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==Stratagems== Each new Codex grants its faction new Stratagems. Remember that some of these are irrelevant for the Death Korps, as they affect units that cannot be used for by your army, which sucks. These stratagems will stay here because you can ''technically'' use them, but it's a waste of CP. *'''Aerial Spotter (2 CP):''' Use at the start of the shooting phase. A Wyvern or Basilisk can re-roll failed hit rolls in this phase. *'''Consolidate Squads (1 CP):''' Use this stratagem at the end of your movement phase. Select two {{W40Kkeyword|Infantry Squads}} (the unit named "Infantry Squad", nor just any {{W40Kkeyword|Infantry}} units) within 2" of each other sharing the same {{W40Kkeyword|<Regiment>}}, and they combine to form one big unit. Who didn't see this coming? Allows you to sort-of recapture the blob guard armies of yore and use less orders, but it'll now cost you valuable command points. Still nothing an extra Battalion Detachment can't fix, though. Also a good option to 'save' orphaned special and heavy weapons by adding them to less mauled squads. **The Stratagem doesn't have an explicit rule against combining a squad with a squad that's already been combined with this Stratagem, so ''in theory'' you could keep on consolidating them so long you have the CP...although you'll need 5 game turns to surpass 50 models when accounting for casualties. It does help if you're bent on having every single Guardsman listen to orders at all time; every Platoon Commander costs ''half an infantry squad'' after all. As casualties diminish each individual squad, your orders affect less and less models but this Stratagem fixes that problem just as the Munitorum pastes understrength Regiments together. Besides Orders, the primary benefit of this is that the defensive Psychic Powers (see below) get to protect more dudes, and that the other buffs you might have (again, see below) spread to more men. *Alternative view point: there also is another benefit to do so defense stance for you heavy weapon teams. First, you need a lot more guys before even getting to their heavy weapon teams. Second, and more importantly, with a flamer in each infantry squad, for your adversary is lot more risky to charge 20ish guys with two 2 flamers, or 30ish guys with 3 flamers. It's a risky procedure that endangers you greatly in the shooting phase, but can be an unsuspecting tactical advantage if you desire to remove the enemy spotlight from your most sensible units. Aside from this, it's still best used sparingly. *With the nerf to Summary Execution this strategem has gone from the only way to get big blobs of dudes like in 7th edition to a ''trap.'' If you combine units, you spend CP to make a unit that is ''more'' vulnerable to battleshock losses, not less (only in the Fight Phase) they can't be respawned anymore, either. The only thing you get out of this is order efficiency - which you can get by taking more officers, who are cheap - and Psychic Barrier/Nightshroud efficiency - which you can get with more psykers, who are ''also'' cheap. Of course this isn't really an issue since you're {{W40Kkeyword|Krieg}}, but it still renders the unit a bigger target, thus increasing the efficiency of enemy fire - five men is a juicy opportunity, while one man is a waste of ammo. The only real reason to use it now is to keep a Watchmaster with a Power Weapon alive so he can keep hacking at the enemy. **Combine a squad that advanced into another squad that didn't. Order, shoot, and assault with the whole bunch as if they didn't advance. *'''Crush them! (1 CP):''' Use this stratagem at the start of the charge phase. A Vehicle may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+. Remember how the Baneblade family has 9 powerful melee attacks that are reduced in effectiveness by WS 5+? This will fix that in an instant and make sure that even dedicated melee units won't want to get into its newly boosted charging range. *'''Defensive Gunners (1 CP):''' Use this stratagem when a charge is declared against one of your vehicles. When it fires Overwatch for the rest of the phase, it hits on a roll of 5 or 6. Vehicle formations can serve as a literal [[Mordian Iron Guard|wall of iron]] in front of your infantry, as the enemy won't be able to slip through them without declaring multiple charges. And you thought charging a Leman Russ with heavy flamers was already a risky proposition. *'''Fight to the Death (1 CP):''' Any Imperial Guard unit can take a morale test on 1d3 instead of 1d6. You've got plenty of morale improving abilities already, but it's cheap and could be useful in an emergency. Now that commissars got the nerf this one got a lot more useful. You might want to use this stratagem if you’re using infantry or vets and need them to survive morale, and don’t have anything else to buff leadership nearby. It’ll help them survive losing 3-5 guys at once much more easily. *'''Fire on my position! (3 CP):''' Use when the last model is slain from an Astra Militarum unit equipped with a vox-caster, before removing it from the table; for each unit within 3", on a 4+ that unit suffers 1d3 mortal wounds. Note, specifies ''unit with a vox-caster'', not model (you use it when the unit dies, not the specific model with the caster), and if several models all die together, you can choose which is the last to be removed from the table, to maximize the potential victims of this stratagem. **Hits all nearby units, friend or foe, but only up to once per unit, so a waste of CP against a single blob, but excellent if a bunch of MSUs have melee'd you to death. *'''Go! Recon! (1 CP):''' Use this stratagem at the beginning of your shooting phase; select a unit of Scout Sentinels. They immediately move 2d6", but cannot shoot or charge this turn. Useful for getting a Scout sentinel to an unguarded objective or out of trouble, but only applies to one unit, and can't be applied to an Armoured Sentinel; sacrificing a turn of shooting makes it extremely situational, and it doesn't even benefit a unit with a chainsaw blade, as they can't charge, either. **Note that, although you can't Charge, you are still allowed to use this move to move within 1" of a enemy unit and thus fight in the Fight Phase, due to the fact that the prohibition on moving with 1" of an enemy model is only in effect during the '''movement''' phase. Do note that this is likely RAW instead of RAI, and thus may be FAQed. *'''Grenadiers (1 CP):''' Use this stratagem before an {{W40Kkeyword|Astra Militarum Infantry}} unit either shoots or fires overwatch. Up to ten models in the unit armed with grenades may throw their grenades this phase instead of only one- basically the AM rip-off of the Death Guard grenade stratagem. **This can be ''a powerful tool for any regiment in Overwatch'' on a roll of 3 or more. Beware gimped charge range against squishy distant enemies. **Extra powerful in Cities of Death, where grenades both reroll all failed wounds and get the maximum possible amount of hits. That's 60 for ten models. **Can also give Scions squads a nasty bite. Krak grenades will do a better job versus tanks than a hot-shot lasgun. 6 of them can supplement the squad's special weapons nicely, especially since scions are out of order range a lot more often. *'''Jury Rigging (1 CP):''' Use this stratagem at the start of your turn. Select a AM Vehicle in your army, that vehicle can't move, charge or pile in this turn but immediately heals 1 wound. Good for giving that little push into a better health bracket if an Enginseer isn't around (or it wasn't enough), and you can still shoot with the targeted vehicle. *'''Imperial Commander's Armoury (1/3 CP):''' One use only. Use "before the battle" and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters. **"Before the battle" means, suprisingly, ''"before the battle"''. Use it to get the Dagger of Outflank before deployment? It works. The Grand Strategist WT needs the Warlord to be already on the field (which won't happen until the deployment phase) to refund your CP, so that ''won't'' work. But enemy Kurov's Aquilas do work, since they only need to be written in the enemy's roster, not any "while this Warlord is ''on'' the battlefield" limitation. ''You spend CP and gain extra toys before the battle, simple as that''. *'''Inspired Tactics (1 CP):''' An officer can issue 1 more order. You can only bring so many Platoon and Tank Commanders, after all, and not everybody is Creed, Pask or Kell. *'''Mobile Command Vehicle (1 CP):''' Use at the start of a turn; pick a Chimera, and until the end of the turn, an embarked officer may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox. Sadly it now costs CP to use Chimeras as the Command Vehicles they were...but under threat of enemy snipers, this Stratagem may be worth its CP. Unfortunately specifies Chimera only, so no Stormlord or Macharius command vehicles for you. *'''Opening Bombardment (2 CP):''' One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. Like '''Fire on my position''', this can be useful against MSU, but less so if they hid themselves inside transports. *'''Officio Prefectus Command Tank (2 CP):''' Commissar Tank! Pick a Leman Russ at the start of the first round, before the first turn - it gives all Astra Militarum units within 6" of it Ld9 for the rest of the game. It also lacks the Summary Execution rule while granting a superior LD buff, so you should always consider taking this stratagem over a regular Commissar. ''"Drive me closer, I want to hit them with my sword!"'' *'''Take Cover! (1 CP):''' Use this stratagem in your opponents shooting phase if they target one of your Infantry units. That unit immediately adds 1 to their saving throws (including invulnerable saves!) until the end of the phase. *'''Vengeance for Cadia! (1 CP):''' Any Imperial Guard unit can re-roll failed hits and wounds versus {{W40Kkeyword|Chaos}}. Scary, this can turn even basic Infantry into a major threat against Daemons and Heretics, especially if you combine it with FRFSRF since it surpasses both "Take Aim!" and "Bring it Down!" effects (supercharge that Plasma). It goes without saying Consolidated squads use it better than lone Infantry ones, but keep in mind it affects {{W40Kkeyword|Vehicle}}s too. From the humble Sentinel to the mighty Manticore and Baneblade, the Stratagem's effects are far more powerful than its cheap cost would suggest. *'''Vortex Missile (3 CP):''' ''Nuclear launch detected'', for when targets require not so much strategy as a "fuck you". Use this stratagem when you ''get to'' fire a Deathstrike missile (pay after rolling the 8, before resolving the shot). You can re-roll all failed to-hit rolls with the weapon, and add 1 to the roll made to determine if nearby units within 6" of the target unit are hit (so a 3+, rather than a 4+). If a model is wounded but not slain by the attack, roll an additional die, on a 6 it suffers 1d6 additional mortal wounds. Makes the missile go from 5.25 mortal wounds dealt on the target + 1 to each nearby to 8.46 + 1.72 per each nearby, but the amount of variance is ''very'' high, and that assumes you're shooting a parking lot, as single-wound models won't trigger the stratagem's extra mortal wounds.
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