A host of Death Korps of Krieg Forge World rules has been revealed today, get out your favorite trench coat, and let’s check it out!
With the Imperial Armour Compendium on the way, we expected to see some rules for the DKoK. Today Warhammer Community posted a few of the unit rules and some doctrines. Will the boys of the death World be taking over? We’ll just have to see.
While some of their units are going to legend status, they are at least bringing back a bunch of the core units. If you want to see what is going to legend, check out our post on it here. For now, though, let’s dive into the revealed rules.
Death Korps of Krieg Forge World Rules Revealed!
The units covered today are the Combat Engineers and Death Riders, while we don’t get the full datasheet for the Riders, we get all their special rules. It’s all well and good to get new rules, but if you’re wondering about your units not included in the book, here’s their statement on it:
Several other Death Korps of Krieg units that are no longer in production will be getting Warhammer Legends rules in November. This means that they can still be used in matched, narrative, and open play games for those players who own the models and want to continue using them, though they won’t be considered a current part of the game for the purposes of official competitive events.
- Death Korps Marshall Karis Venner
- Death Korps Grenadier Squad
- Quartermaster Cadre Squad
- Death Rider Commissar
- Storm Chimera
Well… if you’ve been hoping to use those legend units in a tournament, think again. While GW doesn’t sponsor a ton of competitive events (yet but they trying soon), your TO may follow the guidelines and not allow the units.
Death Korps of Krieg Regimental Doctrine:
We saw this in the earlier release and it’s nothing too crazy. Being able to shoot again at a single would profile could be helpful, but even then, it only happens half the time. So it shouldn’t make a huge impact, with one weapon, on one wound, on a 4+.
Combat Engineer Squad:
Getting some free reinforcements is pretty nice, especially if they pop out of the ground and get 30 S4 shots at bs 3+. The Gas bombs are also great for anti-infantry. The Mole launcher is pretty good for the higher BS, but with only one, and the other guys so short ranged, may be hard to utilize.
Death Riders:
We didn’t get the full data-sheet for these guys but did get the weapons. They also mentioned you can take them as a Command Squadron for even more punch! When they charge in, they get some serious damage. With extra strength, AP, and damage, they could tear through a lot of units! Especially if you go the Command Squadron route and get all kinds of attacks.
Hopefully, you can get some kind of modifiers for extra charge distance. Because if they can pop-up and get off a devastating charge without getting shot at, it could change the tide of the battle!
A 5+ FNP is pretty nice, especially when you consider how many mortal wounds are out there nowadays!
If you’re thinking about getting some of these models, check out how we painted our Death Riders (above)in this tutorial here.
This is just a teaser, so we’ll have to see how it all plays out! The Compendium goes up for preorder soon, so we may get more teasers soon!
What do you think about the rules revealed so far? How do you think they will fare in 9th?
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