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Made in us
Regular Dakkanaut





Ok so here is the first draft of what I hope is a competitive daemonhunters list for ard boys....

HQ
Grand master
-hood
-targeter
-scared incense
176
4 gkts
184

Elite
Inquisitor
-2 mystics
58

Troops
8 gks
-justicar
-targeter
-2 incinerators
225

5 stromtroopers
-2 melta guns
-rhino
--smoke
123

Vets
-3 melta guns
-chimera
155

Platoon
Platoon cmd squad
-4 flamers
Chimera
105

10 man squad
-flamer
-chimera
110

10 man squad
-flamer
-chimera
110

10 man squad
-chimera
105

Heavy support
Gk lrc 258
smokes

Gk lrc 258
Smokes

Russ squadron
-2 demos
-pc sponsons
-camo

1 eradicator
-camo
630

2498

19 kps
7 scoring units

Let me explain why I took what I took
1) The grand master can instakill everything thanks to the wording of his force wep, and the hood will help vs eldar and chaos. The incense is also a ghetto furious charge vs chaos. The gm is the perfect abaddon killer. The retinue rule also keeps him in the fight a little longer.

2) the inquisitor and his mystics kick the guard squad with no flamer out of their chimera and ride it protecting my army from deep strikers

3)The gkts go in a lr and act as my 2nd assault unit, if I use them right and only charge things that I know they can kill with out losing too many of their own I think I should be ok. Also the insinators are amazing as they dont allow any type of save for anyone with a 4+ or worse armor save.

4) vets and storm troopers are my tank busting 5 bs4 melta guns should get the job done. (rounding out my 2nd required daemonhunter troop choice as well)

5) The guard platoon is my anti horde I should have enough flamers to clear out any horde armies. Its also nice that the guardsmen can fire them from the safety of the chimeras. The squad with no weapons stays back and claims my home objective.

6) the gk lrcs are amazing as they use the old smoke launcher rules, the old bolter rules and the new power of the machine sprit as I can move it 12 and fire them

7) The demos will be a major part of my tank killing, with the cammo netting and the extra russ it will tank a unit with alot of anti tank to stop them from shooting. (Im not to worried about deep striking melta guns.) The eradicator is just there for hordes tho I could drop it for a basic russ. (Ard boys rules allows for a russ squadron and vets in case anyone is wondering)

Ok so what does everyone think. Some options im playing with are putting 1 heavy flamer on each chimera, dropping the eradicator for a basic russ, and finally adding the empys tarot.

c&c please. Im pretty sure id do alright vs the competitive armies out there. Im hoping to repeat my first place performance last yr with daemonhunters this yr lol.
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I'll say the same thing mean(j/k) people said to me about my DH list..

How are you going to kill a largely mech force. All armies from what i've seen and heard for Ard Boyz had better be able to handle the mech this year. Your Crusaders are excellent but to be truly awesome they have to get within 12" of the enemy which means they'll die to melta guns.

Though you should do fine against things like Nob Bikerz, Lash, and Daemons you might wind up hurting against more coventional armies.

How are you gonna take out...oooohhhh, i don't know....9 chimera's and 6 Leman Russ Hulls? Your tank squadron only allows you to kill one squad per turn.

Overall I do like it.


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
Regular Dakkanaut




Well 9 chimeras and 6 lemon russ hulls is going to have a hard time dealing with av 14, I figure if I position my forces right I should be able to drive right next to a guard player in which case my gks and lrs will give me an advantage. If hes taking 6 lrs then he has to squad them and squads are easy to deal with in close combat, especally with str 6 gks. Vs other mech armies ill fight them the same way they fight me....it will be a game of rock paper sizzors accept ill have 3 russes and 2 lrcs that can move fast and fire everything.

Now I might put more melta guns in this list...(maybe drop a normal guard squad and some flash somewhere for another vet squad with 3 melta guns) Any ideas about this? That and I could also drop the pc sponsons on the demos for multi melta sponsons.

This message was edited 1 time. Last update was at 2009/06/12 13:54:15


 
   
Made in us
Boosting Space Marine Biker







I thought the jury was still out as to whether you can take Leman Russ squadrons as part of the allied choice. Regardless, you need two allied troop choices to take a leman russ unit (0-1 or squadron, depending on the incoming FAQ).

I think you should run base IG with daemon hunter allies. You'll be getting the infinitely better version of the stormtroopers, be able to run the tank squad for sure, and be able to run heavy weapon squads for increased AT power. You'll only really need to run a company command squad to change over, one of the other infantry squads can mysteriously become a veteran to fulfill the second base army troops choice.

I'd also steer clear of the plasma sponsons. You've already got one tank firing 3 small AP2 blast templates, so that covers the very few 2+ saves you ought to see. I'd go with the cheaper heavy bolter OR (preferably) save the points and drop the sponsons altogether. It will help save you points for adding another command squad, a heavy weapons team of lascannons, etc. etc.

A small addition, I think you need to re-read carefully the rules for allying inquisition with SM/IG and vice versa.

Riddle me this: what has four sides, moves twelve inches, and moved fourteen?

RAW-RAW-RAWsputin, Lover of the Russian Queen/ there was a cat who really was gone... 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Just as a heads up his list is legal for Ard Boyz. They allowed it in their rules packet and he has a vet squad (1 allied troop) and a ig platoon (2nd allied troop). So it's totally legal.

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 ca
Pauper with Promise




canada

Krootman wrote:
Ok so here is the first draft of what I hope is a competitive daemonhunters list for ard boys....

HQ
Grand master
-hood
-targeter
-scared incense
176
4 gkts
184

Elite
Inquisitor
-2 mystics
58

Troops
8 gks
-justicar
-targeter
-2 incinerators
225

5 stromtroopers
-2 melta guns
-rhino
--smoke
123

Vets
-3 melta guns
-chimera
155

Platoon
Platoon cmd squad
-4 flamers
Chimera
105

10 man squad
-flamer
-chimera
110

10 man squad
-flamer
-chimera
110

10 man squad
-chimera
105

Heavy support
Gk lrc 258
smokes

Gk lrc 258
Smokes

Russ squadron
-2 demos
-pc sponsons
-camo

1 eradicator
-camo
630

2498

19 kps
7 scoring units

Let me explain why I took what I took
1) The grand master can instakill everything thanks to the wording of his force wep, and the hood will help vs eldar and chaos. The incense is also a ghetto furious charge vs chaos. The gm is the perfect abaddon killer. The retinue rule also keeps him in the fight a little longer.

2) the inquisitor and his mystics kick the guard squad with no flamer out of their chimera and ride it protecting my army from deep strikers

3)The gkts go in a lr and act as my 2nd assault unit, if I use them right and only charge things that I know they can kill with out losing too many of their own I think I should be ok. Also the insinators are amazing as they dont allow any type of save for anyone with a 4+ or worse armor save.

4) vets and storm troopers are my tank busting 5 bs4 melta guns should get the job done. (rounding out my 2nd required daemonhunter troop choice as well)

5) The guard platoon is my anti horde I should have enough flamers to clear out any horde armies. Its also nice that the guardsmen can fire them from the safety of the chimeras. The squad with no weapons stays back and claims my home objective.

6) the gk lrcs are amazing as they use the old smoke launcher rules, the old bolter rules and the new power of the machine sprit as I can move it 12 and fire them

7) The demos will be a major part of my tank killing, with the cammo netting and the extra russ it will tank a unit with alot of anti tank to stop them from shooting. (Im not to worried about deep striking melta guns.) The eradicator is just there for hordes tho I could drop it for a basic russ. (Ard boys rules allows for a russ squadron and vets in case anyone is wondering)

Ok so what does everyone think. Some options im playing with are putting 1 heavy flamer on each chimera, dropping the eradicator for a basic russ, and finally adding the empys tarot.

c&c please. Im pretty sure id do alright vs the competitive armies out there. Im hoping to repeat my first place performance last yr with daemonhunters this yr lol.


WOW where to start...Is there a new daemonhunters codex I haven't heard about?!... From what I read in THE daemonhunters codex 2003, you CANNOT have a Imperial veteran squad. You CANNOT have a leman russ squadron or any other leman russ variant other than the "battle tank" for that matter if you show this list at a tournament, they will most likely tell you to go home. Sorry. Oh yeah as for taking the best of both codexes i.e "" the gk lrcs are amazing as they use the old smoke launcher rules, the old bolter rules and the new power of the machine sprit as I can move it 12 and fire them"" Its one or the other. I prefer power of the machine spirit. If there is an Official GW FAQ out there that disproves anything I just said well so be it. You CANNOT launch smokes even with power of the machine spirit. Check page 62 of the rule book for that one. Hmm appart from that should be good, but yeah you definetly need to make some changes there but im very glad to see another Daemonhunters player with imperial guard.

Nothing shall evade our cleansing fire, not Daemon or Spawn or Renegade. For we are Mankind's Divine Blade!  
   
Made in us
Regular Dakkanaut




Yea you can dude, check out the ard boys rules, they specify what units can be taken as allies. As well a a faq that says the daemonhunter lrs have the marine ptom so I can use them both.

As for launching the smokes with ptom...who said I was going to do that? I just said its nice to be able to use the old smokes which are better then the new smokes imo
   
Made in us
Fresh-Faced New User




@inquisitormartin: Read the FAQ and Ard Boyz rules.

@Krootman: Hulksmash is listing legitimate concerns with the list, and keep in mind that Ard Boyz KP don't work like normal KP if they're anything like they were last year. Land Raiders are a big target, and any Imperial army is now accompanied by a host of meltas. The Camo netting may save the Russes from long ranged fire but its close ranged one off fire you need to worry about. If any squad with 3+ meltas gets in there like a throw away Chaos Termie squad, Valk deployed Guard, Seraphim even double melta+Pfist CSM, multiple Russes die on a 3+. To use those demolishers you are going to need to get close, and that dramatically increase the danger potential from meltas.

The most glaringly obvious overall issue with then list is that you have absolutely no long range weapons to deal with AV11+ transports. That means you have to get close, and getting close means dead Land Raiders and dead Russes. The Inquisitor+mystics is a really soft 2 KPs (using last year's KP system), That unit needs to be able to do something other than provide deepstrike protection. Put a Psycannon on it or put in melta vets or something. Use that Chimera to its fullest. You need some way of stopping the opponent from delivering units to where they want them to be. Whether it's within 6" of your AV14 or 3" of an objective.
   
 
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