Warhammer 40,000/6th Edition Tactics/Imperial Guard/Death Korps of Krieg Assault Brigade

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Why Play Death Korps of Krieg: Assault Brigade[edit]

Imperial Armour 12: Fall of Orpheus re-introduced us to the Death Korps of Krieg in the form of a new (and separate) army list called the Assault Brigade.

This list messed around with the previous "Siege Regiment" army lists, moving a few units from here to there and adding a few more.

Generally this Assault Brigade is much more competitive than its predecessor, including previously missing units such as flyers and chimeras. However, if it's fluff you want, the Siege Regiment list still reigns supreme, being designed specifically with regards to the number of men that can be fielded at any one time, whereas here they're more expensive but have broader application.


Unit Analysis[edit]

New rules have come into place: Death Korps

  • Units with this rule are immune to fear, and now never take morale checks for shooting casualties any more. (the +1 WS bonus is also included under this rule)

Forlorn Hope

  • If the player chooses to use this rule, when Infantry Platoons get destroyed they go into ongoing reserves, meaning an endless supply of guardsman.
  • If you do take this option though, you get to place an Assault objective in the opponent's deployment zone that gets them a victory point if the Death Korp player does NOT claim it. Though the assault brigade gets 2 points if they do manage to get it.

This list also includes it's own set of krieg Orders, similar to those of the Imperial Guard, as well as it's own warlord trait table.


  • Company Command Squad: Almost the same as normal CCS, but with all the Kriegers' WS4 and Die Hard goodness. If you don't use it to give orders to you artillery units, you doing it wrong. Can also only take 2 special weapons and no heavy weapons team.
    • New features include the ability to attach a tank busting tech priest to the unit for +1 vehicle penetration for weapon within 6" , and your stand Blessing of the Omnissiah (no servitors), also a quartermaster (read medic... not the same as below) can be ADDED to the squad rather than replaced), they can also take an artillerist, who grants the squad night vision and can call down a one use D3 Heavy Mortar strike, which always fires indirectly but unlike a MoO can land his shots on target if a Hit is rolled. No Astropaths or any other advisors.
    • The unit can also take some nifty standards too. They are expensive, but can a) grant +1 Toughness (take this one), b) Hatred against all things Chaos OR c) they can count as a victory point IF THEY DIE.
  • Quartermaster Revenant: This is the guy who wanders through the battlefield and gathers dead men's weapons, armour, blood and organs, and sometimes he patches lucky guardsmen with said organs and blood. In game terms he gives FNP (6+) to any infantry squad within 6" of him or his servitors, so he can greatly boost your infantry blobs and gun crews survivability.
  • Marshall Karis Venner: At last a Death Korps special character!!! He's 65pts to add to a command squad, and comes with a hotshot laspistol and the ability to hit an extra D3 times in a challenge, as well as granting a 12" Ld bubble. He also has a pre-determined warlord trait, but it is only useful if he makes it to the enemies deployment zone. (Good luck accomplishing that)


  • Leman Russ Forward Command Tank: - Oh look, an armoured company unit in a infantry list! You get a single Leman Russ tank of your choice, boost it up to BS4 and can act as line of sight for all Barrage weapons in the same army.
  • Hydra Flak Tank Battery: - anti air was something that the previous siege regiment list was sorely lacking. It's probably a good thing that they've been moved to elites, allowing you to load up on artillery or leman russes. it's just a bit of a shame (but makes perfect sense) that they now have to snapfire at ground targets due to skyfire rules. So they're much more situational these days.
  • Death Korps Rapier Destroyer Battery:
  • Griffon Strike Battery:
  • Siege Engineers: Close combat oriented guardsman with shotguns and carapace armor. Yeah, this doesn't seem good, and they will die without taking their points back, but you can use them to tie up enemy shooting squads in close combat. Just don't forget to buy them Hades, cause engineers can charge after arriving through a Hades hole.
    • They now have the ability to take Carcass Shells for their shotguns, which give them the shred rule in exchange for gets hot, so they are more deadly at a risk of killing themselves.
    • They count as troops in zone mortalis missions. Which not many people play.


  • Infantry Platoon: No special weapon squads, heavy weapon squads or conscripts. Nor do you get heavy weapons teams within individual squads. They do have WS4 which boosts their survivability in close combat and they have the new death korps morale benefits, while you pay extra 20 pts over normal imperial guard for this remember you can have an unlimited number of them. due to forlorn hope.
    • Coming on from forlorn hope means that they come on from your table edge... coupled with the fact that they don't have any heavy weapons or transports likely means that they're not going to be doing much other than consolidating over objectives already claimed. I sense advanced tactics to make this work properly.
  • Grenadier Squad: Your Stormtroopers, except they don't deep strike or have special operations. But they're troops now, and a decent alternative to painting HUGE platoons of infantrymen, they can also take a chimera. No demo charges in this incarnation though. Nevertheless, AP3 Lasguns and 4+ armour means these guys can on paper reliably beat Marines in ranged combat.

Dedicated transports[edit]

  • Storm Chimera Your chimeras come with autocannons and extra armour as standard, but only a few units get access to them.
  • Centaur Carrier: Not nearly as good as Chimera: Front AV11, open topped and only 5 models for transport capacity. On the other hand, it's cheap and fast, passengers can fire one of their weapons like it is part of the Centaur (with 6th edition, this mean you can move 12" and fire the Centaur's own heavy stubber and one squad gun, preferably a meltagun, at full BS), and it can transport artillery that are otherwise immobile. Can only be taken for engineers and Quartermaster cadre, no es bueno!
  • Hades Breaching Drill: Remember the Tyranid Mawloc? Well the IG looked at it and said "we need something like that but even more destructive." Yes this thing has Rhino armour and 2 HP, but when it comes in it puts a fucking pie plate blast with S10 AP1 Melta. This little fucker can even destroy terrain, like D-strength blasts in Apocalypse but it has a S8 Ap2 Melta ramming atack, which turns into a small plate on deepstrike; also it suffers a mishap when it doesn't destroy what it came out under. And then your Engineers pop out of the holes it leaves behind. The ultimate fuck you towards gun lines. Once it enters, it can go around blasting people with it's meltadrill, but it's probably going to die afterwards...assuming anything is left standing. Was, sadly, nerfed to death. Full scatter, small blast. No ranged melta attacks either. AND the point value went up. Will die quickly, even if it manages to not mishap itself to death (-2 mishap modifier).

Fast Attack[edit]

  • Death Rider Platoon: (1 command squad + 1-6 rider squads) Highly overpriced rough riders. Yes, they have 6++ and reroll dangerous terrain, WS4 and semi-stubborn, but for what they are useful for (tank busting) all these buffs mean little. But an OK way to add additional officers to the army.
    • Alternate take: the Command Squad isn't compulsory (0-1) so you can go for the minimum of a 5-man rider squad, and considering the statline is much improved over a standard Rough Rider a lot of opponents can be caught off-guard.

They can pump out a decent number of attacks, even using their Unwieldy hunting lances, and a unit of five to ten models is great for picking off enemy flankers even after the lance is spent.

  • Salamander Reconaissance Squadron:
  • Hellhound Squadron: The Hellhound tank variants give you access to Fast Tanks. This has a lot of advantages, as you use them for movement-blocking, tank-shocking, or simply blasting enemies to oblivion. A low profile makes finding cover for it relatively easy, though cover-hugging isn't exactly the best use of this tank. There are three variants, each with a unique turret weapon, and the choice of hull-mounted Heavy Bolter, Heavy Flamer, or Multi-melta.
    • The standard Hellhound is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. What's that? You opponent has Rangers/Heavy Weapons Teams/snipers holed up in a building somewhere giving your commanders and high-value units a hard time? The Inferno Cannon laughs at cover. The range of the IC means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. In 6th edition fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. Using Creed to outflank a squadron of these is hilarious against horde armies. Do it - that's an order.
    • The Banewolf sacrifices the extra range of the Hellhound's template for it's own poisoned AP3 flamer template. Banewolves will kill anything without a 2+ save. Their armor and speed give them unparalleled ability to be used for flushing enemy infantry from cover. This said and done, this may be the one variant you can afford to specialize; having a hull mounted flamer gives you the chance to throw two really mean flame-templates. This tank is the epitome of offence over defense - on one hand it can destroy an entire SM tactical squad in one turn. If there is an independent character in the squad, force them to take all the hits for the squad by attacking from their side, melting them alongside anyone else who "Look Out Sir" into their own gooey death. On the other hand - it can easily be put down by a Lascannon head-on. They are well known for making Tyranid and Chaos daemon players cry as you gib their monstrous creatures with as much ease as their cannon fodder. But then again, what doesn't make Tyranids and Daemons cry in 5th edition?
    • The Devil Dog is the last one out, eschewing a short-range flamer, for a Melta Cannon, a blast weapon with the Melta rule. These tanks are great for sending into the center of an enemy armored formation and intimidating your opponent into breaking up, lest he find himself losing multiple tanks! Alternatively, assuming one has reliable long-ranged anti-tank, the Devil Dog can be used for finishing off survivors of destroyed enemy transports. Add a hull-mounted Heavy Flamer, and the Devil Dog can flush troops out of cover (though not as efficiently as the Banewolf). While not a flashy vehicle, it gets the job done. Probably the best variant for most games that includes vehicles on both sides.

Heavy Support[edit]

Pretty much all the awesome stuff. Pick and choose carefully.

  • Leman Russ Squadron: Leman. Fucking. Russ. It's a big tank. Holds the proud title of best tank in the galaxy for its size and cost. Side effects include: Templates, lots of dice, lots of AV, lots of choices. As an addition, Knight Commander PaskForward Command Tank can be added to any one tank that you field. HeIt is a nice little upgrade to the BS, helps reduce drift, and he's a tank killer makes your Leman an Elite as well as gives line of site to arty. Put him in a Demolisher, Vanquisher, Executioner or Punisher for the best bang for your buck. Though, nothing is wrong with putting him in a Battle Tank or even Punisher. In 6th edition, Leman Russ lost "Lumbering Behemoth" rule, and became a Heavy vehicle, instead. This means that you are limited to only 6 inches of movement. However, you can fire all your non-ordnance weapons at the same turn, as if you haven't moved, meaning that non-ordnance Russes (Exterminator, Punisher, Executioner, Eradicator, Vanquisher) are made even more rapetastic, at slight disadvantage of Ordnance ones (Battle Tank, Demolisher). Remember this, and kit out your tanks accordingly.
    • Leman Russ Battle Tank: Though it comes in many flavors, the basic tank is the most useful. With its S8 AP3 72" gun and thick armor, it is good against anything for decent points. This is your runner-and-gunner, your go-to tank, and the majority of your Leman Russ pool at any time should be these or Executioners. Kit em out with heavy bolters all around, since you are going to be forced to snap fire non-cannon weapons, so up the volume of fire.
    • Leman Russ Exterminator: Armed with a 4 shot twin-linked Autocannon means this thing is death incarnate for 4+ armour and light vehicles. Kit it with 3 extra Heavy Bolters for beautiful infantry shredding. If you feel like it, add Pask - and watch it destroy Predators and Falcon grav tanks with ease, while standing a chance to glance Land Raiders (!). While twice the points and not as long-ranged as a Hydra, it's got better front and side armor and isn't hindered by the lack of the Interceptor special rule (so it can shoot at things on the ground, where majority of enemy forces usually are). It doesn't have Skyfire or a Targeting Computer, so it may be lacking in roles usually occupied by Hydra, but you will still put a big dent on anything you do end up hitting.
    • Leman Russ Vanquisher: A Melta (which always provides +1d6 armor penetration) with a devastating range. Thus a bit costly for 1 shot at BS3 (works well with Pask, but only useful against vehicles). Not very useful really considering the amount of melta you should already have, if you use it primarily against vehicles. Give it a Lascannon as well as Plasma Sponson - and you get a unit perfectly fit to fight against Heavy Infantry. Combine with Pask for instant Monstrous Creature solution.
    • Leman Russ Eradicator: Kind of a Hellhound that hits worse, is slower but better armored. And you can add a Lascannon for versatility. Strange tank that has a weaker version of Battle Cannon that eats your enemies' cover saves. Consider for Cities of Death games or when fighting cover-camping Tau/Eldar. Can be useful for gunline enemies hiding behind fortifications as well.
    • Leman Russ Demolisher: For +15 pts. to the basic Russ you get a cannon that lays waste of everything on the battlefield and immunity vs S4 melee units - though sometimes 24" is too close to the enemy. The Demolisher is tried and true, and should ALWAYS lead the armored charge into the enemy. Works great alone, works even better in threes. You don't really need to upgrade it, since fucking DEMOLISHER CANNON doesn't get much assistance from other weapons, but being able to finish off the scattered survivors by hail of ill-aimed gunfire can also be useful.
    • Leman Russ Punisher: Shares the cons but only few of the pros with the Demolisher (it does keep the additional back armor, which helps). Heavy 20 may sound cool, but on average, you end up with 10 S5 hits with no AP (making it difficult to even glance vehicles to death, but why would you target vehicles anyway?). Everything except Grots is butchered better with the cheaper and better ranged Battle Tank. However, unlike most Russes, it gets better if you sink the points in it: Kit one out with Pask and a full triple Heavy Bolter set and a Heavy Stubber, at which point the machine will reduce to dust anything, from Terminator Squads to full-size Ork Mobs every turn, and will stop 'Nidzilla in it's tracks through sheer dice output. Well, that or you'll be killed by the enemies anti-tank and waste 250 points on something the rest of your army should be doing anyway. Punisher can glance AV12 to death, if driven about by Pask, a fact that should not be lightly discarded. Also, by far the coolest looking Russ. Can also be a fun choice against fliers, if much less cost-effective than the Hydra or Fortifications' Emplacements.
    • Leman Russ Executioner Oh hell... what devastation this brings. This thing lays waste to whole Terminator Squads and no matter what the enemy has - this one will hurt badly. The only problem might be that he is a bit costly and if the enemy has nothing with 2+, the Battle Tank is the better choice for points spent. Same might be true if the enemy has 2+ - the Demolisher (which can also, you know, demolish tanks) might be a more priceworthy alternative. However, if you have spare points - take one (and you should always have spare points for tanks). Even against those plasma-syphoning assholes take one and pray for the Emperor's blessing on your scatter dice. Give it Plasma Sponson, pray to Emperor that you won't overheat, and nothing will get in your way. This is also one of the Russes (alongside Battle Tank, Demolisher, and Eradicator) for whom it's best not to take Pask.
  • Thunderer Siege Squadron: It's a Leman Russ chassis with a hull-mounted demolisher cannon. Unlike LR Demolisher it have no front/side sponsons, but for some reason it's also NOT heavy - meaning you can move it 12" and even flat out another 6" to get round two shot. Obviously this is your Vindicator, and like all IG vehicles its all around better then his SM analog, due to the combination of superior armor and sufficient speed.
  • Ordnance Tank Battery: This is 1-3 Basilisk and Medusa & Colossus. The same as normal Imperial Guard.
  • Heavy Weapon Platoon: In case you had a lot of spare heavy weapons teams that you found you couldn't use as troops any more. You can take yet another 1-3 per HS slot.
  • Field Artillery Battery: 1-4 of the following artillery pieces, presumably in any combination.
    • Heavy Mortar Battery: Dirt cheap immobile Griffon guns. It can bring hate on infantry (S6 AP4 is Instant Death for most infantry). Also, can have a carcass round upgrade which alters stats as well as gets hot, shred and ignore cover.
    • Heavy Quad Launcher: Immobile artillery. Dirt cheap and spams enormous amount of anti-infantry blasts with extra -1Ld for pinning test penalty (for total -2). It used to be that they could only fire once per two turns, but that changed with the latest Imperial Armour volume, and 16 S5 blasts would kill a ton of Tyranids, Orks, or other Guard (especially with the "Fire on my target" order), and have a good chance to pin down heavier infantry (like, say, Terminators). Take them to be nostalgic about the passed times of Thudd Guns.
  • Imperial Navy Air Support Squadron: - 1-3 Thunderbolts, Lightnings or Avengers


  • Aegis Defense Lines:
  • Skyshield Landing Pad:
  • Imperial Bastion:
  • Fortress of Redemption:


The Assault Brigade does not function the same way as Imperial Guard with respect to allies. Anything not on the list cannot be allied with.

  • Yet to be resolved Knights would be divine blessing for this list. Fast and deadly, a squadron of knights to lead the charge would not only be brutally effective, it'd be incredibly badass. Just make sure you've got points left over for your Korps.