KriegFall II: More Chaos Traitor Guard

If you like the look of the new Death Korps of Krieg models, but aren’t interested in playing Astra Militarum, we’ve got another perfect plan for you. This is KriegFall II: 2,000 (more) points of Chaos Traitor Guard.

They Keep Falling

Last week we shared a list using the newly up for pre-order Death Korps of Krieg minis. We loved the idea so much that we’re back for more! Our first list focused on a horde of Kriegsmen making a mess of things for our opponent. This time, we’re looking at using the Kriegsmen as a smaller force in support of a larger, shooty list.

We’re starting with the same core Traitor Guard choices that we used last time. In this list, we’ll only use three boxes of Death Korps of Krieg infantry. We’ll also use a Krieg Command Squad and Bullgryns to build out our Traitor Enforcers, as before.

Renegade Raiders

The Renegade Raiders detachment offers some fun possibilities for Chaos Space Marine players. It gives CSM forces a lot of mobility, and encourages vehicles and special weapons squads. The Raiders and Reavers rule makes all of these units a bit more dangerous.

We could make a few fun lists in this detachment, but we’re going to start with putting some interesting units together using my favorite rule in Warhammer: The Rule of Cool. The Rule of Cool says that if it’s cool to you, then play that thing. So, we’ve gone for a Rule of Cool Renegade Raiders list. This list is one that not only looks fun on the table, but can be a bit of a handful for opponents to deal with.

Traitor Guard

Of course, we’ve included as many Kriegsmen as we can in this list. Unlike the detachment that we used last week, we are limited to three squads of Kriegsmen. With a mere 30 bodies to toss tot he slaughter, we want to get the most out of them that we can, so we’re also taking the full compliment of Traitor Enforcers. That means each squad of Traitor Guard Kriegsmen gets a leader.

These units all can make use of the Raiders and Reavers ability, so we can Advance them up the board and still shoot. That helps to get these three units on objectives early, which will trigger the second part of the Raiders and Reavers ability. When targeting enemies within range of an objective marker, Armor Penetration is improved by 1. Not only that, but our Traitor Enforcer has the Brutal Example ability, where their unit can be target by an Overwatch Strategem for 0CP, and can be targeted even if Overwatch was used previously that turn. Putting these squads on objectives can be quite annoying to displace, and can take a heavy toll on an enemy before they succeed.

Obliterators

Obliterators are fantastic minis. These hulking monsters are armed to the teeth, and can Deep Strike, making dealing with them a bit of a problem. They only move 4″, and have a Toughness of 7, but their 2+ Save, 5+ Invulnerable Save, and 5 wounds can keep them around long enough to do some damage.

We’ll be taking four of these monsters, in two groups of two.

Obliterators have three different profiles for their Fleshmetal Guns. There is a Strength 12 Melta attack for 4 damage, with AP -3. The Blast attack is Strength 8, with an AP of -2, and a D6+3 attack with Sustained Hits 1. If you need it dead, deep striking a pair of Obliterators and firing away is a pretty good way to take care of things.

With two squads of these, we can project this threat across the board decently well. And, once they’ve come in from Deep Strike, the detachment rule keeps them mobile and firing.

Chaos Terminator Squad

Terminators are always cool, even if sometimes their rules can let them down. We’re loading ours up to do some… terminating. We’re taking two squads of five Terminators each. In each squad we’ve got a chainfist, three powerfists, and a reaper autocannon.

The chainfist is a regular powerfist, but hits on 4+ instead of 3+, and has Anti-Vehicle 3+, which means that a roll of 3+ on the chainfist is a Critical Wound when attacking a vehicle.

Deep striking these in is also a good time, and sure to annoy our opponent. We’ve built these squads to hunt bigger prey. Even the Reaper Autocannon has Devastating Wounds and Sustained Hits 1, so it can put some saving throws on something meaty. These things are here to drop in and trash something, then use the detachment ability to quickly adjust and hassle something else while closing for a charge.

Havocs

How does two squads of five Havocs sound? Not bad, right? What if four Havocs in each squad brought Havoc Lascannons? With a 48″ range, single attack that hits on 3+, Strength 12, AP -3 attack that does D6+1 damage, these guys seem kind of fun. And there’s four of those in each squad.

Sure, Havocs can’t Deep Strike, but we can run them up behind our Traitor Guard, and they can Advance and blast away with the Lascannons because of our detachment rule. We might need a third squad of these, now that we think about it.

Havocs are here to have a good time at the expense of your opponent’s sanity.

Raptors

Raptors don’t have the best chance at staying alive or killing lots of things. But they do have Deep Strike, and are great at grabbing a secondary objective and getting to a few more points. That’s what they’re here to do. Sure, you can charge them in our use their Plasma gun carriers to try to chip on some damage, but that’s not the real reason we brought them. They’re here to steal some points and annoy the hell out of your opponent.

Forgefiend

What happens when the Rule of Cool and the model’s actual rules crash into each other in the best way? You get a Forgefiend. This beastie has an 8″ move, and can still advance and use the detachment rule to shoot. It’s Toughness 10, with 12 Wounds and a 3+ Save and 5+ Invulnerable Save.

Did we mention it’s firing three Ectoplasma Cannons? Each one has D3 attacks that hit on 3+ at Strength 10 with AP -3 for 3 damage. Oh, and they have Blast.

It can give itself Devastating Wounds for each shot having Hazardous, and why wouldn’t you? Get this monster within its 36″ range, charge up those plasmas, and delete something right off the table.

Defiler

Did we mention deleting something right off the table? Oh, yeah, this baby will do that. A Defiler has an 8″ move, Toughness 10, and 14 Wounds. On top of that, there’s a 3+ Save and 5+ Invulnerable Save.

It’s not all good looks, of course. This thing has 3 very fun ranged weapons. The Defiler Cannon is a D6+3 Attack, Strength 10 weapon that hits on 3+ for 3 damage with AP -1 and Blast.

The Twin Lascannon is a single attack, but hits at Strength 12 on a 3+. It does D6+1 damage with AP -3, and it’s Twin-linked.

Finally, the Havoc Launcher is D6 attacks, hitting on 3+ at Strength 5. It has no AP, but does 1 damage with Blast.

Oh, and like everything else, this monster can use the detachment ability, so we can advance it and shoot it like we just don’t care. Because, well, we don’t. We’re Chaos, after all.

The List

  • Chaos Lord in Terminator Armour (95 pts)
    • Combi-bolter, Chainfist
  • Chaos Lord in Terminator Armour (95 pts)
    • Combi-bolter, Chainfist
  • Traitor Enforcer (65 pts)
    • 1x Traitor Enforcer
      • Bolt pistol, Power fist
    • 1x Traitor Ogryn
      • Ogryn weapons
  • Traitor Enforcer (65 pts)
    • 1x Traitor Enforcer
      • Bolt pistol, Power fist
    • 1x Traitor Ogryn
      • Ogryn weapons
  • Traitor Enforcer (65 pts)
    • 1x Traitor Enforcer
      • Bolt pistol, Power fist
    • Traitor Ogryn
      • Ogryn weapons
  • 5x Chaos Terminator Squad (180 pts)
    • 1x Chainfist and combi-bolter: Chainfist, Combi-bolter
    • 1x Heavy weapon: Accursed weapon, Reaper autocannon
    • 3x Power fist and combi-bolter: 3 with Combi-bolter, Power fist
  • 5x Chaos Terminator Squad (180 pts)
    • 1x Chainfist and combi-bolter: Chainfist, Combi-bolter
    • 1x Heavy weapon: Accursed weapon, Reaper autocannon
    • 3x Power fist and combi-bolter: 3 with Combi-bolter, Power fist
  • 5x Havocs (125 pts)
    • 1x Havoc Champion
      • Power fist, Plasma gun
    • 4x Havoc
      • Close combat weapon, Havoc lascannon
  • 5x Havocs (125 pts)
    • 1x Havoc Champion
      • Power fist, Plasma gun
    • 4x Havoc
      • Close combat weapon, Havoc reaper chaincannon
  • 2x Obliterators (160 pts)
    • 2 with Crushing fists, Fleshmetal guns
  • 2x Obliterators (160 pts)
    • 2 with Crushing fists, Fleshmetal guns
  • 5x Raptors (90 pts)
    • 4x Raptor
      • 2 with Astartes chainsword, Bolt pistol
      • 2 with Close combat weapon, Plasma gun
    • 1x Raptor Champion
      • Power fist, Plasma pistol
  • 10x Traitor Guardsmen Squad (70 pts)
    • 1x Traitor Sergeant
      • Close combat weapon, Corrupted pistol
    • 9x Guardsman
      • 9 with Close combat weapon, Lasgun
  • 10x Traitor Guardsmen Squad (70 pts)
    • 1x Traitor Sergeant
      • Close combat weapon, Corrupted pistol
    • 9x Guardsman
      • 9 with Close combat weapon, Lasgun
  • 10x Traitor Guardsmen Squad (70 pts)
    • 1x Traitor Sergeant
      • Close combat weapon, Corrupted pistol
    • 9x Guardsman
      • 9 with Close combat weapon, Lasgun
  • 1x Defiler (190 pts)
    • Defiler cannon, Defiler claws, Twin lascannon, Havoc launcher
  • 1x Forgefiend (190 pts)
    • 2x Ectoplasma cannon, Armoured limbs, Ectoplasma cannon

That does it for Part 2 of KriegFall! Check out all of our Warhammer 40K products in our webstore by clicking here.