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![[Post New]](/s/i/i.gif) 2009/07/01 03:18:29
Subject: DH army 2000pts
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Roarin' Runtherd
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Hey everyone, I'm new to Daemonhunters and have designes a heavily mechamical army.
Please respond with comments on how I can improve my army and be honest.
HQ:
Grand master with targeter and phsyic hood.
7 Terminators.
Travelling in a LRC.
Troops:
Justicar
9xPAGK and 2 incinerator.
Travelling in a LR.
Justicar
9xPAGK and 2 incinerator.
Travelling in a LR.
10 ISTs with 2 melta guns
Travelling in chimera with multilaser and heavy flamer.
Total: 2000
It's a fairly simple list, and no doubt common - the general tactic would be to pick a position at range, and pop enemy armour with the LC, while jetting the terminators and ISTs around and slicing and also destroying enemy armour .Once the armour has been neutralised, start moving within the 24" radius and use the PAGK to start thinning the numbers, or move the LR/C to start contesting/holding objectives.
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This message was edited 3 times. Last update was at 2009/07/08 09:57:42
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![[Post New]](/s/i/i.gif) 2009/07/01 03:28:01
Subject: Re:Pure GK 1775
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Been Around the Block
My home
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I think is not bad, but you only have 2 squads to take objectives.... I think is better switch the GK terminator to PAGK squad, to gain another squad. I know you gonna lose a lots of S6 energy weapon, but with the rest of points you can give more equiment to your troops, like incinerators or psycannons.
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Even in death i still serve. |
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![[Post New]](/s/i/i.gif) 2009/07/01 05:28:28
Subject: Re:Pure GK 1775
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Roarin' Runtherd
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Yea, I thought that might be a problem. My main solution to this problem was to blast them away from there own objectives and then either move forward and take the objectives or retreat in the last turn.
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This message was edited 1 time. Last update was at 2009/07/01 07:37:50
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![[Post New]](/s/i/i.gif) 2009/07/01 07:02:23
Subject: Re:Pure GK 1775
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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unless my retinue rules are rusty, (which they probably are.... don't rely on them) retinues are free unless you're told otherwise, so wouldn't that give you room for two more half-strength squads? if this is true, I'd reccomend deep striking.
and IF YOU CAN HELP IT, never get rid of GK termies. in fact, the more the better. best imperial infantry in the entire game, despite being a dated army (which i love so dearly)
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This message was edited 1 time. Last update was at 2009/07/01 07:05:43
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![[Post New]](/s/i/i.gif) 2009/07/01 07:12:31
Subject: Pure GK 1775
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1st Lieutenant
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Retinues don't take up an FoC slot, but they do cost points. As far as the list goes, it could be lethal, if somebody panics, but it will have a hard time against most melta mech lists seeing as you'll assault kill a transport and be melta'd/demo charged/multi-lasered to death and with only three targets focus fire you will take heavy losses. If you try to hang back you'll soon be boxed in and they will have you in close and at range.
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![[Post New]](/s/i/i.gif) 2009/07/01 07:35:34
Subject: Re:Pure GK 1775
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Roarin' Runtherd
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True,true though most of my friends don't have melta based armys but if I come accros a melta army then i will either 1 then I will either drop my guys off a bit earlier or take a vindicare assasin, but I think hed be a waste of points and if retinues were free OMG!! I'd take 9 terminators and brother captian. That would be AWESOME! but very,very unfair and yes I also love Terminators!
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This message was edited 4 times. Last update was at 2009/07/01 07:40:16
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![[Post New]](/s/i/i.gif) 2009/07/01 08:14:46
Subject: Pure GK 1775
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1st Lieutenant
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Termies are great, it's just to bad you can't grab a combi-melta on them to pop a tank and then assault. Can the captain take a melta? I don't have the codex on hand atm.
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![[Post New]](/s/i/i.gif) 2009/07/01 08:56:12
Subject: Re:Pure GK 1775
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Roarin' Runtherd
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He can take a combi. But meh I will just use the LRs to get the tanks.
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![[Post New]](/s/i/i.gif) 2009/07/01 09:05:48
Subject: Pure GK 1775
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1st Lieutenant
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Yeah that works, but back-up is nice and can be a surprise in a melta light list.
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![[Post New]](/s/i/i.gif) 2009/07/01 09:15:10
Subject: Re:Pure GK 1775
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Roarin' Runtherd
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I'll see what I can do.
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![[Post New]](/s/i/i.gif) 2009/07/01 16:28:22
Subject: Pure GK 1775
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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also, for objectives, consider splitting your squads in half, and think more about positioning. DON'T RUN INTO ASSAULT WITH THESE GUYs.
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![[Post New]](/s/i/i.gif) 2009/07/01 16:35:33
Subject: Re:Pure GK 1775
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Trigger-Happy Baal Predator Pilot
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also, for objectives, consider splitting your squads in half, and think more about positioning. DON'T RUN INTO ASSAULT WITH THESE GUYs.
QFT
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![[Post New]](/s/i/i.gif) 2009/07/01 23:56:50
Subject: Re:Pure GK 1775
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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Emrab wrote:also, for objectives, consider splitting your squads in half, and think more about positioning. DON'T RUN INTO ASSAULT WITH THESE GUYs.
QFT
 awww, thanks. it makes me sad it's true though. i've complained alot about the fact they don't have two attacks for the standard pagk, i mean, it wouldn't immediatley fix it, but it would help alot.
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![[Post New]](/s/i/i.gif) 2009/07/06 02:49:44
Subject: Re:Pure GK 1775
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Roarin' Runtherd
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lol.
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![[Post New]](/s/i/i.gif) 2009/07/06 02:54:54
Subject: Re:Pure GK 1775
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Wraith
O H I am in the Webway...
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I would drop some PAGK or a GKT to get some special weapons in the GK squads. Psycannons might be nice.
I would be tempted to drop one of the PAGK squads and get some IST's in Chims or Rhinos with meltas to help your anti-tank. ATM that is your main worry.
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He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you |
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![[Post New]](/s/i/i.gif) 2009/07/06 03:11:06
Subject: Re:Pure GK 1775
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Unshakeable Grey Knight Land Raider Pilot
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I run a similar list and I have found that many times that many grey knight terminators is just overkill. overall its a good list though. I would trade the termies for another PAGK squad.
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![[Post New]](/s/i/i.gif) 2009/07/06 03:24:51
Subject: Pure GK 1775
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Stubborn Temple Guard
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crazypsyko666 wrote:also, for objectives, consider splitting your squads in half, and think more about positioning. DON'T RUN INTO ASSAULT WITH THESE GUYs.
Grey Knights do not have Tac Squad abilities.
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27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. |
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![[Post New]](/s/i/i.gif) 2009/07/06 03:29:43
Subject: Re: DH army 2000pts
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Roarin' Runtherd
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About the Terminators, some of my friends have annoyingly big squads. With my Terminators I hope to end these big squads off.
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![[Post New]](/s/i/i.gif) 2009/07/07 17:45:52
Subject: DH army 2000pts
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Sadistic Inquisitorial Excruciator
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Just start split the squads up in the army list and get rid of something to make way for the Justicar and special weapons.
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![[Post New]](/s/i/i.gif) 2009/07/10 00:23:25
Subject: Re: DH army 2000pts
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Roarin' Runtherd
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What do you mean?
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