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Tuesday, February 10, 2009

2000 Pt Death Korps Krieg Siege Army

HQ: Command Squad (264): Heroic Senior Officer (Carapace Armour, Refractor Field, MC Pwr Weap, Plasma Pis, Medallion Crimson); Ensign (Plasma Pis, CCW, Carapace Armour, Regimental Banner); Watchmaster (Carapace Armour, Plasma Pis, CCW); 2 Guardsmen (Master Vox, Melta Gun); Frag Grenades
HQ: Anti-Tank Squad (125): 3 x Lascannons
HQ: Anti-Tank Squad (125): 3 x Lascannons
 
Troops: Engineers (165): 10 engineers; gas grenades, mole launcher, vox, demo-charge
Troops: Engineers (165): 10 engineers; gas grenades, mole launcher, vox, demo-charge
Troops: Hades Breaching Drill (50)
Troops: Hades Breaching Drill (50)
Troops: Command Squad (190): Heroic Senior Officer (Same as other); 4 Guardsmen (Vox, Melta Gun, Heavy Bolter)
Troops: Infantry Squad (111): Veteran Watchmaster, Vox, Melta Gun, Frag Grenades
Troops: Infantry Squad (111): Veteran Watchmaster, Vox, Melta Gun, Frag Grenades

Elites: Heavy Mortar Battery (239): 4 Heavy Mortars; 1 extra Crewman each; 1 w/ Smoke Shells; 1 w/ Siege Shells
Elites: Quad Launcher Battery (131): 1 Quad Launcher, 2 extra Crewman; Centaur  (Smoke Launcher, Extra Armour)

Heavy Support:
Medusa (137): Indirect Fire, 2 extra crewman
Heavy Support: Medusa (137): Indirect Fire, 2 extra crewman 

Points: 2000 Scoring Units: 5 KPs: 14/17 (not sure if the Mortars are 1 ea), 16 (Hard Boyz)

Tactics

So you have tons of artillery. The Medusas are the best, hide them at the beginning. Indirect Fire the crap out of your opponent.

Heavy Mortars are next, set them up with fields of fire on objectives. Demolish your opponent. Use the smoke to cover your infantry and the siege to take out hardened positions. 

The Quad Launcher is a mobile piece. Since it fires two out of three turns, you should fire twice and then move it if you want to support something else. The centaur can always move as long as you aren't immobilised (or destroyed) and it should pop smoke at the end of its move to cover your reloading quad launcher and crew.

The Anti-Tank squads are their to provide some more heavy punch. The artillery it best against hordes of infantry. Use these guys to take out enemy armour, which is the biggest threat to your artillery.

The Command Squads and Infantry Squads are to advance and fight under the cover of the ordinance. Most have frag grenades. The Command Platoon CS can even hit heavy infantry rather well with 3 plasma guns, a melta, regimental banner, and power sword. The other has a heavy bolter so it can squat an objective and cover itself. All have meltas to deal with pesky things such as Monstrous Creatures and Tanks.

The cool things are the 2 Hades drills and Engineers. Deep Strike under enemy held objectives for a 5 in blast that does S 10, AP 2, Power Weapon, Melta Attacks. Good Golly Miss Molly. It is brutal. These things then have a melta gun and are S 10 to ram vehicles. Plus the turn after they arrive, the engineers show up. As all Krieg are WS 4, these guys come up and storm the objective with their shotguns, gas grenades (which can even kill those annoying Plague Marines if you roll well) and demo charge. Since they aren't deep striking and just follow the drill the turn after it arrives, they can assault when they show up. It is like a flank march into the middle of the table. The mole launcher then helps them hold the objective, as well as that hades drill rampaging around.