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  1. #1
    Senior Member lastspartacus's Avatar
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    death korp of krieg 501 regiment

    Death Korp Fighting 501 of Krieg.

    Doctrines: (think im remembering them correctly)
    Iron Discipline
    Die Hards
    Hardened Fighers
    Storm Troopers
    Rough Riders
    Heavy Weapons Platoons

    HQ-150

    Heroic Senior Officer w/ carapace armor, bolt pistol, refractor field, bionics
    4x lasgun
    1x mortar
    Medic
    master vox operator
    Iron Discipline

    Lascannon Sentinel w/ armored crew compartment, smoke launcher

    Elite-151

    5x storm troopers
    vet sergeant w/ power-sword, bolt pistol
    2x hellguns
    1x flamer
    1x grenade launcher
    vox operator

    5x storm troopers
    x3 hellguns
    x2 melta
    vox operator

    5x storm troopers
    x3 hellguns
    x2 plasma gun
    vox operator

    Troops- 675

    Infantry Platoon 1

    Command Squad
    Jr. Officer w/ bolt pistol, cc weapon
    2x lasgun
    1x plasma gun
    1x missile launcher
    vox operator
    iron discipline

    Infantry Squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x lascannon
    vox operator
    die hards, hardened fighters

    Infantry squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x lascannon
    vox operator
    die hards, hardened fighters

    Infantry Squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x missile launcher
    vox operator
    die hards, hardened fighters

    Infantry Platoon 2

    Command Squad
    Jr. officer w/ bolt pistol, cc weapon
    1x lasgun
    2x grenade launcher
    1x flamer
    vox operator
    iron discipline

    Infantry Squad
    1x shotgun
    1x flamer
    8x lasguns
    vox operator
    die hards, hardened fighers

    Infantry Squad
    1x shotgun
    1x flamer
    8x lasguns
    vox operator
    die hards, hardened fighters

    Fast Attack-334

    Hellhound w/ smoke launchers, extra armor

    Autocannon Sentinel w/ armored crew compartment, smoke launcher

    10x Death Riders
    veteran sergeant w/ power sword and bolt pistol
    2x meltas
    7x hunting lances, 7x laspistols
    vox operator
    die hards

    Heavy Support- 603

    Basilisk w/ indirect fire,

    Leman Russ w/ hull and sponson heavy bolters, smoke launchers,

    Heavy Weapon Platoon

    Command Squad
    Jr. Officer w/ storm bolter
    1x lasgun
    1x autocannon team
    1x plasma gun
    vox operator
    Iron Discipline

    mortar squad w/ three mortar teams, 3x lasguns
    mortar squad w/ three mortar teams, 3x lasguns
    fire support squad w/ three heavy bolter teams, 3x lasguns

    Total: 1988
    edited after suggestions

    Last edited by lastspartacus; June 14th, 2007 at 12:02.

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  3. #2
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    Quote Originally Posted by lastspartacus View Post
    in anticipation of the beautiful new death korp models, ive worked out a list, a vision if you will of the army i will purchase in the future, critiques very welcome
    keep in mind that while some points usage may seem excessive, such as armored crew compartments, this is both to go for quality over quantity in that buying many krieg models over points-costly squads would be expensive money wise, and also to make the army more krieg fluffy, as i see the army having close topped vehicles and other things, and as it would save on modelling the pilot. cut out the bassy being covered as its just darn alot of points!

    Death Korp Fighting 501 of Krieg.

    Doctrines: (think im remembering them correctly)
    Iron Discipline
    Die Hards
    Hardened Fighers
    Storm Troopers
    Rough Riders
    Heavy Weapons Platoons
    seem right to me, *checks* yup all correct

    Quote Originally Posted by lastspartacus View Post
    HQ-168

    Heroic Senior Officer w/ Power Fist, bolt pistol, refractor field
    3x lasgun
    guardsman with melta
    Medic
    Company Standard
    master vox operator
    Iron Discipline

    Lascannon Sentinel w/ armored crew compartment
    right you said fluff not so much effectiveness. well personally i think that the commander hiding with a mortar would seem better, though i can see with the death theme, perhaps a flamer instead of the melta means its a more troop to troop squad sorta leading the men on the charge. The medic doesnt seem to ring true with these death seeking nutters though. I understand the squads antitank nature but i think hardened fighters in here with a more close combat squad would seem fluffier somehow! sentinel seems fine.

    Quote Originally Posted by lastspartacus View Post
    Elite-211

    6x storm troopers
    vet sergeant w/ powerword, bolt pistol
    3x hellguns
    1x flamer
    1x grenade launcher
    vox operator
    die hards
    hardened fighters

    6x storm troopers
    x4 hellguns
    x2 melta
    vox operator
    die hards
    hardened fighters
    unfortunately stormies cant have doctrines so theyll need to be removed perhaps that means creating two squads like squad 2 (if you change the command that is) would make there be the same amount of units doing each job. other than that seems straight forward. fluff wise a do like squad 1 though it might be better being a full ten man squad.

    Quote Originally Posted by lastspartacus View Post
    Troops- 675

    Infantry Platoon 1

    Command Squad
    Jr. Officer w/ bolt pistol, cc weapon
    2x lasgun
    1x plasma gun
    1x missile launcher
    vox operator
    iron discipline

    Infantry Squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x lascannon
    vox operator
    die hards, hardened fighters

    Infantry squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x lascannon
    vox operator
    die hards, hardened fighters

    Infantry Squad
    1x shotgun
    7x lasguns
    1x grenade launcher
    1x missile launcher
    vox operator
    die hards, hardened fighters
    platoon 1 seems big fits the theme totally. like the shotguns although there is a little something id change bout the units to fit fluff. first off id take off the hardened fighters as thee are your mian fire line. fluff wise this still fits. due to lots of casualties these are the new draft. I also envision heavy bolters as a weapon of choice as per the codex i dont know where youd fit them in though. Perhaps in the command?

    Quote Originally Posted by lastspartacus View Post
    Infantry Platoon 2

    Command Squad
    Jr. officer w/ bolt pistol, cc weapon
    1x lasgun
    2x grenade launcher
    1x flamer
    vox operator
    iron discipline

    Infantry Squad
    1x shotgun
    1x flamer
    8x lasguns
    vox operator
    die hards, hardened fighers

    Infantry Squad
    1x shotgun
    1x flamer
    8x lasguns
    vox operator
    die hards, hardened fighters
    if the above are the new draftees, then these would be the vets of a couple of campaigns. i like the trench fighting set up.

    Quote Originally Posted by lastspartacus View Post
    Fast Attack-323
    Hellhound w/ smoke launchers, extra armor

    Autocannon Sentinel w/ armored crew compartment

    8x Death Riders
    veteran sergeant w/ power sword and laspistol
    2x meltagun
    5x hunting lances, laspistols
    vox operator
    die hards, hardened fighters
    not so sure about the hellhound while it fits theres something about it, perhaps another unit of riders? though this may stretch your money a little too far. sentinel seems ok though multilasers are a better choice IMHO also from what i remember they seem fluffier.

    Quote Originally Posted by lastspartacus View Post
    Heavy Support- 618

    Basilisk w/ indirect fire,

    Leman Russ w/ hull and sponson heavy bolters, smoke launchers
    Bassie cool v. fluffy but the russ hmm. Kreig had its own variant of the russ so you might look into that it was the ragnorak if i remember rightly. you might want to just convert your russ to look like one itd be easier than a vdr style build.

    Quote Originally Posted by lastspartacus View Post
    Heavy Weapon Platoon

    Command Squad
    Jr. Officer w/ storm bolter
    2x autocannon teams
    Iron Discipline

    mortar squad w/ three mortar teams, 3x lasguns
    mortar squad w/ three mortar teams, 3x lasguns
    fire support squad w/ three heavy bolter teams, 3x lasguns

    Total: 1995
    seems good glad youve got the bolters in there. one problem is that the comand can only have one heavy weapon team. other than that fluffy in the extreme.

    Quote Originally Posted by lastspartacus View Post
    wow that took me hours to get down pat, how is it?
    points correct and competative i hope, i hope to have enough for a 2000 points game or less, what do you think of the list? be very critical of its fluffyness, as thats a major part of why im making the list, and its...winability?
    the list seems fairly competetive im a bit worried about the command squad getting killed off very quickly as you have less officers than normal (though this works very well fluff wise)
    the first platoon doesnt seem fluffy enough yet although to change it to much might cripple the armies effectiveness. The sentinels are a good choice but if you look into the fluff on kreig they used little tanks. how to build these is on the american GW homepage and i think would make the army a little more fluffy. I've already mentioned about the russ. You might consider looking through the epic kreig army to get a feel of the unit variations aswell.
    I notice you havnt found a place for the twinlinked heavy stubbers. these are such nice models and fluff wise fit in so well itd be a shame not to squeeze them in somewhere!

    All in all i like it a few tweaks and careful planning around the vehicles and i think this will be a really nice army.

    good luck

    A

  4. #3
    Senior Member lastspartacus's Avatar
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    thanks so much for the input.
    man i relooked the rules and its a SHAME you can't use doctrines on stormies, don't see why you couldn't! it does say for die hards that guard infantry is what its used for,
    but maybe hardened fighters?

    also, on the medic. i know they are all about martyrdom but i figured maybe they would want their heroic leader at least living? i dont know if they are martyrs to the point that if they are wounded they will keep going without trying to heal?

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    Quote Originally Posted by lastspartacus View Post
    8x Death Riders
    veteran sergeant w/ power sword and laspistol
    2x meltagun
    5x hunting lances, laspistols
    vox operator
    die hards, hardened fighters
    You can't give hardened fighters to rough riders which I think is very unfluffy in this case.
    Also, I've seen people say you can't mix lances with special weapons (they say the whole squadron has to replace their weapon with a lance) but I'm not sure on this myself - the wording can be taken either way. Otherwise, the list looks good. Personally I would prefer more line infantry, but thats taste more than anything. Like you I am also plotting a DKK army, so I wish you good luck in your attempt!

  6. #5
    Senior Member lastspartacus's Avatar
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    dang, reread the doctrines rules. its INCREDIBLY unfluffy to say that a sentinel can be a hardened fighter and not rough riders?
    and why cant stormies have certain things? they are a big part of krieg fluff and you're telling me they are DSing behind enemy lines and possess none of the skils the average guardsman has? bah!

  7. #6
    Mr Commisar to you Commisarlestat's Avatar
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    i discovered that today aswell as the rough riders not benefitting form the second hand weapon attack! grrr. wish they could have close order though thatd be I6 on the charge take that genestealers! well they say that people suddenly forget the complete 1000's of years old martail traditions when talking down a vox. some of the dotrines have really been ruined. Also notice that stormie sarge dont have the option of a hellgun they have to have a hellpistol!!!

    There should be stormie only doctrines though. They can get deepstrike and infiltrate they just need some combat potential.

    A

  8. #7
    Senior Member lastspartacus's Avatar
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    ive updated and made some changes, some based on suggestions from you guys.
    what do you think?

  9. #8
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    Loving the new setup. seems really good. there are a couple of things though.

    1. the medic in the command now you havnt got any plasma doesnt seem very worthwhile. as your list doesnt really need the extra points id leave it for now but if you do need some extra this is where id look.
    2. the rough riders have 1 man with just pistols it says. im pretty sure its a typo just thought you might want to know!
    3. the platoon command for the heavy weapons has two heavy weapons teams. this is actually illegal (apparently). As a command can only have one team. Id ask around your regulars and see if anyone minds the interpretation before buying the models!

    other than that good luck and happy gaming!

    A

  10. #9
    Senior Member lastspartacus's Avatar
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    See I kept the medic merely for survival purposes. Ive changed the role of the hq squad.
    i couldnt find a real niche for them in the battle field and then realized, with that expensive master vox i didn't want them rushing at anything, so i opted to cut back on points, stick a mortar on em, and have em hide behind the lines giving morale support as it were.
    yes that was a typo of mine, i fixed it thanks. and yes i changed the heavy weapons error as well. With the points i have left i could upgrade most of the grenade launchers to either plasma or meltas, which are far better options, but grenade launchers are so kriegy doncha think?

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