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Death Korps of Krieg 500 points (competitive)

6K views 2 replies 2 participants last post by  xDETHx Turtle  
#1 · (Edited)
Seeing another Krieg army list on the forums, I thought i'd throw mine up for you to tear to shreds :). Aside from the use of the Siege Regiment Army List, which is downloadable as a PDF file from Forge World, there is nothing else funky going on. Standard Force Organisation Chart for Standard Missions. I swear this will be the last 500 point list I throw at you, the next will be 750 :D. Anywho, I will put the list below and attempt to explain its oddities after.

HQ

Company Command Squad
: Regimental Standard, Vox Caster, Twin-linked Heavy Stubber
95 points

TROOPS

INFANTRY PLATOON

Platoon Command Squad
: Vox Caster, Two Flamers
55 points

Infantry Squad: Vox Caster
65 points

Infantry Squad: Vox Caster
65 points

Heavy Weapons Squad: Three Autocannons
80 points

Heavy Weapons Squad: Three Autocannons
80 points


Death Korps Engineer Squad
60 points


Total: 500 points

Right, the thought process behind this (I haven't used it yet) was to place a HWS in each Infantry Squad. This is possilbe using the Siege Regiment Army List, as both IS and HWS have the Combined Squads special rule. This gives me 3 Autocannons in each squad, protecting them from incoming fire with ablative wounds. On top of this, the 3 Autocannons recieve a 'free' Vox Caster meaning I can easily issue "Bring it Down" to both squads every turn, allowing me to fire 6 Twin-linked Autocannons against approaching transports. The PCS is there for some anti-horde if they get close and to start issuing "FRF!SRF!" if it gets really hairy. CCS issues "Bring it Down" and bubblewraps everyone with the Regimental Standard. The Engineer Squad was mainly filler, as I couldn't afford a second Platoon. They can have a similar role to the PCS though, I can sacrifice this 5-man unit to a close assault unit then annihilate the enemy with all the firepower I have.

Well, thats all the theoryhammer and mathhammer ive got, so now i'm asking you guys for a hand. I'm hedging my bets a little that the Autocannons can destroy the enemy vehicles. Alternatively, I considered dropping the Twin-linked Heavy Stubber in favour of upgrading the second HWS to 3 Lascannons just in case. What do you guys think? All comments and criticism are welcome.

Cheers!
 
#3 ·
Thanks for the reply, six Autocannons may be a little over the top, but my buddy's Grey Knight list does have two Razorbacks and a Psyrifle Dreadnought at 500 points. Another variation i had of this list was that i dropped an Autocannon HWS and upgraded the other one to a Lascannon HWS. I then dropped both Flamers on the PCS and the twin-linked Heavy Stubber. I replaced all this with a Heavy Quad Launcher and a Centaur Dedicated Transport.

Relatively similar to the one shown above, but i couldn't help myself and i had to take the Thudd Gun and the Centaur, they're just too cool. Reasoning was the Quad Launcher replaced the anti-infantry provided by the Heavy Stubber and Flamers and the Centaur could be used to move the Quad Launcher if absolutely necessary and contest/capture objectives late game, as it does have an 18" move. Hopefully i'll be able to have a game against those GK i mentioned later on this week. Thanks again.