I just wanted to thank Mordian Glory for uploading these deep dive videos on the Krieg units. I'm going to give the game an honest shot with the Krieg models and I'm beyond thankful that I found your channel.
What I'm thinking here is you chuck 2x 5-man teams into a chimera, yeet them up the board behind some cover with scout + MMM, and then turn 2 you delete whatever you decide needs to go away with grenades & remote mines. Maybe not the most cost-effective way to use them, and certainly not a guaranteed success, but it kinda works the same way the triple deathstrike launcher does in that it gives a threat bubble that could make your opponant hesitant to move high-value units into an area of the board.
about what tau can do with piranahas with mont'ka, 1cp for 20 move, use that to get them into melta range and with 2 of them with good rolls you are going to be doing somewhere between 10 to 20 damage
You can't use Grenades after advancing. I think this makes them a strong candidate for loading into a Taurox. It gives them a huge threat range with scout + advance and disembark. Units disembarking from advanced Tauroxes only count as having made a normal move, so you can still use the grenades. You don't even need line of sight to throw grenades or to use the remote mine. So you could conceivably Scout your Taurox 6", MMM and advance for 15" + d6, jump your Engineers out behind some cover, and yeet your nades and mine 8". That's like a 30" threat range lol. And with a 4+SV and cover, you will occasionally live to do it again (or you could stick two 5-man squads in the Taurox).
I don't think they are broken. Their big gimmick is the remote mine which fails 1/3 of the time and then you throw the grenade stratagem and roll like two 4+. Congratulations, the scary broken unit did 2 mortal wounds and will then immediately die in the enemy's turn. Don't get me wrong, they are a nice missile unit and their threat alone of "look out mate, I could potentially do like 12 mortal wounds to your scary tank!" may force the enemy to play very cautious with their vehicles.
Surprised the melta rifle isn't a weapon for them, that screams an idle trench weapon. But that's why I ignore GW cause they don't know what they are doing. lol
The plasma pistol versus hand flamer trade off is a closer trade than the stat line suggests in that putting a move-move-move order on the Krieg Engineer squad to get that 1st turn mortal wound barrage means the plasma pistol is a single 4(+) roll versus a D6 wound roll for the hand flamer. You will be more consistent in doing some damage to medium to light infantry targets in cover by shear weight of the wound dice. Plus, as a pistol, hand flamers can be used during while locked in combat. Two D6 wound rolls versus two 4(+) to hit rolls is not something to be sneezed at.
It's rather common to have such units. Drukhari have Wracks and Scourges that both have asymmetric wargear with all the special weapons in the first half of the squad. The engineers have a very cheap second half so it is reflected in cost at least. I wouldn't mind another flamer but they don't need to take everything from the Catachans (scout, better close combat etc).
Bet these fellas will be fun mechanized up in tauroxes. Scout, advance up and deploy, deal mortal wounds with grenades and mines to a tank or monster, get some chip damage in on infantry while the taurox runs off to do secondaries and the engineers roadblock the foe for a turn, maybe 2 tops
People are complaining about them. But there are a death guard Character already close to the DK engineer. And he is tougher to kill. For the remonte mine. Do not forget that is the initial 3+ is failed. The mine is lost. You only have one chance with it, and you have 1/3 chances that it fail. Their cost in point have already increase to 75pts for 5 men. I think it's balanced already.
I mourn the loss of all the OG regiments, myself being a Steel Legion fan, but I'm glad that the new codex supports at least 3 unique regiments. Overall, giving Krieg and Catachan their own command and HV squads is a net positive for the game. But, it would seem that basic infantry, stationaries and command are not the only things that get diversified. Who knows, maybe in 11th ed. we will see the Catachan elite option, to rival combat engineers and Kasrkin. If I'm allowed to huff some hopium, hell, we might even get a Catachan heavy artillery option. Napalm launchers, tarantula turrets and maybe some sort of monster-hunting stationary gun seem like what they would naturally use.
for me they are a nice spot between kasrkin and catachans. really excited to use them with their shotguns. taking 8 shotguns and a flamer or 7 shotguns flamer and hand flamer(and obviously the mine) is what im planning.
Wasn't it nerfed that you can't throw grenades when you advance, fall back or already shot? So you can barely use that Assault keyword because only 2/7 weak shotguns can shoot that might do nothing. Basically if you want to use them, you are relying on their scout ability, they can only advance if they are not supposed to deal damage or you only want to use the mine.
Hmmm, I think the question for me is do I convert these guys into my Maccabian Janissaries or use the Kasrkin as a base to convert them into my Steel Legion? The pains of not running the GW approved 'real' regiments...
Its about potencial, the Engineers have alot of potencial with the mine, but I cant help but think in game when you have that moment that you pay for 3 units and only 1 or 0 roll that 3+ do you not just feel like you have wasted your points vs say Kasrkin with their glowup. But essentially having 4 unis if you run combined regiment could be disgusting for vechicle heavy / critical lists.
I think so too. The taurox gets to scout 6 with just them inside, then move 12 and advance and hop out, with 8" range on that mine means 26+d6" threat range on first turn or a unit that is able to move up into cover fast for a 1 turn mortal wound dump vs an enemy vehicle, plus their shooting threat to chip some wounds off infantry screens and the taurox running off to sweep away secondary objective grabbers with its autocannons. Pretty good punch/counterpunch option. Additionally, enhancements on a kreig command squad to allow them to scout too could mean brining extra special weapons and orders on the go, or perhaps not a terrible unit to be lead with a commisar with the same enhancement for an exta plasma pistol and +1oc to contest an objective
I do all solar aux, im using velataris as my kasarkin and niw these with the right weapons, you could use kasarkin and give them the right weapons, so there different, doubt ppl will have an issue
Can you make a how to build a Krieg army for 1000 points ? I have only the Kill Team box and everything seems a bit confusing where to continue from that.
I just think the models are wierd. They look more like old Grenadiers then they do like the engineers, theyre appearance just isnt cannon friendly at all.
Its kind of a shame that they had the option, even thought about it, and still chose to make the trench club system relatively poor. Guard are screaming out for an infantry close combat squad even if its relatively squishie, an option would be cool. Having a little bit of AP on those clubs would have been nice, or copying the power sabres from the riders for a hand axe/club system would have been really fun in my view. Oh well. Totally not because I love the idea/look of the engineers with pistols and clubs barrelling down the field with scout+ over the top into the enemy xD. The models look so cool with those weapons, its just a shame the rules dont really give you even niche situations for it to be useful.
I am desperate for for a Guard melee infantry option that isn't Bullgryn/Ogryn. My local meta has gone all in on competitive now and does the whole 'windows are closed on terrain' house rule so I can't shoot units in cover and my calvary can't charge in. Especially if they are doing that stupid 'stay an inch from walls so you can't be charged' exploit. It's hard being a fluffy player nowadays.
@@elsechalk575 unfortunately Straken went away but having him in a Catachan squad was a real threat who could bring down big stuff. I will miss him now.
The wording is unfortunately not that we can do it even if some other unit already have used the stratagem, thus we can only do it with one unit in total.
I wont lie this will probably be nerfed so quick, image get two squads of 5 with remote mines have them in a Taurox and shoot it up the board then have it do rapid deployment letting them out the same turn and just chugging 2 bombs and 2 grenadiers at a unit you don't like.
Sorry to say, but we can only use grenades once per turn, the wording doesn't mention that we should be able to do it even if some other unit has used it, so no..
@@karlnygren ah I thought the unit having a unique ability to use grenades would bypass the limit of each stratagem, I imagine there will be some clarification on it at some point.
@rattles4035 there already is in a balance update. Only abilities that name the stratagem (which this actually does) and also states that it can be used even if another unit has used it before allows double use.
Love the concept, not the execution with engineers. Apart from the fact that this datasheet is a prime target for future nerf on their ability, i don't find their unit composition very sexy. I would have loved the shit out of them much more without their MW sheananiggans, if they where 9 to 10 pts a dude for 50/100 points and more opportunity to use specials grenade launcher and more special weapons. They would have been worse in terms of rules, but not in terms of cool for me
I just wanted to thank Mordian Glory for uploading these deep dive videos on the Krieg units. I'm going to give the game an honest shot with the Krieg models and I'm beyond thankful that I found your channel.
My 122nd Cadian rust devils are in dire need of reinforcements. We’ll gladly accept the krieg help.
What I'm thinking here is you chuck 2x 5-man teams into a chimera, yeet them up the board behind some cover with scout + MMM, and then turn 2 you delete whatever you decide needs to go away with grenades & remote mines. Maybe not the most cost-effective way to use them, and certainly not a guaranteed success, but it kinda works the same way the triple deathstrike launcher does in that it gives a threat bubble that could make your opponant hesitant to move high-value units into an area of the board.
If you Yeet it in a Taurox you can do damage from T1
about what tau can do with piranahas with mont'ka, 1cp for 20 move, use that to get them into melta range and with 2 of them with good rolls you are going to be doing somewhere between 10 to 20 damage
I'm gunna run two of these squads with Krieg commanders and shove them into chimeras for a mech guard since I lost marshalls to give out orders.
Assault does not allow them to use Grenades after advancing. The stratagem says: "...excluding units that Advanced, Fell Back or have shot this turn"
Enter: The Taurox
Cyclop demolition vehicle behind a mini Chimera, now we have a mini version of the cyclop
You can't use Grenades after advancing. I think this makes them a strong candidate for loading into a Taurox. It gives them a huge threat range with scout + advance and disembark. Units disembarking from advanced Tauroxes only count as having made a normal move, so you can still use the grenades. You don't even need line of sight to throw grenades or to use the remote mine.
So you could conceivably Scout your Taurox 6", MMM and advance for 15" + d6, jump your Engineers out behind some cover, and yeet your nades and mine 8". That's like a 30" threat range lol. And with a 4+SV and cover, you will occasionally live to do it again (or you could stick two 5-man squads in the Taurox).
Anyone who believed that they'd stay at 35pts like originally announced was crazy lol a unit like that was never going to stay that low.
I don't think they are broken. Their big gimmick is the remote mine which fails 1/3 of the time and then you throw the grenade stratagem and roll like two 4+. Congratulations, the scary broken unit did 2 mortal wounds and will then immediately die in the enemy's turn.
Don't get me wrong, they are a nice missile unit and their threat alone of "look out mate, I could potentially do like 12 mortal wounds to your scary tank!" may force the enemy to play very cautious with their vehicles.
Surprised the melta rifle isn't a weapon for them, that screams an idle trench weapon. But that's why I ignore GW cause they don't know what they are doing. lol
The plasma pistol versus hand flamer trade off is a closer trade than the stat line suggests in that putting a move-move-move order on the Krieg Engineer squad to get that 1st turn mortal wound barrage means the plasma pistol is a single 4(+) roll versus a D6 wound roll for the hand flamer. You will be more consistent in doing some damage to medium to light infantry targets in cover by shear weight of the wound dice. Plus, as a pistol, hand flamers can be used during while locked in combat. Two D6 wound rolls versus two 4(+) to hit rolls is not something to be sneezed at.
you can not use grenades on advance unfortunately.
it's 1 wound if you're lucky, 2 if your opponent rolls bad also
Necromundian 323 combat engineers are going to spam these (after converting Cawdor gangers anyway)
A weird we can’t take 2 flamers at a 10 man. They should change this
No are you crazy? TWO strength 4 ap 0 D1 flamers would make the unit completely broken!
It's rather common to have such units. Drukhari have Wracks and Scourges that both have asymmetric wargear with all the special weapons in the first half of the squad. The engineers have a very cheap second half so it is reflected in cost at least.
I wouldn't mind another flamer but they don't need to take everything from the Catachans (scout, better close combat etc).
Cadian 812th mechanized, checking in
Bet these fellas will be fun mechanized up in tauroxes. Scout, advance up and deploy, deal mortal wounds with grenades and mines to a tank or monster, get some chip damage in on infantry while the taurox runs off to do secondaries and the engineers roadblock the foe for a turn, maybe 2 tops
Fun fact the remote mine can be used if you or your target is in combat
GW: Haaa, well nerf hammer.
I love the double take on the engineer shotguns part
People are complaining about them. But there are a death guard Character already close to the DK engineer. And he is tougher to kill. For the remonte mine. Do not forget that is the initial 3+ is failed. The mine is lost. You only have one chance with it, and you have 1/3 chances that it fail. Their cost in point have already increase to 75pts for 5 men. I think it's balanced already.
I mourn the loss of all the OG regiments, myself being a Steel Legion fan, but I'm glad that the new codex supports at least 3 unique regiments. Overall, giving Krieg and Catachan their own command and HV squads is a net positive for the game. But, it would seem that basic infantry, stationaries and command are not the only things that get diversified. Who knows, maybe in 11th ed. we will see the Catachan elite option, to rival combat engineers and Kasrkin. If I'm allowed to huff some hopium, hell, we might even get a Catachan heavy artillery option. Napalm launchers, tarantula turrets and maybe some sort of monster-hunting stationary gun seem like what they would naturally use.
for me they are a nice spot between kasrkin and catachans. really excited to use them with their shotguns. taking 8 shotguns and a flamer or 7 shotguns flamer and hand flamer(and obviously the mine) is what im planning.
Wasn't it nerfed that you can't throw grenades when you advance, fall back or already shot? So you can barely use that Assault keyword because only 2/7 weak shotguns can shoot that might do nothing. Basically if you want to use them, you are relying on their scout ability, they can only advance if they are not supposed to deal damage or you only want to use the mine.
Too expensive. Getting value out of them means intense micro to use the 0cp grenades fully without dying. Other armies get MEQ stats for cheaper ppm.
Hmmm, I think the question for me is do I convert these guys into my Maccabian Janissaries or use the Kasrkin as a base to convert them into my Steel Legion?
The pains of not running the GW approved 'real' regiments...
Its about potencial, the Engineers have alot of potencial with the mine, but I cant help but think in game when you have that moment that you pay for 3 units and only 1 or 0 roll that 3+ do you not just feel like you have wasted your points vs say Kasrkin with their glowup.
But essentially having 4 unis if you run combined regiment could be disgusting for vechicle heavy / critical lists.
maybe a good unit for a faster tourox? as that can advance and they still get out and shoot, then dump the mortal wounds
I think so too. The taurox gets to scout 6 with just them inside, then move 12 and advance and hop out, with 8" range on that mine means 26+d6" threat range on first turn or a unit that is able to move up into cover fast for a 1 turn mortal wound dump vs an enemy vehicle, plus their shooting threat to chip some wounds off infantry screens and the taurox running off to sweep away secondary objective grabbers with its autocannons. Pretty good punch/counterpunch option. Additionally, enhancements on a kreig command squad to allow them to scout too could mean brining extra special weapons and orders on the go, or perhaps not a terrible unit to be lead with a commisar with the same enhancement for an exta plasma pistol and +1oc to contest an objective
i had a squad take out a helbrute first time i used them with the grenade+mortals lol
Wait if they can scout, what’s the point of catachan?
Question to Cadia only players? How u planning to substitute krieg engineers? 3d print or some kit bash?
I do all solar aux, im using velataris as my kasarkin and niw these with the right weapons, you could use kasarkin and give them the right weapons, so there different, doubt ppl will have an issue
Can the dude with the remote mine also take a shotgun? Or does he have to have a trench club and pistol?
Can you make a how to build a Krieg army for 1000 points ?
I have only the Kill Team box and everything seems a bit confusing where to continue from that.
Anyone know what base size they're on?
Nice very nice always like your content
They are 70 points for 5 guys. Strong yes, broken I dont think so.
I just think the models are wierd. They look more like old Grenadiers then they do like the engineers, theyre appearance just isnt cannon friendly at all.
Think they should have remained grenadiers, not been morphed into engineers
This video is basically snitching.
Its kind of a shame that they had the option, even thought about it, and still chose to make the trench club system relatively poor. Guard are screaming out for an infantry close combat squad even if its relatively squishie, an option would be cool. Having a little bit of AP on those clubs would have been nice, or copying the power sabres from the riders for a hand axe/club system would have been really fun in my view. Oh well.
Totally not because I love the idea/look of the engineers with pistols and clubs barrelling down the field with scout+ over the top into the enemy xD. The models look so cool with those weapons, its just a shame the rules dont really give you even niche situations for it to be useful.
I am desperate for for a Guard melee infantry option that isn't Bullgryn/Ogryn. My local meta has gone all in on competitive now and does the whole 'windows are closed on terrain' house rule so I can't shoot units in cover and my calvary can't charge in. Especially if they are doing that stupid 'stay an inch from walls so you can't be charged' exploit. It's hard being a fluffy player nowadays.
@@elsechalk575 unfortunately Straken went away but having him in a Catachan squad was a real threat who could bring down big stuff. I will miss him now.
This only being 35 points feels like an auto include
Unfortunately they already nerfed to 75/90
I was on the fence about cancelling my Krieg pickup with all the feels-bad points mods. This may have brought me back 🫡
You can'y use the free strategem on each unit you have right? It's one free and then 1CP for one more and that's it?
The wording is unfortunately not that we can do it even if some other unit already have used the stratagem, thus we can only do it with one unit in total.
I was hoping gor Infiltrate. But scout and mortals isn't bad
Yeah, GW's gonna nerf em, lol. But I'll definitely try them out.
They ripped off what the agents' breachers were to be and then made it even better
I think overall they’re strong not broken at 75 for 5.
I wont lie this will probably be nerfed so quick, image get two squads of 5 with remote mines have them in a Taurox and shoot it up the board then have it do rapid deployment letting them out the same turn and just chugging 2 bombs and 2 grenadiers at a unit you don't like.
Sorry to say, but we can only use grenades once per turn, the wording doesn't mention that we should be able to do it even if some other unit has used it, so no..
@@karlnygren ah I thought the unit having a unique ability to use grenades would bypass the limit of each stratagem, I imagine there will be some clarification on it at some point.
@rattles4035 there already is in a balance update. Only abilities that name the stratagem (which this actually does) and also states that it can be used even if another unit has used it before allows double use.
I guess it’s worth always having some of them kicking about for the threat but not that impressed. I have hoping they’d have been more like 50pts
for the love of god adjust your mic settings, the audio is so wet
Love the concept, not the execution with engineers.
Apart from the fact that this datasheet is a prime target for future nerf on their ability, i don't find their unit composition very sexy.
I would have loved the shit out of them much more without their MW sheananiggans, if they where 9 to 10 pts a dude for 50/100 points and more opportunity to use specials grenade launcher and more special weapons.
They would have been worse in terms of rules, but not in terms of cool for me
Smash
Iv got some ww1 ww2 brodie helmets with gas mask and iv made a custom british imperial guard army