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Hello everyone, im new on the forum, i was looking for more info's and experience from others who have gathered experience with the Death korps Siege list.
I made my first 1500pt list today, my goal behind it is to represent the spirit of the Death Korps, the Focus on Artillery and Infantry, but also including the units that are caracteristic for the Death korps.
Secondary focus was on game effectivness, and thats where id like to hear ur comments and opinions, if u think this army could pull off some decent games or mostly go under. I really want to play this army first for the feel and background of it, and secondary for its effectiveness. I didnt go crazy on extra equipments for the squads, because i wanted to pack as much artillery as possible while still keeping enough infantry and the specialized squads.
-Coy command Squad
Master of Ordnance
3 medicae servitors
HQ tot. 185pt
Centaur w. Extra armour
-1 Heavy Quad Launcher
-1 Heavy Mortar
Elite tot. 255pt
-Plat Com Squad 1
-Infantry Squad 1
-Infantry Squad 2
-Infantry Squad 3
-Plat Com Squad 2
-Infantry Squad 1
-Infantry Squad 2
-Heavy Weapons Squad
-Engineer Squad (8 engineers)
Hades Breaching Drill
Troops tot. 665pt
2 Earthshaker 150pt
1 Medusa 100pt
1 Bombard 145pt
Heavy Support tot. 395pt
(i didnt list the free Centaurs and Trojans that come with the Artillery)
Total Points 1500
Short Summary of approx. Armament
Las Gun 57
Gren launcher 3
Heavy Stubber 1 ( plus 3-5 from the Artillery towing centaurs and Trojans )
Heavy Quad Launcher 1
Heavy Mortar 1
Melta Cutter 1
Ordnance Master 1 (counting his arty attack )
So en resume maximum Artillery/blast Output during one Turn would be 8x3", 5x5", 1x7" total
Im aware that im not too strong on Antivehicle equipment, but i gave more weight to more troops then specialized equipment. Anti vehicle: 3 Lascannons, 2 Melta weapons, 1 melta bombs
What do you think of the list? I think i have all the specialized Units of the death korps included, as far as thats possible with 1500 points (not having the Deathriders i know), while still keeping a list that in my opinion should be able to do some damage.
Any inputs and thoughts are most welcome, please point out any weakness that you can spot.
Last edited by Mike87; January 20th, 2012 at 01:22.
Inf squads can take banners and powerfists. I'd issue 1 banner per blob and as many fists as possible to bump up the combat performance. I don't know how that goes with your fluff goals but banners look awesome and Krieg infantry are CC focused so powerfists do make sense. Maybe take them in the PCSs?
I find the Centaurs tend to get blasted if you can't saturate the battlefield with armour. If you're not taking several then I'd drop the Grenadiers entirely, they're overcosted for what they do and it's tough to keep them protected. They do look really awesome though, I love the Centaurs. Another engineer squad would do much better. Those guys are just nasty.
With the heavy support, I'm not a great fan of the Earthshakers. The Medusas are just better in every way. The bombard is also pretty bad due to its slow rate of fire rule. I'd just stick to Medusas unless you really really love the other models.
Last edited by Korona; January 20th, 2012 at 02:24.
Copy, Improve, Innovate
Thanks for the answer, its really appreciated!
The idea with the fists is great and i thought of it too, i think ill expand individual squad equipment when im moving up to 2000. I was thinking about adding another engineer squad, they seem to be really effective in combination with the drill.
Uh, i cant drop the grenadiers, theres just way to much fluff about them, im currently reading The siege of Vraks, and those guys are just a must-have, be it for the awesome model or the background behind them. Besides Grenadiers are supposed to die first, so im cool with that, and if sometimes they pull off a little stunt id be be really happy ^^
Im taking the centaurs because they come free with the arty, they wouldnt be a primary choice either if i had to invest points into them. But i think they can come in handy, additional transport capabilities, the Stubbers, and mostly that my opponent has to think about a couple Vehicles more facing him.
Mhhh Earthshakers would do fine i think, Strenght and AP are sufficient for SM's, and the 25pts are the difference to the medusas that mattered to me in this occasion. And i love the Flak 88 look of the earthshakers.
With the bombard im torn too, its a great model to look at, but i think you can grow frustrated if it fires first turn and gets blowed up on the third, shooting just once -_-
Thanks again for your comments, i see how your suggestions would improve overall perfomance, and ill think about it some more today.