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==Wargear== <div style="margin-left: 1em;> ===Ranged Weapons=== *'''Laspistol:''' A lasgun Pistol. More of a placeholder than anything else, but it's free. Still find the points to get the bolt version. *'''Lasgun:''' Your trusty flashlight hasn't changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them. *'''Bolt Pistol:''' 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat. *'''Boltgun:''' 1pt allows your Watchmaster/Character to actually contribute to a firefight instead of merely looking cool. *'''Hot-shot Laspistol:''' What says on the tin, but only 6" range means you may not even get to shoot it before a charge. Karis Venner has one, to balance out his sheer power in buffing your dudes. *'''Hot-shot Lasgun:''' Still sacrifices 6" of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. Its short 18" range also makes it unable to rapid fire right after an Aerial Drop. **edit:This only applies to deepstriking units, so the most useful use of these can be achieved with a transport, in particular our good old friend Valkyries which can take a Commander to boot, just remember that if they don't die next turn, your guys will. *'''Plasma Pistol:''' An actual officer's weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable Watchmasters instead. ''No longer overcosted at 5pts'', so it's actually worth considering now. ===Special Weapons=== *'''Flamer:''' A bit different in 8E. Templates are gone, so flamers do 1d6 Str4 autohits from 8" range. Thus, they may hit even single models several times and your flamers will never be out of position...but your enemy may bunch 20 gaunts together and you'll still only hit 3.5 on average. Due to its rate of fire being random regardless of the number of enemies, range so short it cannot be used right after an outflank and ''no longer ignoring cover'' while also lacking any AP whatsoever, you cannot depend on this weapon alone to beat hordes like it used to. Still, being an assault weapon that always hits, there's no penalty for advancing and firing, especially for Special Weapon Squads. It's also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9" away to ignore its 8" range (making it statistically likely that they'll simply ''fail'' their charge to begin with). *'''Grenade Launcher:''' Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient AP and Str. Furthermore, there is no more rear AV10 to target anymore. Frag grenades average 3.5 lasgun shots, make of it what you will. *'''Meltagun:''' Good against ''anything with lots of wounds'', not just vehicles. 12" Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma yet safe. Damage doesn't spill, so it's more efficient against singular huge targets of any kind. If you manage to get to 6" for melta range, the average Damage goes from 3.5 to 4.47, making it more reliable. However, it is expensive: 12 points for regular guardsmen and 17 for anyone with BS of 3+ or better. On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range, but you have to be close to reap the maximum potential of metlaguns. The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close (preferably via a transport or Valkyrie) melta can be the better option. *'''Plasma Gun:''' See the Plasma Pistol, but in Rapid Fire. A bit less powerful than in 7E due to the new mechanics, but it can be fired safe so it's ok. You only need to supercharge against [[Grey Knights|mean]] [[Tyranids|bastards]], but against mean [[Chaos|bastards]], you ''need'' to supercharge. Curiously, it's about half as cheap for models with BS4+ (7pts) as it is for BS3+ models like Veterans and Scions (13pts). Given that you have a variety of ways to re-roll 1's ('''"Hero of Hades Hive"''', etc.) casualties from supercharging can be easily minimized. **Given it has the same 24" range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns are the default special weapon choice in most squads. Remember, it is only 7 points on BS4+ models. Point for point, plasma is the most efficient weapon for regular guardsmen at engaging tough targets. As for BS 3+ units (vets, Scions, etc.), there is room for debate between plasma and melta. The question should always be: "what is this unit going to be doing?" ===Melee Weapons=== Most of these are specific to one unit. The ones that aren't are listed below, and may be taken by sergeants and most characters. As of newer codex, Power Axe and Power Maul are no longer available options in Imperial Guard Armory, <strike>but you can simply field them using their Index entries.</strike>''(Legends)'' However, none of them will make you ''great'' at melee. Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not. *'''Chainsword:''' Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. This is why Watchmasters should give all of the other options here a complete miss, unless maybe they have a priest. *'''Power Axe:''' S+1 AP-2 looks good on paper, and it is, the only problem being it's 5 points instead of 4. But then again, so what? Generally the best option for killing T3, and not bad against T4, it's the take-all-comers option. *'''Power Fist:''' Sx2 AP-3, but forces a -1 to hit on the model using it. Korpsmen don't feel the impact of the downsides too much, given their 3+ WS. While expensive, it's cheaper than it was in the Index, and as a result, almost everything that can take this will see the best results from it. *'''Power Maul:''' At S+2 AP-1, this is the best choice if you're fielding a Lord Commissar but want to keep him cheap - it'll outperform the sword for the same cost. *'''Power Sword:''' At SUser AP-3 and 4 points, just not good enough for the S3 models that can mostly take this - and the S4 models prefer the Fist. You should generally avoid this unless you're looking for a budget choice, or you like the look of swords. </div> <div style="margin-left: 1em;> ===Heavy Weapons=== *'''Mortar:''' 48" Heavy D6 S4 AP0 D1, and may fire indirectly. At 8 points a gun team, it's a dirt cheap light and medium infantry muncher. Because of the revision to the way AP works it's in direct competition with the Heavy Bolter; this ALSO means it's in ''in''direct competition with your ''entire motor pool.'' Consider this when the challenge of fitting half a dozen kits' worth of mortar tubes into your list is a daunting prospect. *'''Heavy Bolter:''' 36" Heavy 3 S5 AP-1 D1. It's still standard on every vehicle in your motor pool, and it's better than the Autocannon against T5 and less, but especially 4 and 2 where it hits 50% harder. It's gone ''way'' down in price (8 points), so the choice is a ''choice'' now, but it's still one of the weaker options. *'''Autocannon:''' 48" Heavy 2 S7 AP-1 D2. The 'Pom-Pom' is the all-rounder choice for heavy weapons. Its two S7 AP-1 D2 shots don't particularly excel against any one kind of target. The heavy bolter is generally the superior choice against infantry much like the lascannon is the go to for anything with high toughness and multi wound. The autocannon does, however, act as an the intermediate between those two. Because Guard has access to cheap platforms for weapons, it may be better to specialize your units. However, having autocannons can let your bolters focus on the infantry, your lascannons focus on the big guys so you aren't wasting those two on the intermediate targets like MEQs and Sentinels as well as 2-wound units like some Eldar Jetbikes, Nobz, etc. *'''Missile Launcher:''' 48" Heavy D6 S4 AP0 D1 or 48" Heavy 1 S8 AP-2 D1d6. Still the Jack of All Trades, still the Master of None. Lost the option for a flak missile (though you don't really need it, as fliers can be hit on 5s by guardsmen now, and 4s by Veterans and Scions) but kept the cost; at 10 points it's cheaper than a Lascannon. Compared to Autocannons, it is better against the hordiest and heaviest units such as Guardsmen or tanks, but the auto cannon has a slight edge against MEQ, a decent edge against T5 and T6 MEQ and TEQ, and kicks ass against almost anything with 2 wounds, especially with light or medium armor like Nobz or Rough Riders (as neither frag nor krak missiles are fully effective against such models). While some armies you'll play against have a hard time fielding T8 units where you won't feel the decreased strength from the lascannon. With the Big FAQ that came out in April of 2018, the potential for limits of a single datasheet could be imposed which would restrict the number of heavy weapon teams one could take potentially making it harder to specialize units en masse making more versatile options more appealing. This and the possibility of facing few T8 units, however, is situational and by no means a sure thing. Lascannons still have superior strength and AP for the same cost and mortars do the same thing as frag missiles for one quarter the cost. You're playing Guard and your platforms for heavy weapons are cheap. It is often better to specialize units which makes the missile launcher less appealing. Some units may be better served having versatility though. The Avenger for example comes stock with purpose built AT (lascannons) and GEQ-eating (Avenger bolt cannon) weapons so having additional versatile weapons may not be a bad choice. Like everything else in Guard however, you need to ask yourself what you want your unit to be doing and give them the best loadout for that one job. *'''Lascannon:''' 48" Heavy 1 S9 AP-3 D1d6. The ever-reliable Imperial tank-buster. The improved strength over Missile Launchers is critical, as most tanks are T8, meaning krak missiles wound on 4s while the Lascannon wounds on 3s. The extra AP doesn't hurt, either; carapace armor is ignored entirely, and Land Raiders have to roll with a 5+. It's the same price as last edition, at 15 points, but the D6 damage lets it threaten heavy units, and it can now be used to snipe heavy infantry in cover. *'''Heavy Flamer:''' 8" Heavy 1d6 S5 AP-1 D1. Can only be taken by Grenadier, Heavy Weapons Squads and Vehicles. This almost strictly better than a Flamer, with the only downside that it can't advance and fire and it is more expensive. *'''Twin Heavy Stubber:''' 36" Heavy 6 S4 AP0 D1. As it ties with the Heavy Bolter against MEQs and beats the Mortar against GEQs, take it unless you are low on anti TEQ. Models look quality too. </div> ===Vehicle Weapons=== There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. (note, this list is currently incomplete) *'''Multi-Melta:''' 24" Heavy 1 S8 AP-4 D1d6. If you're within 12" of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they'll take a penalty for firing on the move. Cost is unchanged from 7th, at the same 15 point cost as a lascannon, but because it's so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you're usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against <-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don't want to be fighting infantry hordes with either weapon - and it's not like you can rely on your opponent leaving his T8 at home. Plus, Multi-Meltas are hurt ''far'' more by invuln saves than lascannons are. Your more reliable anti-tank choice is always going to be the lascannon, for the same cost. *'''Plasma Cannon:''' 36" Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. ''Someone found the manual!'' If a korpsman overcharges it, it gets the more powerful statline, but a 1 on the hit roll kills you. Yes, that's correct - no armor save, you're just ''dead.'' The ones on Leman Russ sponsons have special vents to survive this, taking only a single mortal wound per 1 rolled. Cost is unchanged from 7th, though when buying just one, you only pay for one. Careful firing on the move or against Tyranids with venomthropes; those -1 to-hit modifiers now make it much more likely to roll that 1, at least until GW regains its sanity and makes it only a natural one. **When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn't matter. In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don't mind losing - heavy weapons teams - can't carry it. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. On top of all this, its ''only'' advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing ''less than half'' of what a plasma cannon does. By and large, avoid this weapon if you can. *'''Leman Russ Main Guns''' **'''Battle Cannon:''' The main gun of your standard Leman Russ. With the new rules of firing twice when moving at half speed with no penalty, the amount of fire this cannon can unleash is terrifying. Take aim at anything GEQ or MEQ, and this gun can level squads of 5-10 with ease, don't waste it on large swarms or blobs. Against T5-T7 multi-wound models, it can easily down a dreadnought, or if you feel lucky, can put a surprisingly decent smack on some T8 models with the right stratagem and a group of tank commanders (looking at you Pask). The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialized weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you'll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon's AP advantage. **'''Exterminator Autocannon:''' Costs more than the Battle Cannon, which would be worth it for the (very slightly) improved rate of fire, except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds. **'''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 would have been negated anyway by the Battle Cannon's AP-2. 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. **'''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, itβd perform better against most vehicles than other Russes. ''Never'' take this. **'''Demolisher Cannon''': Statistically the best tank-buster of all Russ cannons, and easily the most powerful (and expensive) of all the Leman Russ options at 40 pts, the Demolisher is S10 AP-3 dealing '''D6''' damage. It has the same range as a lasgun, a 24" bubble of pure unadulterated fucking murder. If you have to choose it's best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won't benefit from '''"Grinding Advance"'''). **'''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. **'''Punisher Gatling Cannon''': Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short if you give this vehicle track guards and maybe use full throttle on it the turn before it can easily be in range to do 40 S5 shots while maintaining a 29" threat range (24" plus half move) even until it only has 1 wound remaining. Getting scary yet? Remember that tank commander who ordered it to use full throttle? Now give it kill on sight to reroll 1s with all those shots. Virtually no INFANTRY units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at YOU Pask! **'''Annihilator Twin Lascannon''': You know it, you love it. The same cost as a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most other army's version due to Grinding Advance and Tank Orders, amongst other things. **'''Conqueror Battle Cannon''': A Battle Cannon with 2' less range that costs more. However, the gun itself is not important; it's the Co-axial Storm Bolter that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror one of the most potent and flexible Russ variants this addition, enough to make you ask yourself when trying to select which gun to bring 'Why SHOULDN'T I take a Conqueror?' Just keep in mind your Storm Bolter's range is half your cannon's, so you gotta get up close and personal to make the most of this; still though, you'll be performing identically to the battle cannon from 24-48", and significantly better inside of 24". *'''Earthshaker:''' The Earthshaker smacks units up to '''240"''' away at with the same power as a lascannon, rolling 2D6 for shot count and taking the highest while ignoring LOS. It performs better against vehicles than troops, because its multi-wound power is wasted against infantry. Unless you're playing on a 20 ft board (or at a table across the room) the range on an Earthshaker is pure overkill. *'''Neutron Laser Projector:''' a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them) *'''Macharius Vulcan Mega-Bolter''' unlike the stormlord variant, it retains the ability to spin up to maximum speed if the tank hasn't moved, doubling its rate of fire to 30 compared to the stormlord's 20. On a S6 AP-2 gun, that's some SERIOUS pain. ===Vehicle Equipment=== All of your non-Forge World vehicles on ''treads'' that isn't a Baneblade variant (i.e. not a Lord of War) has access to this list. *'''Augur Array:''' The vehicle may re-roll one hit die per game, at a cost of 10 points; with the vast array of other possible sources of re-rolls, this upgrade should be rejected out of hand. Perhaps the most useless thing in the entire book. *'''Dozer Blade:''' Adds one to melee hit rolls when charging. Not bad ''per se'', at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you're trying to hit something giving you a penalty to hit, and has some synergy with Straken's aura. Or if you just want your tanks to look cool. ** Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you'll have. *'''Hunter-Killer Missile:''' This is a missile launcher with only the Krak profile that can only shoot once per game, at slightly more than 1/4 the points (i.e. 6). Not bad on Pask or a Tank Commander for a little extra punch on turn 1. *Pintle Weapon; '''one''' of: **'''Heavy Stubber:''' 4 points for 36" Heavy 3 S4 AP0 D1 is a bit more to think about it; you can't move and shoot it without being at Ork BS, ''and'' it's twice the cost of the Storm Bolter, while ''fewer'' shots out to 12" (relevant for e.g. Overwatch). Synergizes with the Stormlord which already comes stock with 2x Heavy Stubbers, while costing less than 1% of the tank itself. **'''Storm Bolter:''' 2 points for 24" Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch. *'''Track Guards:''' Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they're on their last wound. As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! Also useful on Leman Russes and short-range tanks like Demolisher and Eradicators. </div> <div style="margin-left: 1em;> ===Other Wargear=== **'''Platoon Standard''': Can be carried by either normal Infantry Squads or Command Squads, and gives all {{W40Kkeyword|Death Korps}} units within 6" of a unit with a model in it with one of these may add 1 to its Leadership when taking a Morale test. **'''Regimental Standard''': Carried by Command Squads, all friendly {{W40Kkeyword|Death Korps}} units within 6" of a ''model'' with one of these may add 1 to its Leadership and attacks. *Command and Infantry Squads, Engineers, and Grenadiers: **'''Vox-Caster:''' This machine is the beating heart of the Orders system. It's greatly simplified from previous editions; if an Officer is within 3" of a model with a Vox, and the target squad also has a Vox (and is of the same {{W40Kkeyword|Death Korps}}), the range of the order is ''tripled'' to 18". The important thing to note here is that it means your Officers can improvise their command structure a lot more - ''any'' Vox can send, and ''any'' Vox can receive, as long as the Officer and target squad share regiments. It is entirely legal - and fluffy - for your Field Officer, his assigned Vox operator having been killed, to run to a nearby squad of Grenadiers and commandeer their Vox Operator to continue sending orders! This also means you don't need to rely on flimsy four-man Command Squads for your Officers to send orders out. </div> <div style="margin-left: 1em;> ===Heirlooms of Conquest=== Relics return in the new Codex. Like Warlord Traits, the regiment-specific ones really are regiment-specific, so custom regiments can only use the Universal list, but once again, this list contains the best options anyway, ''Kurov's Aquila'' and ''The Laurels of Command''. <div style="margin-left: 1em;> *'''The Blade of Conquest:''' Replaces a Power Sword. At S+2 AP-4 D1d3 it's better than a Relic blade...but if you want one why not take an actual Relic Blade on a SM? But if you're bent on demonstrating mortal hands are worthy of this [[Lord Solar Macharius|Macharian blade]], a Marshal, or Lord Commissar, could make something out of it, especially when supported by the usual retinue of Ogryn Bodyguard, Priest, [[Commissar Yarrick]], Bullgryn and Crusaders. The Guard may be a shooty army, but mortals can still fight the good fight with blade, boot and bodies. Plus the sword is only 4pts, ''try having some fun''. *'''The Dagger of Tu'Sakh:''' {{W40kKeyword|INFANTRY officers}} only, per the FAQ. During deployment you can set up the bearer and one {{W40kKeyword|INFANTRY}} unit of the same Regiment (if the bearer has one) in ambush behind enemy lines. At the end of any of your movement phases these units may launch their attack. Set them up within 3" of each other, more than 6" from any battlefield edge, and more than 9" away from enemy units. ''Surprise Special weapons are always welcome, especially when they're a part of a bigger plan instead of just them.'' *'''The Deathmask of Ollanius:''' {{W40Kkeyword|Infantry}} only; the bearer has a 4++, and once per game, at the start of your turn, can heal 1d3. **An Ogryn Bodyguard with a Slabshield will now have a 2++ (Bullgryn Plate optional) to only ever worry about snipers fishing for 6s and the Mortal Wounds he'll get from doing bodyguard duty...risks that are both diminished by it suddenly healing 1d3W, helping the overwhelmed Quartermaster. *'''The Emperor's Benediction:''' Replaces a Commissar's or Lord Commissar's Bolt Pistol, giving it +2 shots, -1AP, and +1D. While it can also target {{W40Kkeyword|Character}}s like a 12" sniper, it can't do so when the bearer is within 1" of the enemy, unlike the very similar {{W40Kkeyword|Imperial Fists}} Spartean relic Bolt Pistol. Still, better than a Plasma Pistol. *'''Kurov's Aquila:''' {{W40Kkeyword|Officer}}s only (now including Tank Commanders!). Every time your opponent uses a stratagem, roll 1d6, and on a 5+, you gain ''one'' Command Point. Which you may regain once you use them yourself with the '''Grand Strategist''' WT, allowing you to farm more CP out of the already high amount you'll have. Damn solid relic. ''Punish Ultrasmurfs for their recycling command points!'' *'''The Laurels of Command:''' One of the better relics too! {{W40Kkeyword|Officer}}s with Voice of Command. When the bearer issues an order to a friendly {{W40Kkeyword|Death Korps}} unit within 6" of them, roll a die; on a 4+, the bearer can immediately issue them another order, which does not count against the orderer's maximum, ''and can trigger Laurels again''. Also the only way in the game to stack multiple orders on one unit, though the bonus orders can't be the same as the first (so no, you can't use Fix Bayonets like 10 times if you keep making the roll). **{{W40Kkeyword|Death Korps of Krieg}} caught in melee wouldn't fall back because of their better WS: turn your Lasguns into pistols with '''"Without Mercy"''', but then go directly to '''"Fix Bayonets"'''. {{W40Kkeyword|Death Riders}} should instead '''"Fix Bayonets"''' and then '''"Duty onto Death"'''. </div> </div>
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