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Made in ca
Regular Dakkanaut




I'v just recently started painting and playing with my Daemonhunter army that I've kept on the back burner for so long now. These guys are so different from the other armies I've played (Iron Warriors, Tank heavy IG, Stealershock & Speed Freaks), I'm not really sure how to proceed with them. So far I've been victorious (3 games) but each game was a very close run thing that came down to the last turn.

Here's what I have available model wise.

-Grandmaster (Stern)
-Inquisitor (the Witchhunter aka:Van Helsing one)
-About a dozen various assorted retinue figures
-Vindicare & Eversore assassins
-5 Grey Knight Terminators with thunderhammers & storm shields
-7 Grey Knight Terminators with force weapons & storm-bolters
-20 Grey Knight Marines
-10 Inquisitorial Storm Troopers with a Rhino
-2 Dreadnoughts (with various weapon arm combinations possible)
-1 Land Raider (can be Crusader also)

So far I've been running the Grandmaster, 5 Terminators, 20 Marines, 10 Storm Troopers (in Rhino), a Dread and the Land Raider in 1750 point games.

One of the great difficulties I've experienced is when to hold my men back and when to press forward. I mean, with my Chaos and Guard armies I pretty much held back and shot as much as I could. With my Nids and Orks I rushed across the table to get into close combat. With the Daemonhunters I'm finding I need to employ a mix of the two tactics (which can also depend on who I'm facing).

Another concern of mine is how thin my men are on the ground. I'm struggling to keep my casualty count down since I'm fielding so few guys.

Any advice, tips, tactics or comments would be welcome.

This message was edited 1 time. Last update was at 2008/10/02 05:09:34


 
   
Made in au
Fresh-Faced New User




i have been playing daemonhunters for a few years now. i can make a few suggestions.

grey knights marines are very expensive. i would suggest allied marines or a marine parent list with allied daemonhunters.
land raiders arevery expensive in any army, but when fielding a very expensive army, the cost is too much.

you could buy more (standard) marines to build your numbers.

what are you using each unit for?
maybe replace some squads of GK with more stormtroopers.

daemonhunters are a good army to play because they are flexible. you dont just run them forward or stand and shoot. thats why i like them.

hope some of this helps
   
Made in us
Resourceful Gutterscum



Phoenix, AZ

Unless you are going to Induct some Imperial Guard you need to make Inquisitorial Stormtroopers your workhorses.

They are a bargain for a Troops choice - 10 points per model, BS4, 4+ Armor. They may come equipped with up-gunned Flashlights, but you get to buy 2 Plasma Guns or Melta Guns cheaply even if you only have 5 models in the unit. To top it all off they get access to the Rhino (albeit at a premium compared to modern Space Marines - at least Extra Armor is cheaper for you). Their Grenade Launchers aren't a bad option either, S6 solid shots and S3 blast weapons with 24" range.

The main vulnerability of the Daemonhunters has always been their lack of attacks that hurt higher Armor Values. Again, Inquisitorial Stormtroopers are invaluable because they give you access to 2 Melta Guns cheaply that you can mount in and fire from a Rhino.

In your Inquisitor you've got access to an above-the-curve version of the Psychic Hood. Use it!

As to Grey Knights, their Terminators are very dangerous. Their Power Armor Squads are also powerful, but fragile. Still, S6 Power Weapons striking on Initiative 4 (or 5 with the HQ) are extremely good at carving up MEQs. The Shrouding can't be underestimated either. I like the fact that the Assault Cannon can be shot as either a Heavy or Assault Weapon as well.

Dreadnaughts aren't terrible options either. They are kind of fragile, but they do give you your only access to Lascannons short of a Land Raider.

The last question to answer is "how much do I like land raiders?" They are pretty much your only viable option for Heavy Support.


Starting out, I'd lean towards getting 3 Squads of Inquisitorial Stormtroopers - a 5-man "Suicide" squad in a Rhino w/ 2 Melta Guns, a 10-man "Static" squad w/ 2 Plasma Guns and a 10-man "Havoc" squad w/ 2 Grenade Launchers in a Rhino. That'll run you about 416 points including Extra Armor and Smoke Launchers for both Rhinos. I'd favor a Grey Knights Brother-Captain w/ Terminator Retinue for your HQ choice. I'm also partial to Grey Knights Teleport Attack squads - seeing as they are your only Fast Attack choice. I don't like foot-slogging 3+ armor save, S6, T4 models that cost 25 points each!

Both types of Grey Knights teleport into battle and bring Storm Bolters to the part. As a bonus, they have the option to give a member of their group a Psycannon, which can really ruin someone's day if you just dropped your Grey Knights into the rear armor arc on their favorite vehicle (excluding Land Raiders and Monoliths).

The Inqusitor's Retinue options are largely over-priced rubbish that is too easy to kill so I stay away from them. I was partial to the Elite inquisitor option, Psychic Hood, and the Emperor's Tarot back in 4th Edition, though.

- Marty Lund

- Marty Lund 
   
Made in us
Fixture of Dakka






Lancaster PA

I gotta come from the other direction on Inq. You can make a nice cheap firebase with an Inq w/ psycannon, then 2-3 HB servitors. If 2, I take a plasma cannon, and usually 2 sages. That is a LOT of anti-horde firepower, and generally causes decent losses to power armor as well. Bonus, it is relatively cheap compared to the other heavy options in the codex. Make it a Lord if you are going to hood though, because a Ld8 hood isn't exciting at all. Plus, the Lord with Hood and 2 Mystics gives you a ton of deep strike defense.

There are a few tacticas about using GKs subtly, keeping them just at range of stormbolters and only going into melee when they have overwhelming superiority. I certainly didn't write them though, however they are floating around if you look.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

GREAT STOOL OF THE EMPEROR!!! USE THE VINDICARE!!!!

Now, I have been touting the values of the vindicare for a while now, but it is the most consistent model I have ever used. There is always something to shoot at, and it always has a good chance of killing its target. heavy weapons guy? No problem. Buff hero? No problem. Buff hero in CLOSE COMBAT?! No problem.

With the ability to select the casualties of your opponents squad, and its ability to fire into close combat, and the fact that it can only be fired at at a range of 36" or less, makes it a very good unit.

But aside from that unit, Grey knights are very hard to use. You definitely need to make good use of your allies though. But as far as allies go, you just need to choose what you think is cool, or fun to play with. I think, however, that it would be a mistake to get units that would be unable to support the GKs at the medium to CC range that they excel at

I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are 
   
Made in us
Regular Dakkanaut




The basic GK strategy changes based upon your opponent. If you are facing a shooty army, assault them, if you are facing an assault army, then shoot and delay the assault as long as possible.

Vindicare is just a so-so model. 110 pts, and he may have a hard time getting his points back, as he can only fire once per turn, and only wounds on a 4+ without one time use special ammo. Invulnerable and cover saves can ruin his day. He basically has a less than fifty percent chance of causing ONE wound each round. Eversor is cheaper, and tends to perform more reliably. But both give up a kill point and aren't all that great imho.

Never go with just one land raider, always go two, or go three dreads. At 1750, you might even want three raiders. Another option is to ally in 3 exorcist tanks from WH. Your heavy slot is your only anti-tank besides melta stormtroopers, unless you go Inducted Guard with BS 3 lascannons, or Sisters with meltas.

I second that inquisitors make great firebases with HB, psycannons, and sages and mystics. Though you have to sit them in cover. Another option is to use them as a source of three flamers and an incinerator. Don't tool them for CC, its an expensive waste of time.


You can't use regular marines as a base for GK unless you're basically playing a Space Marine codex with GK allies. Not a big deal, but you're not really a DH army. I think a DH difficulty curve goes something like Allies+DH < DH+Allies < PureDH < Pure Greyknight

I think the grenade launchers on stormtroopers is mostly useless, as the blasts are too small and wimpy and the str6 shot isn't any better than a psycannon. And you don't really need much anti-infantry weaponry, as your PAGKs and GKTs bring that. Go for two suicide five man squads in rhinos with smoke and extra armor or two flamers depending on your land raider choices.

Incinerators and Psycannons can be very powerful anti-infantry and very very good anti-daemon. GKTs can move and shoot maintaining a 36" range and your opponent has a pretty good shot of failing his shroud roll and being unable to return fire.

The GKGM is expensive, and not always worth it, especially since he doesn't have instance death protection, and only has a 5++, unless you spend even MORE points to just improve it by one. But he has a str6 force weapon, and with a daemonhammer, he can lay waste to daemons. (especially with destroy daemons psychic power) I usually just take a brocap, as its just too much points tied up into one lone dude.

I know people hate Stelek on this forum but he has some decent GK lists. Though some get pretty criss cross alied with WH and IG thats its not really DH =)


This message was edited 2 times. Last update was at 2008/10/06 03:23:07


 
   
Made in us
Confessor Of Sins






Scranton

ferrous wrote:
Vindicare is just a so-so model. 110 pts, and he may have a hard time getting his points back, as he can only fire once per turn, and only wounds on a 4+ without one time use special ammo. Invulnerable and cover saves can ruin his day. He basically has a less than fifty percent chance of causing ONE wound each round. Eversor is cheaper, and tends to perform more reliably. But both give up a kill point and aren't all that great imho.


qft.... but at the same time if you kill a lascannon with that one shot, hit on a 2+ wound on a 2+, you can manuever your heavy armor easier. Basically it doesn't matter if HE makes his points back but he can prevent you from losing another unit that would otherwise not make its points back plus some. He becomes valuable only when he raises the efficiency of your units to the point here they are worth more than you pay for them because your opponent can't deal with them. (example: you kill all of his str 9 or higher things so your opponent can't kill your LR which goes on to kill many things... or you snipe a PF from a unit and then assault with a penitent engine or 2. )

 
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

frgsinwntr is right, the vindicare is not supposed to earn his points back, he is there to make sure that your guys don't die. That said, he has clocked up 875 points in one game, with only 1 set of above average rolls. True... the 1 set of lucky rolls cost my opponent his blood thirster, but taking out heavy weapons, and heroes, and squad leaders left and right helped him also.

Just from experience though, my vindicare usually comes close to making up his points, but his role in restricting movement, and making my opponents second guess his moves has been instrumental to many of my close wins.

That said, GK do not do well as a core force, they are, however, very effective at holding off larger squads of MEQs, and are very effective at 24" and CC. The problem is that they are relatively weak in the area between 24" and CC because they do not become any more effective at 12-18 inches, the ideal rapid firing range. Also, their lack of anti-tank makes them weak on their own. I have several units of my own and, when they can use their mobility, or superior weaponry to their advantage, they excell, if not, they die, slowly, and painfully. That is why you must base your idea around a concept/ unit that will suit your style of gameplay.

When playing GK, I would advise that you look at your past battles and look at your personal tactical strengths and weaknesses. basically, what parts of battle you have a good understanding of.

I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are 
   
Made in us
Regular Dakkanaut




How the heck did he clock up 875 pts? That'd be a bat rep i'd like to read. (Not sarcasm)

He only shoots once per turn if he isn't moving, which is about 7 wounds with his special ammo, or 5 wounds and a pen on a vehicle. Maybe penning a land raider and then killing something expensive with only one wound every round without getting himself killed? (i wouldn't count him getting the last wound in on a bloodthirster as him getting all the points for the thirster)

I think it depends on the point level your playing. Assassins tend to be a better pick at higher point levels, where you're not sacrificing a heavy or troop choice to add them to the army. At 1500 pts or less, I think all of the assassins are a tough call, as you're hurting for other choices.

   
Made in ca
Regular Dakkanaut




I dunno. If the Vindicare pops a Land Raider (not too hard to do with his turbo-penetrating round, 30 something max armour penetration) that's his points back right there. Then for an encore he goes on to blast away at every powerfist armed sarge he can see. I haven't used him yet but I definately will be including him in games once he's painted.

I'd have to agree that the Grey Knights don't perform very well at medium ranges (read: rapid fire range), so it is very difficult to close in to melee range. Unfortunately it is the shooty armies that I'd actually want to close the distance with so the problem is magnified. I've had success with running my Land Raider towards the enemy and hiding a running squad of Grey Knights behind it, but this obvious tactic is unlikely to work against an more alert opponent.

I think I'd like to add another couple of squads of Storm Troopers to my army but I won't be dipping into any other codexes. I'm keeping this a pure Daemonhunter army.
   
Made in us
Guardsman with Flashlight





Reading, PA

There are some people who can achieve overwhelming victories with DH. The others, such as yourself, seem to win by the seat of your armor.

For every DH player there is at least three opinions on tactics. That's the beauty of DH - you can play how YOU want to play.

Orks and Nids charge, IG and Tau sit and shoot, Eldar move around with their fancy specialized units and SM units are tuned to specific tasks or don't perform well. Grey Knights, however, do everything well. This is why people think they are difficult to play. You have to actually think during the battle and adapt to what is happening.

There is no magic list, no secret tactic, and no guaranteed way to win each battle. You need to learn how you win a battle to be successful with Daemonhunters.

My game use to consist of three turns of sheer panic on my part, one turn of wanting to pack it up and never play again, and then watching my opponent's face turn to dread in the last two turns as I pulled off what seemed to be a miracle from the Emperor himself. Either he didn't appreciate the fact that you NO NOT come within assault range of Grey Knights or underestimated the range of a couple S6 Psycannons. Either way, the game was won.

Lately, however, I've been focused on two simple concepts: Which of my squads will take the objective and how do I remove my opponent's ability to take an objective. There have been games when I simply removed all of his scoring units from the board (at a high cost to me, but I won). There have been games where I considered EVERYONE expendable except my scoring units (sacrificed an inquisitor and brother-captain to stall my opponent, but I won).

So beyond which models to use, which list options to take, should you take a LR or a LRC, find out how YOU play. Your own temperament will determine your strategy.

With that said, here are some really cool tricks to try:

1 - The "drive-by" : load some stormtroopers with melta or plasma into the back of a Rhino or Chimera, fly as fast as you can to the backside of a tank, hit their rear armor, then find another target. Load your Inquisitor with a psycannon with them and you can have all sorts of fun.

2 - The Land Raider Crusader : if you use it, use it right. Download the most recent Daemonhunter FAQ from the GW site and read the rules. Keep the FAQ with you because your opponent will not believe you.

3 - Psycannons : If you are not the "I always assault" type, psycannons are your friend. You can't field enough of them.

4 - Dreadnoughts : I know folks are going to flame me for this, but the DH list dreads are the cheapest anti-armor choice you have. Lascannons and Plasma Cannons on these tough bass-turds will win the game. If they get their weapons blown off, then go beat someone up. Armless dreads are awesome at stalling an enemy unit.

5 - Callidus Assassin : This b1tch is beyond brutal. You just need to learn to support her right and she'll sing through the enemy. You will not make friends when you bring this girlfriend with you to the party.

6 - Let everyone else die before your Grey Knights. Honor means nothing if you are dead. The purpose of every other unit is to tie up and delay the enemy while your Grey Knights get to where you need them.

7 - Nesting on the objective - a couple of squads of Storm Troopers or Imperial Guard sitting on an object behind a Rhino or Chimera is a good thing. Not everyone has to shoot. If these units are shooting, then they can be shot at. Force your opponent to come close to take the objective, then run them over with your Chimera.

8 - Tanks and Transports are mobile baseball bats! : If it can move, it doesn't matter if it has weapons. Run the enemy over every chance you get. Most people don't play this way and it really screws them up.

9 - Concentrated fire : If you concentrate everything you have on a single unit on the first turn, you WILL screw with your opponent's head. After that, he will tip-toe around the board trying to avoid you. This obviously only works on less experienced players but it is so much fun.

There are other tactics that transcend specific lists. Just look around at the various boards and pick and choose which ones work for you.

Happy Hunting!





[small]When Chuck Norris does a push-up, he isn't lifting himself up, he's pushing the Earth down.[/small]

 
   
 
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