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. 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.
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