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====Orders==== The Death Korps of Krieg has a different roster of Orders compared to standard guard and can order '''Cavalry''' as well as '''Infantry'''. *'''Re-roll Orders''': Death Korps lose Take Aim! and thus only have Bring it down! as a Re-roll Order. However, except in the case of Gets Hot!, Bring it down! has the same effect as Take Aim! **'''Bring it down!''': Ordered unit re-rolls to-wound rolls of 1 until the end of the phase. *'''Movement Orders''': Same as standard Guard. Death Korps are mostly footsloggers, so a fluffy army will find these more useful. **'''Forwards, for the Emperor!''': Ordered unit can shoot, even if it advanced in the movement phase. **'''Get back in the fight!''': Ordered unit can shoot, even if it fell back in its movement phase. **'''Move! Move! Move!''': Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge. *'''Special Orders''': Death Korps lose First Rank fire! Second Rank fire! and gain the orders Duty Unto Death! and Without Mercy! **'''Without Mercy!''': Lasguns and Hot-shot Lasguns become Pistol 2. While lacking in the sheer number of shots FRFSRF can bring out, it can be quite effective at surprising a melee-happy opponent when your gunline can keep on shooting even in close combat. ***This is basically your equivalent of FRFSRF, and unless you're under 12", actually gives the same firepower - no range change so you get 24" Pistol 2. ***However, because you still have access to Get back in the Fight!, overall you're usually ''worse'' with these weapons than stock Guard - FRFSRF+GBITF together solve most problems as well as or better than Without Mercy + GBITF. This order is primarily useful on Objectives, where you dare not Fall Back or you'll cease to contest. **'''Fix Bayonets!''': May only be issued to units within 1" of an enemy unit. Ordered unit may immediately fight as if it were in the fight phase. ***This is more useful for Death Korps, as it can be given to their superior dedicated melee units, namely Death Riders. **'''Duty Unto Death!''': Any {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} model in the affected unit slain in the Fight phase makes one last attack. Helps to wring out one last bit of usefulness from a unit that's losing a melee fight. ***The primary benefit this has over fix bayonets is that it can be used on a turn in which you charge. Still not the strongest order. ***With Fix Bayonets AND Duty unto Death you can get some/all models in that unit to fight 3 times, which can make consolidating into even a basic infantry unit scary for the opponent. 10 horms dead, 5 genestealers (3.5 with catalyst), 6 bloodletters, 1 Sanguinary Guard, and almost 2 Death Company marines... is a decent use of laurels on a screening unit to hold a line. ***When using death riders, Duty Unto death is the only way to get extra attacks with the lances. Fix Bayonets can not be used the same turn you charge (shooting is before charging and thus you are not within 1"). Duty Unto death *can* give some extra attacks if some death riders are killed. Otherwise stick to the other orders ***[[Forge World|Due to the poor wording of this rule]], one could technically argue that it does not end. However, this will result in a [[Talk:Warhammer_40,000/Tactics/Imperial_Guard(8E)#Duty_Unto_Death_unlimited_duration|full blown argument]] on rules, so we advise you avoid doing this if you want to actually play the game. '''Warlord Trait''' '''Relics ''' '''Stratagems''' '''Tactical Objectives'''
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