you dismounted army. Plus he can out flank a unit, doesn't have to be troops but it can be.

Also, I'm not a big fan or weapons team but I have seen them but to good use in large numbers.

Armoured sent with plasma cannons are fun. And i think that's what you are going for? Right?

Re: Help with Death Korps lists

PostPosted: Sat Feb 11, 2012 10:42 am
by Generalissimo_Fred
If you take Creed do you need to pay the 50pts for the CCS and then the 90pts for Creed? or do you just pay the 90pts for Creed and that's it? I don't know. Creed can be very cool in an infantry list because his order range is 24" and you test for his orders on leadership 10. He can give anything scout - and thus outflank - but that works best with the Hellhound varients and possibly rough riders, but not always.


HQ - Straken (or the Death Korps equivilent - time to show us your modeling power!), 4 grenade launchers, 2 bodyguards - the ultimate IG counter assault unit. The grenade launchers give it something to do when moving into position

EL - 10 Psyker Battle Squad - These threaten to run units off the board and add a long range pie plate

TR - 10 Veterans, 3 plasmaguns, missile - originally in a Creed list with different weapons to outflank, but now they are just a big threat
TR - PCS, 2 snipers, mortar - I thought about 4 snipers, but the mortar allows you to be out of LOS and still cause pinning checks
infantry, autocannon, meltagun - These 5 infantry squads are all over the place to give to more modeling opportunities. One thing they all do is shoot down dark eldar skimmers at 48"
infantry, autocannon, meltagun
infantry, lascannon, flamer
infantry, missile, flamer
infantry, autocannon, flamer
HWS, 3 autocannons - These were lascannons teams with creed, but ac is better with stracken
HWS, 3 autocannons
SWS, 2 flamers, demolition charge - your 'counter charge' to enemy units in your lines
SWS, 2 flamers, demolition charge

FA - Armored Sentinel, plasmacannon - This can threaten dismounted MEQ and can tarpit assault threats
FA - 10 Rough Riders - because you want them, but they work better with Creed

HV - 2 Medusa, 2 armored crew - rain down big templates and make people come to you.
HV - Medusa, breacher shells - for that one Land raider that must be killed
HV - 2 Hydra, camo netting - these guns are mounted high enough to have the chasis behind a medusa and still fire. 3+ cover with the netting

For 2000pts I would throw in a 3rd armored Medusa or a Veteran squad with 3 plasmaguns and forward sentries.

You really have to outshoot everything in the game with this list. Everyone has to be forced to come to you or it won't work and that includes mech IG. At first I had the Tactical Genius in here, but Creed and Kell are 175pts with no upgrades and up to 240pts with special/heavy weapons. I don't think Straken needs Rough Riders and he's better at counter charging than the rough riders. Stricken is your very own ws 5 str 6 monstrous creature who gives everyone within 12" furious charge. Creed might be better with the Rough Riders, but he's more expensive and you need all the points you can get to squeeze in more shooting.

What I like about this list is the diversity of units. You don't have a lot of spam going on here and no more than 2 units are ever identical. There are a lot of great modeling opportunities here and many ways to customize your force. On the downside I don't know if this will work on the tabletop, but your games will take a long time and you will need to understand all your units and sight lines and deployment in depth to make sure you are not rolled up in assaults. Welcome to the world of IG footslogging.

Re: Help with Death Korps lists

PostPosted: Sun Feb 12, 2012 10:53 am
by tulkasulmar
What to take in an All Infantry DKoK Army w Artillery Emplacements and the use of Rough Riders, Sentinels, Stormtroopers and Veterans.

Veterans do not usually work unless they are mobile. 10 man squad, specialist and expensive, can be easily dispatched w 1 volley of fire.
You can take Creed and give this unit Out-flank to make them viable.
Or take Forward Sentries for your Veterans to get them to Infiltrate. But makes them even more expensive.

Psyker Squad needs an Armored skirt, or they too can be deemed ineffective with the loss of a few of the Pyskers. 1 good volley from the enemy will strip their ability to Weaken Resolve your Opponent.

Rough Riders should work, since you will have a lot of soft targets the enemy can choose from. Keep them in reserve to have as Counter units.

Stormtroopers can work also, have them drop from the sky to take out Armor close up.

Sentinels will look awesome in a DKoK list. Out-flank them to keep them alive.

Taking loads of Infantry, you should consider taking a lot of Heavy Weapon Squads. Take a lot of Autocannon Squads, and some Missile Launcher Squads. Having a lot of HW Squads will keep your Opponent busy.

Platoon Command Squad take w Grenade Launchers, make them cheap.

Take at least 1 Blob Squad w loads of Sgts w PW. Also take a few Meltaguns with the Blob Squad in case any Armor gets close enough.
Shoot and take down the vehicle, and you can charge the enemy within.

All regular Squads take Meltaguns in case you have to pop any armor that gets close.

You can take a few Squads w a Lascannon sitting in the back. You can get lucky taking down a vehicle if you can give the Unit the 'Take it Down' Order.

On what Special Officer to take:
Creed gives you 4 Orders to give out a turn and he has a 24" range. And he has 1 of the best Orders out there, 'For the Honour of Cadia' which gives the Ordered unit Fearless and Furious Charge. Blob Squad with this Order can sit nicely on an Objective. Have a Commissar and Sgts w PW and they can easily dispatch any opponent.
As I mentioned above, he can make one of your Units Out-Flank.
On your question if you need to take a CCS and Creed, yes you have to have a CCS and then pay the points for Creed. Just load his unit cheaply, take Bodyguards to give you more wounds. And even take some Grenade Launchers to give the unit something to do, after giving out Orders.
The DKoK Command HQ Commander looks great as Creed. Almost have the same pose.

Straken best to take w 2 bodyguards. As Chubs mentioned above take Grenade Launchers for the Squad. I would consider a Standard too. Since his unit will be moving with the rest of your Army in order to untilize his 12" bubble of his Special Rule 'Cold Steel and Courage' to make units within 12" have Counter Charge and Furious Charge. Straken himself can be a great counter unit.

Capt Al Raheim, can work by giving one of your Platoons Out-Flank.

Never leave home without Marbo, since you will be a very slow moving Army.

I generally would never Squadron Armored units. Hydras and Griffons you can since they are cheap enough. If you are going to take Medusas, then take a lot of them. With their Armor 12, they are just too easy to take out. Since you will not have many other Armor for the Enemy to worry about.
I guess it will be take all or none of Medusas.
This could also work, 2 Hydras and 2 units of 2 Griffons. Very Cheap and can take on light Armor. You will have to load up on Missile and Lascannon Heavy Weapons to assist on the heavier Armor.

Good luck with the DKoK.


Re: Help with Death Korps lists

PostPosted: Tue Feb 14, 2012 2:06 am
by GregSwanson
If you are going to take a psyker battle squad I would use a chimera you could use it as an redoubt with a heavy bolter and multi laser or auto cannon emplacement and it would ft in you theme.

Re: Help with Death Korps lists

PostPosted: Tue Feb 14, 2012 6:43 am
by Generalissimo_Fred
The trick with walking psykers in an all walking IG list is that most people have few weapons to reach them across the board. Long Fangs and another IG list come to mind as being able to shoot psykers at 40" across the table and both of those lists should be shooting the Medusas instead. DE can reach them, but they aren't as effective against DE and Brian doesn't want any chimeras.

Brian look up the Whiskey40K blog online. Mike Brandt has been using a footslogging IG list for quite a while and he has it refined down to a science.

Re: Help with Death Korps lists

PostPosted: Thu Feb 16, 2012 2:19 pm
by Cptn_Snuggles
Guys thank you so much for the insight. As soon as Adepticon gets close to wrapping up I'll start putting the lists together. I would love to do Chimears but I already have a generic guard army that takes advantage of that, I figured I can make the DKK more of a themed list.

Thanks again!

Re: Help with Death Korps lists

PostPosted: Mon Feb 27, 2012 12:54 pm
by fattimus_maximus
Brian, give me a call about this one, did this list for over a year can help you out.