As of now though, it seems that DKoK is still quite bad. Quite bad? I have a 2 to 1 winratio with the DKoK. First of all, not everything in the armylist s are bad. These can definitely improve whatever list you are using if you take enough of them, but unless you spam your best options, what else can you bring? Very little.
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As of now though, it seems that DKoK is still quite bad. Quite bad? I have a 2 to 1 winratio with the DKoK. First of all, not everything in the armylist s are bad. These can definitely improve whatever list you are using if you take enough of them, but unless you spam your best options, what else can you bring? Very little. The special rules, i.
WS4, immunity to fear, no leadership tests for suffering shooting casualties or the can always rally normally if within 6" of an officer are all somewhat decent, but you lose combined squads and almost all good sources of heavy weapons paying a premium for the units. Your orders are arguably worse, especially as you lose some really good ones such as Fire on my Target , and gain leadership which you gain even less out of compared to normal AM and assault orders.
So you basically either lose and get swept or you win and the enemy assault units stay in combat while you slowly grind eachother down. The warlord traits are in my opinion also worse than the AM ones, and none of them are actually cool. And then we have the units. The same goes for platoon command squads, which are also 20 points more than the equivalent AM-unit which also loses the ability to take heavy weapons as well as only being able to take 2 special ones.
Remember that deep striking close to the enemy is also encouraged as you are "close-combat" guardsmen. Some units such as the Hellhound and all of its variants, and most of the Leman Russes are as lackluster in this army list as in Codex: Astra Militarum. Grenadiers costs the same as Tempestus Scions but you have no way of getting them into the thick of the fighting apart from using Centaurs. Few units are actually better than their counterparts in the main Codex, one being Death Riders, but you can still reach the conclusion that anything you can do, Astra Militarum can do better.
You can mass artillery, but so can Astra MIlitarum and they actually make even better use of them Ignore Cover Earthshakers? Yes please! And then we have this new update. Gorgons are definitely not good, as you pay points for something with less firepower than two Wyverns and the transport capacity of 48 Chimeras. The Death Rider detachments seems fun but Fear is considered one of the most pointless rules in the entire game.
Believe me, I want it to be good. I want cheaper infantry, I want more and better orders and I want cooler Warlord Traits.
Siege of Vraks
Quality varied greatly in the militia, from well-trained and well-equipped troops who possessed fanatical morale to an undisciplined mob of half-trained conscripts. The best Vraksian troops were the Disciples of Xaphan. Many had prior military experience. The Imperium had no idea how many Disciples Xaphan had, but they would form the disciplined core of his Traitor Militia. Due to its strategic importance, Vraks Prime had been guarded by a large force of garrison auxillia. These auxillia did not have the training or equipment of regular Imperial Guardsmen, but access to the Departmento Munitorum stores on Vraks rectified any equipment deficiencies and provided vast numbers of heavy vehicles such as Leman Russ main battle tanks, Chimeras and Basilisks. Though now well-equipped, the Imperium believed it unlikely the garrison forces could do more than successfully man a static defensive line.
The system was protected from astronomical anomalies like stray comets and unidentified voidcraft by the Kerak Sub-sector vigilance stations that were installed following the Bane of Antius Incursion of ca. The planet formed part of a network of similar Armoury Worlds across the Segmentum Obscurus. Its location and facilities enabled it to quickly resupply Astra Militarum regiments committed to defend worlds close to the Eye of Terror, particularly in the Scarus Sector. Vraks was besieged by the forces of the Imperium of Man in M41, after the attempted assassination of the heretical and traitorous Apostate Cardinal-Astra Xaphan by the Officio Assassinorum failed. At the conclusion of what actually turned out to be a year-long Imperial campaign of attrition called the Siege of Vraks that required 34 regiments of the Imperial Guard to retake the planet in Contents History Departmento Cartigraphicae Map - Vraks System Vraks was a barren and drab world, covered in a layer of old volcanic dust and pumice-like rock.
Imperial Armour Volume 6: The Siege of Vraks - Part Two