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Death Korps

Comparison Guide
ver. 1.1
This document is a quick comparative guide between the Assault List, Siege
Regiment List and the Krieg Armoured Battlegroup list to assess the options
available when beginning a Death Korps of Krieg army . Small comparisons will
also be drawn to the standard Imperial Guard/Astra Militarum Codex to give
new players a balance perspective between Krieg armies and Militarum
armies. Ive tried to keep this as opinion -free as possible and look at things
objectively with as few full specific rules or stats quotations as possible
(because nobody wants a lawsuit crashing down on their heads, amirite?).

DISCLAIMER: Guide originally by user FashaTheDog on Bolter and


Chainsword. Expanded upon and revised for 7th Edition of Warhammer 40k by
Ross Cronshaw and Philip Spence

Table of Contents
LIST BASICS AND SPECIAL RULES............................................................................................................. 4
Forlorn Hope (Assault Brigade Only) .............................................................................................. 4
Death Korps..................................................................................................................................... 4
Iron Discipline ................................................................................................................................. 4
ORDERS (ASSAULT BRIGADE ONLY) .................................................................................................... 4
WARLORD TRAITS (ASSAULT BRIGADE ONLY) .................................................................................... 5
UNIT ANALYSIS ........................................................................................................................................ 6
HQ ....................................................................................................................................................... 6
Command Squad ............................................................................................................................. 6
Marshall Venner (Assault Brigade Only) ......................................................................................... 6
Quartermaster Cadre ...................................................................................................................... 6
Commissar General (Siege Regiment Only) .................................................................................... 7
ELITES .................................................................................................................................................. 7
Rapier Laser Destroyer Batter ......................................................................................................... 7
Hydra Flak Platform/Tank ............................................................................................................... 7
Leman Russ Forward Command Tank (Assault Brigade Only) ........................................................ 7
Griffon Strike Battery ...................................................................................................................... 7
Field Artillery Battery ...................................................................................................................... 7
TROOPS/ELITES ................................................................................................................................... 8
Grenadiers....................................................................................................................................... 8
Engineers......................................................................................................................................... 8
TROOPS ............................................................................................................................................... 8
Infantry Platoon .............................................................................................................................. 9
DEDICATED TRANSPORTS ................................................................................................................... 9
Centaur............................................................................................................................................ 9
Storm Chimera ................................................................................................................................ 9
Hades Breaching Drill ...................................................................................................................... 9
FAST ATTACK ....................................................................................................................................... 9
Hellhound Squadron ....................................................................................................................... 9
Death Rider Platoon ........................................................................................................................ 9
Salamander Reconnaissance Squadron (Assault Brigade Only).................................................... 10
Cyclops Demolition Tank (Siege Regiment Only) .......................................................................... 10
HEAVY SUPPORT ............................................................................................................................... 10

Heavy Weapons Platoon ............................................................................................................... 10


Thunderer Siege Squadron ........................................................................................................... 11
Leman Russ Tank Squadron .......................................................................................................... 11
Ordnance Tank Battery (Assault Brigade Only)............................................................................. 11
Bombard Battery (Siege Regiment Only) ...................................................................................... 11
Heavy Artillery Battery (Siege Regiment Only) ............................................................................. 11
Field Artillery Battery .................................................................................................................... 11
Naval Air Support .......................................................................................................................... 12

LIST BASICS AND SPECIAL RULES


ARMY SPECIAL RULES

Forlorn Hope (Assault Brigade Only)


The Assault list has an optional rule called Forlorn Hope that allows you to return any fully
destroyed Infantry Platoon to ongoing reserves. You must also place another objective in
your foe's deployment zone. If you capture this objective, you gain 2 Victory Points. If you
fail to do so, your opponent gains 1 VP. Note that the opponent does not need to claim the
objective to get this point, merely prevent you from capturing it.
Ross: As can be seen, the Forlorn Hope is not something to base your entire army list around
as some missions will make that a hindrance to you. In addition, one should note that whilst
bringing back an entire Infantry Platoon seems fantastic on paper, in practice you are rarely
going to suffer enough casualties to regenerate prior to at least Turn 4, meaning your new
Platoon has to walk from your table edge across the board starting on Turn 5.
Philip: For Forlorn hope, I tend to find you'll get a squad wiped out around turn 4 so they
reappear on turn 5, which is good for grabbing objectives on your board edge. The best
tactic for this is to only have 1-2 platoons, (less is more here as it causes them to focus their
fire to wipe them out sooner). Having 3 platoons probably means none of them will get
destroyed unless you have them in a gorgon and can get them assaulting or against a close
combat or drop pod opponent.
Death Korps
Grants immunity to Fear and units with this rule do not take Morale Checks for 25%
shooting casualties (this means your foe will need to assault your trench lines to displace
you). In addition, units with the Death Korps Special Rule have +1 WS over their standard
Imperial Guard equivalents (included in their profiles).
Iron Discipline
Units within 6 of an officer (of any rank) may attempt to regroup regardless of whether
they have been reduced to 25% of their starting number. Therefore in the unlikely event you
do have someone fall back, a nearby officer can mitigate that pesky 25% rally issue thanks to
this rule.
Again, on paper these abilities sound incredibly powerful. Practice again seeks to deny the
boys in gas-masks their glory, however; for the increased points hike we lose the ability to
blob squad (though Fearless WS4 blobs would admittedly be terrifying), and due to the fact
a Combat Squad of Space Marines can mow down over 75% of a ten-man Guardsman squad
with unpleasant reliability, the three blokes left standing who dont have to take a Morale
Check are unlikely to have much impact on the battle. Fun and fluffy additions to the army,
but largely a minor deficit in practice. But hey, were all here to have fun right?

ORDERS (ASSAULT BRIGADE ONLY)


The Assault list contains a few unique Orders;
Senior Officers Only:

Duty Unto Death


Allows the Ordered unit to re-roll any failed Leadership tests until their next
Shooting Phase. They become Fearless if they take a Leadership Test and roll a
Double 1. Sounds cool, but with Immune to Fear and not taking Morale checks for
25% casualties, this is rarely going to be worth using up an Orders slot that could
better be used hammering FRF! SRF!.
Bring It Down!
This is Bring It Down old-school stylie; as in the previous IG codex, this Order gives
you twin-linked against a nominated vehicle or MC.
Get back into the fight!
Same as the standard IG order.

Senior and Junior officers:

Dispersed Advance
The Ordered unit now has the Move Through Cover USR until their next Shooting
Phase. This is a very useful order if you need people to move through a particularly
rubble-strewn board. Its not quite as universally useful as the Move Move Move!
order from Codex: Imperial Guard though.
First Rank, FIRE! Second Rank, FIRE!
Same as the standard IG order and by far the order you will use the most.
Without Mercy
The Ordered squad treats all Lasguns and Laspistols as Assault 2, Range 12 and
gains the Crusader USR until the beginning of their next turn. Interesting, especially
in a thrust-first sort of list and can be quite effective.

WARLORD TRAITS (ASSAULT BRIGADE ONLY)


1. Co-ordinated Assault: The Warlord and all units in 12 add +1 to charge distances.
2. Shattering Bombardment: The Warlord can bestow Twin-Linked upon any single
Ordnance weapon within 6 of them per Shooting Phase (lasts for one phase).
3. Only in Death: The Warlord and his unit gain Fearless and FnP 6+ within 3 of an
objective.
4. Smoke Barrage: The Warlord may choose to use the Night Fighting rules on Turn 1
instead of rolling.
5. Blood of Martyrs: The Warlord and all units within 6 gains Preferred Enemy
(Infantry) when in an enemy deployment zone. Marshal Venner begins with this one.
6. Siege Master: Reduce the cover save of a single non-fortification piece of terrain in
the enemy deployment zone by -1.
As with most Warlord Traits, these tend to be a mixed bag and can be very situational. Dont
forget that in a Battle-Forged list, one can re-roll Warlord Traits if you end up with an
undesirable result (for example, if you get Shattering Bombardment and youve come
packing very few Ordnance weapons).

UNIT ANALYSIS
HQ
Command Squad
Comes with a regimental standard by default, but that was always too amazing not to take
anyway. While both lists are similar, there are a few huge differences. The most notable
being the advisers as the Siege list goes with your standard IG complement, but the Assault
list contains three different Kriegers; a Quartermaster, Techpriest (not really of Krieg, but
close enough), and Artillerist, who is similar to the Master of Ordnance, but with a different
profile shot. These advisers make the Assault list's Command more aggressive, but the Siege
lists Command slightly more effective at support roles.
The Assault list also gets a few special items like a one use Eternal Warrior piece of kit for
your Officer and the choice of one of three upgrades to your regimental standard. You can
only take one per army, no matter how many Command Squads you have, but a toughness
boost, hatred against witches and traitors, or gaining a VP for losing the unit in the assault
are all great fun and can be useful. It is worth bearing in mind, however, that despite being
more assault oriented (and granted, they certainly pack the capability to catch an unwary
opponent by surprise), a Krieg Company Command can rack up quite a hefty points cost very
quickly for only a marginal increase in combat prowess. This is still going to be a small squad
of S3, T3, I3 guys with, at best, a 4+ (barring the Techpriest). Their biggest strength still lies
in Orders and the issuing thereof.
The Krieg Warlord traits also seem fun to use, though are only available to the Assault list.
Also worth noting if you want to do a mech army; the Assault list can have a Storm Chimera
while the Siege list only can take Centaur, meaning advisers are not welcome to ride.
Marshall Venner (Assault Brigade Only)
A unique character who replaces the senior officer in a Command Squad in the Assault list.
His abilities are a little more assault based than a standard Krieg officer, especially in
challenges. Most importantly, however, Venner gifts any Death Korps units within 12 his
mighty Leadership of 10 for any and all Leadership tests as per this wording, this
includes Orders. This ability alone makes Venner worth his weight in Imperial Credits, vastly
out-stripping any support character from the standard Imperial Guard codex in my
humble opinion. Remembering that both Heavy Weapons Teams and Artillery units are
restricted to taking orders on Ld 7 with no re-rolls, Venner becomes (rather oxymoronically)
a champion asset in any solid gun-line build. Take Venner, stick him behind a bunch of
entrenched Guardsmen and Heavy Weapons Teams, and throw out orders like they were
free candy.
Quartermaster Cadre

A fun support unit for either list and can take Centaur for quick Feel No Pain taxi service
across the battlefield. Incredibly valuable in gunline lists, which will usually incorporate an
Aegis Defence Line or Wall of Martyrs trench, giving you 4+/2+ cover save Guardsmen
sporting a 6+ FnP save. This chap is absolutely worth taking every time, if you have the spare
75pts.
Commissar General (Siege Regiment Only)
Only available to the Siege list and can take his own private Centaur, but other than that is
pretty much your regular IG deal.

ELITES
Rapier Laser Destroyer Batter
A great anti-tank piece of artillery with a medium range. Has an Engineer crew. From a
Mathhammer perspective, this bad boy is actually worth more for your points than the
Lascannon Heavy Weapon Team equivalent; he cuts in half the problems traditionally faced
by Weapons Teams, namely their T3 durability (as a T7 piece, he cannot be instant-killed by
non-Force weapons), their unreliable BS3 (the Rapier crewman has BS4 and his weapon is
Twin-Linked, which is statistically better than a 2+ To Hit), and as an Ordnance weapon rolls
an extra D6 for Armour Penetration (choosing the highest result). A unit of two Rapiers will
do the same job as a unit of three Lascannon Weapon Teams more efficiently for a similar
points cost.
Hydra Flak Platform/Tank
The platform is for the Siege list and the tank is only in the Assault list. Like your IG models,
although the platform is obviously stationary. Worth taking if you have the points spare,
though you can get a similar level of performance for increased durability from an AegisLine Quad Gun or Vengeance Weapons battery, as an AV11 vehicle is both a massive fire
magnet and a very liable one.
Leman Russ Forward Command Tank (Assault Brigade Only)
Assault List only. This lone battle tank, of any Leman Russ variant in the Heavy Support
section, can spot for barrage weapons and has an extra point of BS for a low surcharge. A
great addition if youre going to throw some vehicles in the army.
Griffon Strike Battery
An Assault list Elite like your local IG brings to bear in the Heavy Support.
Field Artillery Battery
Siege list version, see Heavy Support for the Assault list. This is the Siege list's Elite must
have section in my opinion. Here you can choose from either the Heavy Mortar, which is just
like the Griffon without the accurate rule, or the Thudd Gun, which can see a battery of four
lay down sixteen S5 small blast Barrage templates. These guns are immobile unless towed
by Centaurs, although you have to have the same number of guns and tractors, which the
unit can purchase. Being an artillery unit, like the Rapier, these units are very durable
against shooting and combined with the special Krieg rules, will not run from shooting
losses.

TROOPS/ELITES
Since the two lists overlap here:
Grenadiers
For the Assault list, these men are Troops. Mount them in Storm Chimeras, which are just
like your IG models, but with a few mandatory upgrades. While points-wise they are
expensive, the fact they have Objective Secured and mobile is a great thing and can make it
possible to grab the Forlorn Hope objective as well as other far off ones. Also, having
Hellguns in a Troops choice can be a nasty surprise for MEQ players who mistook them for
Carapace Veterans.
In the Siege list, they are Elites, and thus do not have Objective Secured, depleting their
value. Furthermore, they lose access to the Storm Chimera and instead can take a Centuar,
which only has a capacity for a minimum sized unit. This changes their role to a small fast
strike unit designed to hunt and kill a target in preparation of breaching the enemy
lines. You could use them on foot in larger units, but it will be tough going for them. Still,
you can make use of them with care in the right list on foot, but it is much more difficult
without the Chimera.
Engineers
In the Assault list they are Elites. While they gained access to all the special weapons instead
of just a demo charge from their prior rendition, they can only take one and do not have
Objective Secured. They can, however, take a Centaur, Storm Chimera, or Breaching Drill.
The Drill is a tough unit to use now thanks to the nerf it took from being abused by the IG
Vets, but careful use and a small unit of Engineers is still a viable threat you can bring to
bear if your list permits. In the Assault list only they can take carcass shot, which makes their
shotguns Gets Hot! and Shred, which is risky but can be great. That option does help buff
them nicely here. Using them with a Storm Chimera or Centaur might get you better, or at
least more reliable, results as you can throw them with other mounted units or in support of
Infantry Platoons. They also lost the gas grenades of old, so no more I10 assaults off the
bat, but they get acid gas bombs standard which are basically what they will throw instead
of frag grenades.
In the Siege list they are Troops, making them great. There is a catch though. They cannot
take a Storm Chimera, although a Centaur is still an option. The Drill is available in this list,
but by taking one as a dedicated transport, that unit of Engineers becomes Elites, meaning
you will need to dedicate other units of Engineers without Drills to follow the Elite unit and
hope your foe does not block their exit since it automatically causes them to mishap. Tricky
to use, but really the only option the Siege list has for reliably crossing the table with scoring
units. Careful bombardment of the area you send them in and sustained fire heedless of
scatter is the way to make it work. If you just run the Engineers on foot or with the Centaur,
then they can actually make for a rather decent scoring unit so long as you treat them like
Veterans in Carapace.

TROOPS

Infantry Platoon
What you need to note is that you are paying the Krieg fee and now must take Krak
grenades on all those units, making them 20 points more compared to the IG slackers and
you cannot take heavy weapons in them or combine them. You'll probably want a second or
third small platoon in the Assault list as exploiting the revolving door of Forlorn Hope can
really help you hold your table edge against the more aggressive armies out there when you
use it. In games where you do not declare the Forlorn Hope or are using the Siege list, you'll
need to treat these guys with care as their inability to combine makes them easy prey unless
well dug in. In both lists the Infantry Squads can take platoon standards, which can give a
slight edge in assault, although the cost might be too much except as a "I have spare points"
or "I have the models and need to be WYSIWYG" kind of deal.
In the Siege list, we find that the mandatory Krak grenades remain, which hurts some as the
Siege list will typically see far less use from them due to the more defensive nature of the
list. What really hurts, however, is that you cannot combine the squads here either,
although you can purchase heavy weapons squads for the platoon in this list so you can
have more of them and without eating into the big guns (which in the Siege list is vital, as
big guns will form your workhorse).

DEDICATED TRANSPORTS
Centaur
Opened topped and fast, this little fellow can get a small unit where it needs to be, but it is
vulnerable to small arms. They are also your list's tow-tanks for artillery. The old option to
mount a transported unit's special weapon is now gone.
Storm Chimera
Take a regular Chimera, add a couple of mandatory options, change the multi-laser to an
autocannon, and Bob's your uncle.
Hades Breaching Drill
Despite being strong, it was once very well balanced for the Siege list, but Imperial Armour's
access to the regular IG book caused paroxysms of rage as IG Vet squads sullied the drill's
reputation. The changes make it difficult to use as it is prone to mishap and destruction with
the loss of the Engineers. It is actually possible to successfully tanks shock the 3" template
on the board and then lose the drill because it is longer than the template and your foe did
not have to make room enough for the vehicle. Used with care and support, it is still a good
addition to the list, but you will need to make its use crucial to your plan and not count on it
as a distraction factor as once you could. In the Siege list, don't forget it changes the
Engineers it is dedicated to Elites.

FAST ATTACK
Hellhound Squadron
Both lists. Just like the IG; all three flavors.
Death Rider Platoon
Per slot, 0-1 Command and 1-6 units of what are superior Roughriders. A very solid choice

that looks great on the table. The Command Squad may cost a little more, but the option of
a demo charge on the officer makes it solid gold. Ridermasters, Squadron Commanders,
and the Death Rider Commissar are also the only models in the list that can take power axes
as the rest of the list specifically states power swords. In the Assault list especially, this unit
shines as it is mobile and can really wreck house since you are likely to be charging down
your foe's throat anyway. Just to emphasise why this is, lets take a minimum-size squad of
five as an example; with two attacks each (three on ol Sarge), we get 16 attacks total on the
charge. These are made at WS4 (so usually hitting on a 4+ or better) at Initiative 5 (so before
Marines and on-par with Eldar) and S6 (so wounding Marines on 2+) with AP3 (so no saves
for Marines). Therefore, that five-man unit of horses that cost about as much as a Marine
Combat Squad can and will reliably cause five-seven immediate casualties on even a
dedicated Marine melee unit, with the propensity of causing even more damage if you roll
above average. Wiping a squad of Vanguard Veterans with these chaps is both satisfying and
awesome.
Do not forget that for the Death Riders, as with the standard Imperial Guard Rough Riders,
can only use their Lance on the first turn they charge (specifically the first turn they charge,
you cant choose to save them for a later turn), after which it is spent. This makes
positioning of these troops vital.
Salamander Reconnaissance Squadron (Assault Brigade Only)
A fun choice that is much like an autocannon armed Sentinel in role, but not a walker and a
little better armoured. Also, the ride of choice of Ciaphas Cain, Hero of the Imperium!
Cyclops Demolition Tank (Siege Regiment Only)
Siege list only. Sadly by RAW they are useless right now. They are now infantry, but lack a
strength, so are automatically removed as a casualty. Not having a Ld value also means that
should the auto-die problem be house ruled away for use, they are oddly susceptible to a
number of powers and attacks that feel weird and powers like Terrify cause them to flee
without ever being able to rally and anything that wounds against Leadership will destroy
them. If they FAQ it back to an all-round A10 1 HP vehicle that may charge to detonate at
I10, then it would be a great low cost demo charge on treads like it used to be. Previously,
they were a cheap means of getting a powerful shot on something, but had the huge
drawback of your foe only needing to kill a lone Guardsman to stop it, or just by blasting the
small remote in the middle of your lines, causing friendly fire as it often detonated
prematurely. A good unit, if a little unreliable, but the cost justified the risks. Needs a houserule to be usable currently, though.

HEAVY SUPPORT
Heavy Weapons Platoon
Both lists. Only 1-3 squads and no platoon command here makes them less useful than
their IG counter parts, but in the Assault list, this is where your heavy weapon armed
infantry will be found. They also have a diminished selection of weapons: mortars, heavy
bolters, autocannons, lascannons, and twin-linked heavy stubbers. The last of these is pretty
effective against light infantry thanks to the re-rolls and looks great on the table, but they
do lose some of their luster thanks to their AP6. Still a good way to force your foe to pile on

the saving throws and worth using, but cant compete with Heavy Bolters in the long run,
which in turn cant compete with Autocannons. In the Siege list the entry seems hollow and
redundant as you can just tack on the one to three you'd take here to an Infantry Platoon
and free up a Heavy Support slot, unless you've already taken 18 of them there and still are
looking for more... (and if you are, where are your Earthshakers, you mad sausuage?)
Thunderer Siege Squadron
Think of it as a discount Leman Russ Demolisher with the main attraction being hull
mounted and you got the idea. Not a bad way to cut a few points if you need to get another
demolisher cannon or two on the table, especially as it is cheaper than the Leman Russ
Demolisher and for some reason it's also NOT heavy - meaning you can move it 12" and
even flat out another 6" to get a shot on Turn 2.
Leman Russ Tank Squadron
Like your Guard entry, but now with more choices! The Annihilator is a pretty nice anti-tank
piece and the Conqueror is a faster and lighter armed version of the main Russ. Both went
up in price from before, but those two used to be cheaper than a standard Leman Russ. The
Vanquisher is also better here than in the IG Codex as it gets the option of a co-axial
weapon, obviously a heavy stubber. Might as well mention it here, but many Krieg vehicles
also have access to track guards, which provide an invulnerable save from immobilization
(but not the hull point damage gained with it), or a mine plough (although not enough
people seem to litter their tables with mine fields), which does cause some low S, low AP
damage when tank shocking in addition what the upgrade says on the package.
Ordnance Tank Battery (Assault Brigade Only)
Look her up in your local Guard Codex.
Bombard Battery (Siege Regiment Only)
Sadly not a Bombard anymore, it is 1-3 Colossus right out of the IG Codex. No 7" templates
for you anymore.
Heavy Artillery Battery (Siege Regiment Only)
Alright, now we're talking! Artillery unit versions of the SPGs the Guard use. Those
wonderful gun carriages and their meat shields of crew are tough customers for your foe to
tackle at range, especially since the heavy artillery has double the number of wounds as a
normal artillery piece. The guns are now the same as the IG's SPG instead of the long ranged
pieces they once were, but a minor change that still makes them powerful since there is no
minimum range your foe can hide in. Sadly, that also means the Medusa is no longer a
barrage weapon, but it is still a good choice. Fence them in with Aegis Defense Lines, add
camo-netting, and good luck losing that unit!
Field Artillery Battery
Assault list version. Unlike the Siege list that takes these two guns in the Elites, they are
Heavy Support here. Don't be discouraged because the Heavy Mortar here is better. It can
take carcass shells which, in addition to what they do for the Engineers, also reduce the
strength of the shot by one and ignores cover. This makes them better than the Griffon's
heavy mortar. Although Marines and Terminators are less concerned about them, they are

more likely to be wounded and anything in a 4+ save or worse now has reason to fear your
barrages even more as there is nowhere to run and nowhere to hide!
A note on artillery placement

Artillery are tough to take out. Heavy Artillery especially. T7 with four wounds and a 3+ is
nothing to sniff at. You can make this even more unpleasant, however; given 40ks wound
allocation rules, one must allocate wounds to the closest models in a unit first. If you place
your crewmen in front of the gun itself, they become the closest models.
In a Heavy Artillery team of one gun and four members, you can happily stick three
crewmen in front of the gun to act as ablative wounds, thus ensuring the opponent must
cause three unsaved wounds to a T7 model before it even starts to chip away at the gun
itself, whereupon they then have to take off four T7 wounds with a 3+. There are usually
nowhere near enough turns in the game to take these bad boys off.
If you STILL feel threatened, put the Quartermaster near them. They have a Wounds
statistic, so they can benefit from Feel No Pain. This hasnt been FAQd and is perfectly legal,
though is something of (a) overkill and (b) extreme cheese. Just tell the opponent the
Quartermaster has a bag of spanners on him or something.
Just be aware that weapons which cause removed from play can be a nightmare.
Particular favourites of the moment include the new Space Wolf Frost weaponry, which
forces a Strength test (artillery has no Strength value and is therefore instantly removed
from play), Tyranid Mawlocks, which state models under their blast radius must move or be
removed from play (Immobile models suffer from this), and the new Grey Knight Psilencers.
Naval Air Support
Same in both lists. These three aircraft are all versatile enough to fill most roles, depending
upon how you equip them, but each tends to lean towards a specific task more than the
others. The Lightning is your go to interceptor; lightly armored, but can be loaded with antiair missiles, so break out them Aviators and turn up the Top Gun sound track when using
these. The Avenger is your primary ground attack craft and sports the best frontal armor
and hull points of all three. Then we come to the Thunderbolt. This all-rounder specializes in
nothing and has the armor spread out on the side instead of all up front, but is always a
good fallback choice and can potentially shake the locked velocity damage result 16.6% of
the time, plus if you read Double Eagle by Dan Abnett, you will likely want to paint up a
Phantine one. Weapons taken with the bomb clusters rule on any of the three aircraft
basically allow you to drop yet more barrages on your foes (because we all know your
enemy is not being hit with enough of them by this point already). There are also a few
upgrades that help with night fight, either for the aircraft itself or for your other units, can
provide a morale boost, or get a one use 4+ save against missiles.

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