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Warhammer 40,000/Tactics/Death Korps of Krieg(8E)
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===Pros=== *Versatile and strong vehicles. *Sgts who can actually take lasguns AND have BS3+ - apparently the DKOK are ''more reasonable'' than every other regiment (although odds are you still probably want the chainsword as well) *You have numerous advantages over standard IG - infantry that are immune to morale tests caused by shooting (which is especially useful in a shooty meta) and have WS3+, which means you are almost impossible to budge off objectives. You also have access to unique units like Combat Engineers, Grenadiers, Deathriders, and various flavors of artillery. *DKOK Field Officers are the cheapest HQ choice available to IG, bar none, and unlike normal JO's they don't consume a valuable Elites slot. *Deathriders are possibly the ''best'' assault unit available to IG, short of Bullgryns, and put Rough Riders to shame. Hell, they put even ''Death Company'' to shame. *Although legit models cost an arm and a leg recast DKOK are very easy to find online (and amusingly are sometimes higher quality casts than Forgeworld, with less bubbles, warping, flash, etc. YMMV). Thanks China. *DKOK make excellent visual stand-ins for Armageddon Steel Legion, or vice-versa. Which is great because one of your only sources of re-rolling 1's is Yarrick. *Hordes of infantry that can be buffed with force multipliers such as Commissars, Astropaths, Priests, and all Commanders. *Dirt cheap troops means you can laugh off the loss of cheap guardsmen whereas an elite army cannot. *The removal of platoons means you can get rid of some minor taxes. A little bit of points go a long way. *Laughably easy to amass command points in a brigade detachment or multiple battalions due to dirt cheap units. *The new Strength/Toughness and AP mechanics tend to favor hordes, as does the removal of templates. Your opponent won't get more than 6 hits from a flamer or heavy flamer, you actually get a save against both, and that heavy flamer only wounds your boys on 3s. *You're the best ally army in the Imperium, bar none. It doesn't matter if you're bringing Space Marines, Sisters, AdMech, or [[Brood Brothers|Genestealers]]: you open more doors for more armies than any other army in the game, whether with long-ranged fire support, cheap bodies, or badass flyers. *Let's state the obvious: Guard is by far one of the strongest armies in the game right now, right up there with Marines, Tyranids, and Death Guard. All those Eldar, Tau, and Necron players who cheesed their way through easy victories with Decurion detachments, Wraithknight spam, and markerlights are crying crocodile tears about how tricky Guard is to counter this edition. You're not invincible, but you are ''very'' point-efficient, and have probably the highest heavy-and-special weapon density in the game; there is almost no unnecessary purchase between you and your big killy guns. * You have arguably one of the best looking armies in the game, and with awesome fluff to go with it.
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