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===Heavy Support=== *'''Death Korps Heavy Weapons Squad:''' Other than the higher WS, Krak Grenades, and Cult of Sacrifice, they're identical to the vanilla HWS - with the additional option to take heavy flamers. You might need to bring a couple along anyway though since you can't take heavy weapons in your regular infantry squads. **Heavy Flamer teams are drastically the most cost effective way to get heavy flamers into your army, so much so that they are actually competitive with flamers (which does not usually happen, due to a heavy flamer costing more than two flamers). This gives them a radically different role from what HWSs are used to, but they can be very effective when carried in a Valkyrie. **Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Against MEQs (T4 3+), either option is viable (1.485 wounds on average). Against GEQs (T3 5+), Twin Heavy Stubbers are better (3.9204 wounds on average vs 2.4948 wounds on average). Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. The models for either weapon choice are very nice, so you can't lose there. **A full squad of mortars actually costs 3 pts ''less'' than it does in the AM Codex, although sadly they don't really benefit from Krieg's doctrines *'''Death Korps Leman Russ Mars Alpha Battle Tanks:''' Your favorite battle tank, customizable into any configuration of Russ as you see fit (though the Vanquisher Cannon comes with a heavy stubber instead of a storm bolter as its coaxial weapon), but now with the ability to trade the stock hull-mounted heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armour save becomes a 2+ against weapons of S4 or lower, so bolter shots won't even faze you. Like the other Forge World Russ variants, it too now benefits from Grinding Advance and Objective Secured (in a Spearhead Detachment). <div class="toccolours mw-collapsible mw-collapsed" style="100%">The Leman Russ can be divided into two categories. The four 'Battle Tanks' (Battle, Eradicator, Exterminator, Vanquisher, Conqueror, Annihilator) have more range but less firepower than the three 'Siege Tanks' (Demolisher, Punisher, Executioner).<div class="mw-collapsible-content"> ***''Battle Cannon'': Heavy D6 S8 AP-2 D1d3. The Battle Cannon has taken some big hits compared to past editions. Since losing its large blast template it only gets an average of 1.75 hits, though ''"Grinding Advance"'' buffs this to a less disappointing 3.5. MEQ now get a 5+ save, but it is now more effective against TEQ. Surprisingly the cheapest of the 4 options...and easily the best. Though it faces stiff competition from its Demolisher cousins. ***''Exterminator Autocannon'': Costs more than a Battle Cannon which would be worth it for the (very slightly) improved rate of fire, where it is ''worse''), except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything with 3 or more wounds. ****''Alternate Opinion'': The Exterminator really shines against units with 3+/4++ save, particularly T5 and 6. Furthermore you'll consistently put out a '''lot''' of firepower without the need of staying in range of a Tank Commander. It's not that the Exterminator is better or worse compared to the Battle Cannon, it's just designed for a different purpose. Put a lascannon, multimeltas and track guards on your Leman Russ Exterminator and for 217 points you'll have a very good, '''mobile''' all rounder unit that can react to almost everything on the battlefield. It will still deal less average damage than a battle cannon, but it will do so more reliably. ****''Continued'': As above, this is a particular gun for particular targets. In most cases you’re better off taking one of the other options, but there are cases to be made for this one. The Exterminator excels against high-toughness multi-wound monsters and elite infantry, particularly Tyranid Monsters and Ork vehicles/nobs, against whom it generally performs better against than the “burst” damage of say a battle cannon. The Exterminator’s consistent shot volume and damage seems tailored towards these units, where you’re getting 4/8 shots instead of a potential 1/2. Also consider using on CSM and SM bikers (particularly scout bikers if you know people who use them) where the -1 AP and 2D can be a nasty surprise. ***''Eradicator Nova Cannon'': Often overlooked. For 3 points more than a Battle Cannon, you lose 36" of range and only hit at S6. In exchange you ignore cover bonuses, which gets you that guarenteed -2 to Armor save. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, Imperial Guard, etc). Perhaps the best at straight-up murdering GEQs in cover (wounding on 2+ with no save), its extra 12" range edging out the Demolisher Cannon in this particular niche. ***''Vanquisher Battle Cannon'': The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. ''Never'' take this. **** It is statistically worse than a Battle Cannon at -everything-. It actually costs less, thanks to Chapter Approved (20 points to the battle cannon's 22). And "never take it" in a tournament or if you're a win at all costs player. If you're playing for fun, or love the model and look more, it's entirely up to you. **The three 'Demolisher' variants hit ''much'' harder at the expense of range; only one of them beats two feet. ***''Demolisher Cannon'': You can fit a ''man'' in that gun barrel! Statistically the best tank-buster of all Russ cannons; nearly doubles (x1.82) the cost of the Battle Cannon, but deals x1.75 the Damage against targets with enough Wounds to suffer it, on top of +2S and -1AP, making it far superior against T5 and T8 in practice. With 2 Multi-Meltas and a Lascannon on a tank, this will munch through most enemy armor, if you can bear the cost of 222 points. It gets larger dice rolls versus units of 5 models or more, letting it outpace the Battle Cannon - though using such a short-ranged and expensive weapon against anything but TEQ is a mis-allocation of resources. ***''Executioner Plasma Cannon'': A plasma cannon with nearly double the rate of fire, even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points. That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher's only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range. Speaking of range keep in mind the Executioner is the longest range of the "siege tank" variants, at 36", nowhere near as good as the battle cannon, but a step up from the dangerously short range of the Demolisher and Punisher to a more middle of the road range where you can stay reasonably safe from enemy melta weapons while still laying down plasma fire. ****Real Talk: outside of penalties to hit, this will only deal 0.583... mortal wounds to you, on average. You should ''not'' be feeling scared to fire it, even without re-rolling 1s. ***''Punisher Gatling Cannon'': Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. With 3 heavy bolters (166 points), it can wreak impressive amounts of havoc for a single model. ****You can also combine it with lascannons, multi-meltas, and plasma cannons freely under them, for the same reason. Note that if you ''are'' moving away from heavy bolter sponsons, a lascannon is a better idea than a multi-melta for the hull weapon (especially since multi-meltas can't be taken as hull weapons), as it will outperform the multi-melta against a Land Raider even ''before'' you realize that if you've driven up next to infantry for the Punisher, good heavy targets might be farther away; likewise, the Plasma Cannons will do better if you're willing to supercharge, but without an accuracy buff like Yarrick or Guilliman along, both of whom will slow you down, that's a risky click. ***''Conqueror Battle Cannon'': Actually pretty useful now. No longer the cheaper version of the vanilla, as per the Forgeworld 1.0 FAQ, it is now TEN points MORE. The Conqueror cannon has the same statline as a regular battle cannon, just with a 48" range. The co-axial weapon is only a storm bolter though, rather than the much more logical heavy stubber, but Forgeword are bound to go derp somewhere. Actually while the Storm Bolter is shorter ranged (its max range is half the main gun's, rapid fire is 12) due to not being a heavy weapon it fires at full BS on the move, and it grants rerolls to hit with your Conqueror cannon if you fire on the same target, it doesn't even have to hit anymore. Slap a pintle mounted storm bolter on there and you'll be putting out 8 S4 shots on overwatch. *** When you do some math you will quickly realize, that this baby is one of the best Russ variants in the game right now. Reroll every (not only failed) shots on the main gun gives you MASSIVE powerboost, almost doubling your hits. Find the path to reroll that random attack D6 roll end enjoy tearing everyting up to a land raider to pieces. Trust me, this tank gonna '''CONQUER''' your battlefield. *** Chapter Approved has added another 12 pts to its cost. GOD DAMN IT, GW, YOU HAVE ONE JOB!.. - not sure what's going on here, but Chapter Approved lists the Conqueror as 122 points, the same as a Leman Russ Annihilator and dropping 10 points after the Forge World 1.0 FAQ. Where the additional 12 (+10) points came from, I have no idea. ***''Annihilator Twin Lascannon'': In past editions, this was indisputably the most underwhelming Leman Russ variant. However, with the changes to the twin linking rules, compounded by Grinding Advance, it’s the only Leman Russ that has increased in firepower rocking, effectively, 4 bs4 lascannons. Against another Leman Russ, this thing will put out 1.94 wounds, matching the Demolisher but with more range. Expect to see this eclipse the “anti-armor” Vanquisher, which only puts out 0.94 wounds a turn against another Russ. In an edition where vehicles tend to stick around, loaded for bear (multi-melta sponsons and a hull lascannon), this tank has the potential to take out a vehicle per shooting phase. *** With that cool new Grinding Advance rule, this tank became our one of the best options, matching even Demolisher in sheer amount of hard hitting hatred it can bring to our enemies, even matching Demolisher in his own field, while been miles away from the fight. *** Chapter Approved has been kind to this laser shooting behemoth, dropping his cost by 10 pts, maybe GW doesn't hate us that much... </div> </div> *'''Stygies Destroyer Tank Hunter:''' A Leman Russ chassis with no turret and a Heavy Laser Destroyer Array for a hull gun. It's not twin-linked anymore, instead acting a bit like a small blast weapon - D3 shots at a Lascannon statline, except it rolls 2d6-pick-the-highest vs vehicles on damage. Unlike any other vehicle build on the Russ chassis, it must hold still to get its full BS. Easily overshadowed by the Annihilator. **'''Stygies Thunderer Siege Tank:''' 10 points more than a Vindicator for one additional wound and 1 lower BS...which only counts when you're standing still, because ''this'' vehicle ignores the heavy penalty. Sadly not particularly worth it due to the general nerf to blast weapons, but can be a fun distraction vehicle or tank-buster nonetheless. **The Index FAQ deliberately avoided giving this vehicle the buff given to all Leman Russ tanks, for whatever reason, while also making it cost 40 points more than a Demolisher. Take a Demolisher. *'''Cyclops Demolition Vehicle:''' 40k's version of the [https://en.wikipedia.org/wiki/Goliath_tracked_mine Goliath], a bomb on treads controlled by remote. Magos Cawl figured out how to encrypt the controller signal, so the operator doesn't have to walk around on the field next to it, but putting it in transports disrupts the signal...so you can't drop it out of a Valkyrie anymore. In exchange, it's ''much'' faster (10" move, though advancing prevents you from setting it off) and its payload is one of the few blast weapons in 8th edition that's ''actually'' a blast - you set it off in the Shooting phase, and it hits ''everything,'' friendly and enemy, within d6" like an Earthshaker shell. Oh wait, no, it actually hits ''much harder,'' rolling a flat 2d6 for shots instead of 2d6-take-the-highest, and ''it auto-hits.'' This is the single worst thing to roll into a deathstar of characters at the center of your opponents' army - no more Look Out Sir! to slough off the pain it can bring, and every unit within the effect radius is hit the same. It's not very tough, but it's small and easily concealed behind bigger, bulkier units, and at 40 points it can be a powerful disruptor of enemy formations. **Note that this little ball of hate explodes on a '''3+''' when killed, and that's your die to roll. You, the Guard player, with the giant pile of command points. Take a reroll, hand out some mortal wounds, and get a glass for the tears of your opponent. ** Chapter Approved has increased its cost to 60 points from 40. *'''Malcador Tank Family (Forge World Index: Astra Militarum):''' Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family have been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casement the main gun sits in (and the fact that the sponsons can't train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway). **'''Malcador Heavy Tank:''' The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons. **'''Malcador Annihilator:''' The Malcador's version of the Leman Russ Annihilator. Two lascannons in that weird turret and a Demolisher cannon in the hull. **'''Malcador Defender:''' ''Now we're talkin'!'' In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with ''five'' heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew through blobs for breakfast. It also adds 1 to its overwatch hit rolls. A demolisher cannon is still present on the hull for tougher targets. **'''Malcador Infernus:''' The Malcador's version of the...Hellhound? Apparently someone <s>saw the need</s> addressed the requirement to set entire city blocks on fire at once. This vehicle carries the Inferno Gun, which rolls 2d6 automatic hits with a strength and damage that resembles an Autocannon (with better AP). If that and the 16" range weren't enough the prometheum fuel can be swapped out for <s>Trooper Duffy's special soup recipe</s> a toxic sludge that wounds everything that isn't a vehicle on 2s, and has AP-3. It's a big pile of points and tends to violently explode, but it can be very fun to run! And if it does blow up, try to have it do so next to those heretics. It WILL hurt. **'''Rapier Laser Destroyer Battery (Forgeworld Index: Astra Militarum):''' Got nerfed hard and went from auto-include to almost-nope. Twin-linked is gone but it still fires only one shot, so there is no chance to reroll that 4+ except CPs (or a Trojan, see above), as the Rapier can't take orders any more. Still, the gun is S12, and ''if'' the shot hits, on a roll of 3-5 it does 2D6 damage, and on a 6 it's upped to 3D6 (so you ''could'' hypothetically one-shot a Land Raider, but it is highly unlikely) - the overall expected damage roll is 6.42, slightly better than 3d3 but slightly worse than 2d6. The price got almost doubled ,to 74 points for one gun and a crew of two. The rapier has 3 wounds now, but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. If you have it, save it for the ''really'' tough stuff. '''Mobile Artillery:''' *'''Hydra:''' The original AAA is back in action! The red-headed stepchild of the Chimera-chassis Heavy choices, this is the only one a Master of Ordnance can't help you with. The Hydra can hit ground troops on 5s and {{W40Kkeyword|FLY}} units on 3s, and with its 6 feet of '''8''' S7 AP-1 D2 shots, it's a potentially good investment even if you didn't expect {{W40Kkeyword|FLY}} from your opponent. The power comes at a price, though: 108 points after the compulsory heavy bolter, up from 75. Fliers will learn to fear it, though; it puts out enough power to statistically guarantee damage versus most aircraft. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it's better value for money under the former than the latter, as the "standard" power cost for it should be 5 or 6. ** There's a surprising number of units with '''FLY''', like jetbikes, jump troops, anything that used to be a skimmer in 7th, Monoliths, half of the Dark Eldar and Tau Army Lists... it's really quite staggering. Make sure you check the tags on your target's datasheet before opening fire, and do take a picture of your opponent's face when you inform them of this. ** This will outperform a Basilisk against its chosen targets.... but needs LOS to do it, and against anything else, it won't do so well. Since it needs LOS, and needs to remain static, it's in direct competition with your Heavy Weapons Squads; at cost, you can field 4 lascannon teams in HWSes (with 4 points left over), which will outperform it against the enemy air you were presumably worried about. *'''Griffon Mortar Carrier:''' The Griffon Mortar Carrier occupies the niche of cheap medium artillery support compared to the other big guns available to the Guard. The Griffon Heavy Mortar has a range of 48" and strikes at S6 with AP -1 and dealing D3 damage per wound and this Mortar ignores cover saves. In previous additions, the Griffon used to have the ability to re-roll scatter, and thanks to the way the bombardment and artillery squadron rules worked meant that you could use it as spotter artillery for your bigger guns. These days however, much like its larger cousin the Basilisk, it rolls 2D6 and takes the highest to determine the number of attacks it makes. This all clocks in at a measly 78 points after purchasing the mandated Heavy Bolter, though this can be swapped out for a Heavy Flamer for extra charge defense and it can also take a pintle mounted weapon and/or Hunter-Killer Missile. Unlike the Medusa and Basilisk who's preferred targets are TeQs, MeQs and Vehicles, the Griffon is best used to rain hate on cover camping units with a 4+ save or worse, though it can also be used to hunt light vehicles and low save, multi-wound models thanks to its D3 damage. It doesn't re-roll wounds like the Wyvern, but since both mortars main targets tend to hide in cover, any time you would take a Wyvern, consider the Griffon instead. Probably not as competitive as either the Medusa or the Basilisk, but a solid artillery piece for the price. Note: Forgeworld no longer sells a model for this unit, but the conversions are super easy. *'''Basilisk:''' Fluffy is back! The Earthshaker gun motor carriage smacks units up to twenty feet away at with the same power as a lascannon, rolling 2d6 for shot count and taking the highest and ignoring LOS - and it's down in cost too, to 108 points base (after the heavy bolter, which you can pay to upgrade to a heavy flamer if you're an idiot). Better against vehicles than troops, because its multi-wound power is wasted against infantry, but powerful and long-ranged for its points nonetheless. The Basilisk is brutal and very point-efficient, with the only problem being the Guard's BS of 4+ (and there's a stratagem for that). Welcome in any list. It is also "Webstore exclusive" - what a funny coincidence. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it's better value for money under the former than the latter, as the "standard" power cost for it should be 5 or 6. **Keep in mind that it is just a T6 vehicle so use the ignore LOS ability or see it explode. *'''Armageddon Pattern Medusa:''' Your only mobile source of the Medusa Siege gun. This one is an odd little box. What you get is a vehicle that wounds like a Manticore (S10) and is just as tough (T7), ignores armor like a basilisk (AP3) and has a similar point value (111), has the wounds and armor of a Leman Russ (12W and 3+save) but can fire without line of sight. So far so good. However, you trade all this for the lack of ability to fire after moving without a penalty to hit (and have a poor range of 36 inches), the lack of T8 to survive plasma and anti-tank firepower that is usually S7 and above, and worst of all, you score less hits than a basilisk, Manticore or most Leman Russes with grinding advance with your single D6. *'''Colossus Bombard:''' ''Finally'' gaining the toughness of the Leman Russ chassis it's mounted on, the Colossus still ignores cover, though that doesn't do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - ''240 inches''), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too. All in all, it's a damn fine artillery piece. '''Static Artillery:''' *'''Heavy Mortar Battery:''' The Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you've got the models, but nothing special. *'''Heavy Quad Launcher Battery:''' Also known as the Thudd Gun. Invented by [[squats|a race of abhumans]] whose worlds were lost to the Tyranids sometime in the mid-M40s (it's not clear) and much beloved by Kriegers, 8th Edition's Thudd Gun behaves like a Wyvern's quad-gun, without the rerolls to wound (perhaps it doesn't use airburst ammunition?). It's also only 10 points cheaper as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform. *'''Earthshaker Carriage Battery (Forge World Index: Astra Militarum):''' The Earthshaker Cannon mounted on a Krieg-style wheeled gun carriage. Unlike the above, the crew is separate, and thus can defend the gun in melee. You get 4 crewmen a gun, which essentially means a full battery comes with a free Infantry Squad. ''And'' they can take orders, though re-rolling 1s won't work the miracles that ignoring all cover saves once did. With a slightly-lower-damage version of the lascannon's gun profile and an average of 2.24 hits to a lascannon team's 1.5 for a marginal increase in cost, it's more point-efficient than a lascannon team for tank-busting, and thanks to the high shot count and lasgun-armed crew, better at fighting crowds, too. Not bad. ** Forget about it. Chapter Approved has killed it to death. Now base cost for this poor boy without legs (tracks) is 105 + 16 points for 4 crewman. Stick with a vanilla Basilisk, that costs only 108 points and still can move, while also having a heavy bolter. I would still recommend running it simply for fluffy reasons and that the model looks amazing. *'''Medusa Carriage Battery (Forge World Index: Astra Militarum):''' The Medusa Siege Gun returns, mounted on a wheeled gun carriage. Got a few buffs - the standard siege shells are ballistic, and may be fired out of line-of-sight now, while the still-direct-fire Bastion-Breaker shells may be used without losing the ability to fire standard shots. The 36" range may chafe on an immobile platform, though. **The Bastion-Breacher shells can deal some serious damage to fortifications, but at the cost of no longer being able to fire indirectly.
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