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===HQ=== <div style="margin-left: 1em;> *'''Death Korps Marshal:''' The equivalent of a Company Commander doesn't come stock with a chainsword (but can take one for free, so he might as well) or shotgun, but he does come with a Krak Grenade and a higher armor save. Additionally, the Momento Mori he can buy forces all weapons that normally roll for damage to treat the roll as a 1, giving him a bit more staying power than normal. **'''Marshal Karis Venner:''' Your named Character for the Death Korps, he comes with a hot-shot laspistol, powersword, and Momento Mori. He can issue three Orders per turn and lets friendly units within 12" to use his Ld value unless their own Ld is higher. With that Ld aura, you can combine Venner with a platoon and regimental standard for an '''Ld 11''' bubble 25"+ in diameter (depending on what size base you put him on). Basically gives your guys fearless. A little something to remember: RAW states that '''all''' friendly units can use Venner's Ld, which means that all units in your army use his Ld. That's right. Terminators with Ld 11? Yes, please. ***If you really want to be cheesy, get him to sit on an Imperial Defence Line for another +1 to his Leadership. This will result in units that need to take at least 7 casualties (and, if they're Death Korps, those loses can't be in the Shooting Phase) to even have a chance of losing models to Morale and, even after taking 9 casualties, will still have a 50% chance of the remaining model holding the line. Finally, if you use the Fight to the Death stratagem, they '''become immune to Morale completely'''. And remember, this applies to all friendly units. Have fun with those Leadership 12 Space Marines. *'''Death Korps Field Officer:''' The Platoon Commander equivalent, though he shares the improved armor save with the Marshal and comes with a Marshal's Ld score as well. At 23 points base, possibly the cheapest HQ choice in the game (other regiments have to spend a precious Elite slot on their version of this guy). *'''Death Korps Death Rider Squadron Commander:''' A Field Officer on a horse, with a boost to Toughness and Wounds to go with it. Having the same Augmented Mount ability as other Death Riders helps to increase his durability, and for obvious reasons he's the best choice for getting Orders to your cavalry. *'''Tank Commander:''' A single Leman Russ tank, with 3+ to hit and '''Tank Orders''' ([[Warhammer_40,000/Tactics/Death_Korps_of_Krieg(8E)#Orders|as seen in their section]]) to boost a single fellow Leman Russ (the Codex doesn't say he can't order himself, but an earlier Index FAQ did. However the official facebook account of Games Worskhop for warhammer 40.000 confirmed that both Pask and Tank commanders can order themselves). As such, you're paying +45pts over a normal Russ for ''one'' order and BS3+, but it is an extra Russ in HQ as opposed to Heavy. There are ways to make it issue more orders, but is it worth passing the other Warlord Traits?. Still, with Warlord Traits, they can do different gimmicks. Plus, being {{W40Kkeyword|Officer}}s, they unlock Command Squads. In all other respects, it's still a {{W40Kkeyword|Leman Russ}}: it gains '''Objective Secured''' in an {{W40Kkeyword|Astra Militarum}} Spearhead detachment, can become an '''Officio Prefectus Command Tank''', and has the same weapon options. **Unfortunately, RAW says they can't ride in a Leman Russ Mars Alpha, but if you're not at a tournament, who's going to tell you otherwise? </div> ====Non Regimental==== <div style="margin-left: 1em;> ====={{W40Kkeyword|Adeptus Astra Telepathica}}===== *'''Primaris Psyker:''' Gone are the days of making everything reroll hits. Compared to an Astropath you get a compulsory force stave, one more known power, and more durability. Can still only cast 1 a turn, so only bring him if you need HQs or are worried about snipers (he's tougher than an Astropath) or want to be able to smite like a big boy. Slightly okayish in close combat. Keep a Commissar nearby in case Perils kills him- he'll still die, but it'll prevent mortal wounds from spilling over to anyone else. **'''Note:''' These guys are probably the best cheap way to spam (unmodified) Smite in the game; on average he scores 1.79 mortal wounds per turn (assuming he's at full health - he gets a bit worse as his ability to survive Perils goes down), which likely is more damage than any other 40 point unit in this army will deal. Astropaths may be more efficient when it comes to utility, but being able to reliably get off Smite makes these a steal for their points. If you assume no one is attempting to Deny you, a Primaris Psyker's Points-Per-Wound with ''Smite'' is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath's is 22.5 but their odds of actually casting ''Smite'' on 1D6 are abysmal. ''Psychic Maelstrom'' is generally much better than ''Smite'', so consider taking it as your 2nd backup power. </div> <div style="margin-left: 1em;> ====={{W40Kkeyword|Adeptus Mechanicus}}===== *'''Tech-Priest Enginseer:''' ''Not'' an Astra Militarum option per se, but you can field this guy using his Adeptus Mechanicus entry, where he is an HQ choice; per the rules in the AM Codex, he explicitly won't block your Regiment rules. Your Regiment ''will'' block his Canticles, but he doesn't get those anyway when fielded as an Elites choice. The benefit of doing this is that you can pay an HQ tax with an Enginseer, which you may have wanted anyway to keep your tanks repaired, in e.g. a Spearhead detachment, or better yet a Supreme Command Detachment with 3 of them; the major downside is that he won't have the {{W40Kkeyword|Astra Militarum}} keywords, so you won't be able to convince him to get on any of your transports, and he'll cause other problems, like interfering with Stratagem access. Still, he's legal, just a poor choice. </div> <div style="margin-left: 1em;> ====={{W40Kkeyword|Adeptus Ministorum}}===== *'''Uriah Jacobus:''' A Ministorum Priest on steroids who now has the Astra Militarum faction keyword and qualifies as an HQ despite being found in the Adeptus Ministorum portion of the index. For 65 points more than a standard Priest (100, rather than 35, and we'll be assuming the Priest took a Bolt Pistol and Bolter, since every other choice on a Priest is worse), you get: +2 Ld (which is irrelevant, but note that that's counting both his native Ld and his aura, which hits himself), +2A and +1WS, which is largely irrelevant, +1BS and the Bolter becomes Assault 2 and has -1AP, and is D2 on a 6+ to wound, which is nice, but not worth the cost, 1d6 Deny the Witch, which is nearly worthless, and +1 Leadership to nearby {{W40Kkeyword|Adeptus Ministorum}} or {{W40Kkeyword|Astra Militarum}} {{W40Kkeyword|infantry}}. Finally, and most valuably, he occupies an HQ slot, simultaneously helping to pay your HQ taxes while avoiding occupying a potentially valuable Elites slot. **He's not worth his cost, which is nearly 3 normal Priests, but it's worth noting he ''does'' buff Commissar leadership - if you combine him with a Lord Commissar, units will receive 10 Leadership, not 9, which means they need to suffer a fifth casualty before Summary Execution starts making your life worse. However, it's far more cost efficient at that point to just buy more soldiers with your points - you have no units valuable enough for Uriah to earn his cost back this way. That said, if you're already bringing Yarrick, this ''can'' be a way to reduce the damage he'll inflict on your army. **Despite having the {{W40Kkeyword|Astra Militarum}} and {{W40Kkeyword|Ministorum Priest}} keywords, he is not listed as a unit you can take without breaking your Regimental abilities. GW has not updated the Guard FAQ because it might cause Primaris Marine or Nurgle/Death Guard production to fall below optimal levels, so unless your opponent is a reasonable sort, either leave him at home or take him in an Vanguard/Supreme Command detachment along with your Commissars, Psykers, Ogryns/Bullgryns, and Ratlings (or in a general {{W40Kkeyword|Imperium}} detachment). </div> <div style="margin-left: 1em;> ====={{W40Kkeyword|Officio Prefectus}}===== *'''Lord Commissar:''' A more expensive Commissar with a power sword, but improved in all key stats like ''not using up one of your crowded Elite choices'', offense (BS & WS2+), resilience (4W 4+/5++) and, most importantly, '''Ld9''' for his Aura of Discipline, which is important now Summary Execution became a mere (thankfully optional, as of the most recent FAQ) Morale reroll at the tax cost of one dude, as opposed to the outright morale near-immunity it used to be. With enough casualties, you'll just fail the reroll regardless of result. Still, Ld9 is hands down better than Korpsmen Ld6, and you'll lose fewer of them. He works best with squads small enough to benefit from Aura of Discipline without triggering Summary Execution, like Ogryn. Furthermore, he's the one with enough WS to properly use a Power Fist. Always replace his bolt pistol for a bolter; same price, double shots. His 2+ BS also makes a plasma pistol a tempting option since you're only paying 4 points more over the mandatory bolt pistol. **Company Commanders with '''Draconian Disciplinarian''', and Kell, both allow ''optional'' Ld re-rolling without shooting up a guy, which is superior to Summary Execution, although they don't boost Ld by themselves. A Regimental Standard will get your Infantry Squads up to normal Commissar Ld8. ** Post-FAQ the Lord Commissar has practically become an auto-include - for a mere 35 pts you get a LD9 aura, optional ATSKNF, insurance against Perils of the Warp, and a surprisingly decent melee character. **'''Officio Prefectus Command Tanks''' cost CP and aren't {{W40Kkeyword|Character}}s (unless you choose a Tank Commander but even then he has more than 10 wounds, so moot point anyway), so they tend to last less despite being a damn tank. They get you Ld9, but also lack the reroll. Likewise, you can always pay 2 CP to auto-pass Morale, or 1 CP to take the test on 1d3. *'''Commissar Yarrick:''' Essentially a named Lord Commissar with a power <s>fist</s> ''klaw'' that ''costs more than double'', but has a bunch of extra stuff on him. He's got three guns (Storm Bolter, Bolt Pistol, and Bale Eye Hot-Shot Laspistol), and even better, resilience, with T4, his 4++ Power Field, and FnP 3+ for his final wound (and he's legally healable with a medic). His main use, which GW thinks it costs something around +66pts to use, is '''Hero of Hades Hive''', an aura of re-roll 1s to hit, re-rolling all failed hits against {{W40Kkeyword|Orks}} instead. Not just "Take Aim!" for shooting, but in melee as well. Your infantry squads may not be so eager to be in close combat, but Bullgryn and Crusaders are. For the cost, you could buy ''two'' Company Commanders to order the actual "Take Aim!" to your units, in addition to the Lord Commissar (and get +1CP in a Supreme Command Detachment)...but Yarrick's buff can stack with other orders, like a Laurels of Command that isn't free but is reliable and even affects vehicles. ''Plasma, woo!'' Yes, he has Summary Execution despite him not executing anyone in Hades Hive. But now that Summary Execution is optional, you don't even have to use it if you don't want to. ** Post-FAQ Yarrick is nearly 4x as expensive as a 35 pt Lord Commissar, and almost 9x as expensive as a regular Commissar. Hopefully GW will be reevaluating his point cost. That being said, he's an absolute tank in melee, regularly makes Marines crap themselves in terror, and sticks around a lot longer than other Commissars do. There's some trade-off. </div><div style="margin-left: 1em;> </div>
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