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1,750 DH Army w/help from 'Ard Boyz Exp. Comment Please  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Ok, so after what i saw in the 'Ard Boyz and getting a bit more experience with my DH in 5th (First time i'd played them ) this is an idea i'm running for the next RTT i attend or possibly the Baltimore GT.

HQ
Brother Captain w/3 GKT Retinue-274
2xPsycannons, Psychic Hood(mines not getting nerf... )

Elite
Brother-Captain w/2 GKT's-208
2xPsycannons

Troops
(10) PAGK's-275
Justicar, No Specials

(10) PAGK's-275
Justicar, No Specials

Inducted Guard Platoon-218
Command Platoon w/Flamer, 3CCW+LP

Squad 1 w/Grenade Launcher

Squad 2 w/Grenade Launcher

Remnant Squad(5) w/Flamer

Heavy Support
Landraider-250

Landraider-250

The 2-10 man squads of guard hold my objectives and generally can be used as fodder to slow down assaulty armies to give me the chance to choose when and where i fight. The 2-5 man units of guard go in the landraiders and are used to deny KP's/secure enemy objectives up field while my GK's manuever and concentrate fire on a unit at a time. The GKT's are total fire support but have the benefit of being rock hard against anything other than DP's, the new SM Assault Termies, and Tzeentch mark termies. So what do you guys think?

This message was edited 1 time. Last update was at 2008/09/14 21:11:26


Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Dakka Veteran




Seems kind of wasteful to get IG just for grenade launchers.
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

You cannot base a 1750 pt army off of 'Ard Boyz experience. Its an entirely different game at that levels.

Armies do NOT perform the same with a 750 pt differential.

I have never failed to seize on 4+ in my life!

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COMMORRAGH 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@Marvin
They aren't there for the GL's they are there to hold objectives while the rest the army stays mobile.

@Deadshane
Obviously everything performs at a different level at different point values. But certain core mechanics, aka how thing flow together, of an army can be gleaned and used at any level. for instance:

-Landraiders take a ton of punisment, i only lost 1 in all 3 games and that is when people had a lot more stuff than they normally would to kill them.

-Small guard units in LR's for holding offensive objectives is amazing. Again, LR survivability makes this possible. Something i observed first hand at ard boyz.

-What probably wouldn't pull it's weight at lower levels (i.e. my dreadnoughts and evesor assasin)

-That the machine spirit on GK LR's makes it one of the best tanks, hands down, in the game.

All those things, and more, i learned this weekend. Now i have been playing GK's since they came out and always did very well with them even though they are not "competitive". This was my first experience with them in 5th edition. Therefore i got to see how somethings had changed, for better and worse.

I'd appreciate it if you contributed positively instead of just throwing a blanket statement out. But for people like you i have changed the title of the thread so that they won't be confused.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
 
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