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This little booger doesn’t look like much, but provides some really solid scoring options as it too, is ObSec when taken with the Engineers. They can also take a Centaur Carrier dedicated transport, which is a 40pt, Fast, Open Topped, 2HP, 11/10/10 vehicle with a 5 man capacity for zipping around the table, grabbing objectives and lining up good shots. They can be kept small and cheap, or beefed up to a larger size. A troop that has good morale control, tons of options and can be made to sit on an objective and shoot with the Mole Launcher, or be aggressive and go up the field with Acid Bombs and grenades, a special weapon, Heavy Flamer and possible a melee weapon, too. Pretty solid for a mere 15pts! Lastly, they can take the usual melee upgrades at lower prices on the power weapon and fist. The Mole Launcher is Heavy 1, 24″, Str and AP5, Blast 3″, with Strikedown and a special rule that means they always hit the weakest armor facing of any vehicle they target. The Heavy Flamer requires no explanation or comment beyond that they are awesome. They can take a special weapon or demo charge and form a heavy weapons team with a Heavy Flamer or Mole Launcher. Cool. TheEngineers are also BS4, to boot. For one, they are more expensive, but come stock with a 4+, all the cool Death Korps rules, a Shotgun, Frag, Krak and Acid Bombs! Acid Bombs are a special type of shooting attack with the following stats: 8″, Poison 4+, AP6, Assault 1, Ignores Cover, Blast 3″‘. However, they have several key differences. The Combat Engineers are the Veteran equivalent of Astra Militarum. This is a flexible, cheap, solid unit with some outstanding upgrades. This is the unit you are going to be seeing in the vast majority of lists in the troops slot. You can take an Infantry Squad with say, a Flamer and a Power Axe or Melta Bombs on sarge for a reasonable price point and have a reliable squad to go after objectives that is actually not terrible in melee against soft targets. On the whole though, not being able to blob up, not having access to heavy weapons and their increased points cost is a bit of a turn off. Le sigh, Heavy Weapons teams look so cool but are just so bad in the game, at present. Their Heavy Weapons Squads would actually be really appealing due to their morale control, if it were not for the fact that so many things in the game are strength 6 and ignore cover. Interestingly, they cannot take heavy weapons in their PCS or Infantry Squads, which is odd. Interesting to note also, they pay lower points for melee weapons than standard AM (10pts for a power weapons, 15pts for a fist) which is nice. Now, they do cost more than normal AM troopers for these bonuses, but that is to be expected. Plus, with WS4 and Krak Grenades, they can actually be a viable threat to a wide range of targets in melee. Not being able to blob would normally be pretty limiting, but, with their morale control they are pretty solid as MSU squads. These are really similar to the standard issue Astra Militarum platoons, apart from the army wide Death Korps changes to their morale and WS (Iron Discipline and Death Korps special rules, covered in part 1 of the series), the fact that they all come stock with Krak Grenades, and cannot combine into larger squads.
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But, let’s see what the backbone of the army consists of: the Troops! Troops They have some punishing firepower as we’ve seen in the Elites section, with excellent morale control. The Death Korps are a really cool way to play Astra Militarum. As always, check out the Tactics Corner for more great articles. Hey everyone, Reecius here for part 3 of our Death Korps review! This time: Troops and Fast Attack.