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===9th edition=== The good news? They're now available in plastic. The bad news? All the special rules that made them unique are gone, thus robbing them of all their individuality. With the shit show that is the Imperial Armour compendium, how did the Death Korps fair? Not well as they have been more or less shoved through the bland machine with the decade of development that the Imperial Armours gave them being more or less undone. Firstly they lost +1WS and are back to being a bog standard regiment with the exact same stuff as the regular guard and ''Cult of Sacrifice'' is now a regimental doctrine, and a pretty shit one at that. It allows the Death Korps to ignore ALL modifiers in combat attrition tests, so the unit will still fail the moral test, but won't be affected by some obscure rule that means 2 more guys will run away. It also allows any Death Korps model that has died to make a shooting attack or melee attack on a 4+, which isn't great considering most attacks will be with the S3 [[Lasgun]] or fists and you still need to roll to hit and wound giving a Krieger with lasgun a 12.5% chance of actually wounding a GEQ (not including armour saves). It's even worse for tanks since they will be stuck shooting at their BS6+, making the rule practically useless. On top of all of this Krieg has lost most of it's own unique and core units. Grenadiers, Centaurs, Earthshaker batteries, named characters. [[Fail|All squatted and turned to legends]]. These rules changes and absolute gutting of the army has led to general moaning and complaining from the community, and while it hasn't been released yet the nebulous 9th edition Imperial Guard codex is likely to include Krieg as a standard regiment, [[Rage|practically undoing most of the uniqueness of Krieg to make it another Guard regiment like it was in 3rd, because time is a flat circle at Games Workshop HQ.]] Now that the Guard Codex is only half available, we know how they'll function in a weird fashion: their troops get their own datasheet, where they get a plasma gunner at base [[What|but have to give it up if they want a Vox-Caster]]; they can't be wounded on a 1 or a 2; they can get a medic which means the first failed save of a turn is damage 0, so no-one dies; 2 sods can take a special weapon, other than a plasma gun, and it's specified that you can't take the same weapon more than twice [[What|when only 2 sods can take the weapons, and the kit only comes with one of each]]; the Watchmaster can get a Boltgun, or a melee weapon and a pistol. And then the fun begins: because of how the keywords and doctrines work, [[Fail|all of the Forgeworld Kreig units that are left, and aren't Infantry Squads can't benefit from any Regimental Doctrines or orders until an FAQ comes out, which in classic GW fashion, won't happen until a month after the codex is fully released.]]
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