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Made in us
Fresh-Faced New User




Mannahnin, it's not my intent to disparage anyone in this discussion. It's just my opinion (based on my recollection of the various codexes) that confusion over mystics vs. drop pods is a result of GW's clumsy attempt to implement a rules-laywer-proof variant of the "universal" deepstrike rule, rather than an attempt to exclude dop pods (and only drop pods) from the mystic's 3rd edition special ability.

I no longer have the codexes necessary to lay out my interpretation of this and other issues with actual text from the rules though, so I'll bow out of the discussion now.
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

Posted By ether dude on 01/21/2007 7:16 AM
Could one of the more experienced deamonhunter guys post a template list or sketch?
In my local league (SCGWL) I have been using;

1925 Pts - Daemonhunters Roster - Unnamed

  HQ:Grey Knight Hero @ 254 Pts
      Brother Captain, Psycannon; Terminator Armour
         3 Grey Knight Terminator Retinue; Psycannon (x1)

  HQ: Inquisitor Lord ( 260 Pts) Frag Grenades; Power Weapon (x1); Psycannon; Auspex; Emperor's Tarot; Targeter
      3 Mystics
      3 Familiar
      2 Sage
      2 Warrior Heavy Bolter; Targeter
      1 Warrior Plasma Cannon (x1)

  Elite: Callidus Assassin;

  Troops: Inquisitorial Stormtroopers (6#, 160 Pts)
     5 Inquisitorial Stormtroopers Plasmagun (x2)
      1 Chimera, Multilaser; Heavy Bolter; Extra Armor

  Troops: Inquisitorial Stormtroopers (6#, 160 Pts)
      5 Inquisitorial Stormtroopers Plasmagun (x2)
     1 Chimera, Multilaser; Heavy Bolter; Extra Armor

  Troops: Inquisitorial Stormtroopers (6#, 160 Pts)
     5 Inquisitorial Stormtroopers Meltaguns (x2)
      1 Chimera, Multilaser; Heavy Bolter; Extra Armor

  Fast Attack: Grey Knight Teleport Attack (5#, 200 Pts)
     4 Grey Knight Teleport Attack; Psycannon (x2)
     1 Grey Knight Justicar

Fast Attack: Grey Knight Teleport Attack (5#, 200 Pts)
     4 Grey Knight Teleport Attack; Psycannon (x2)
     1 Grey Knight Justicar

  Heavy Support: Grey Knight Dreadnought (1#, 140 Pts)
    1 Grey Knight Dreadnought;Missile Launcher; Twin Linked Lascannon

  Heavy Support: Grey Knight Dreadnought (1#, 135 Pts)
    1 Grey Knight Dreadnought Twin Linked Lascannon; Extra Armor

Heavy Support: Grey Knight Dreadnought (1#, 135 Pts)
   1 Grey Knight Dreadnought Twin Linked Lascannon; Extra Armor

Total Roster Cost: 1924


I am winning around 60% with it. I took a beating at the begining of the season when I was running 2 dreadnoughts. When I added the 3rd, I started to do a lot better.





 
   
Made in se
Fresh-Faced New User




Hi this is what I use for touneys. Basically its 25 GK for move and fire/mopping up duties and 40 ld9 guards and some tanks to draw fire or blast tanks/resilient targets. the 2 russvariants are mainly there to draw fire and act as cover or objective taker.

The list has enough countercharge: brother captain, dread, 3 justicars+ 21 other GK, 5 rough riders and the IG honorofica pw, quite good AT firepower: 7 lascannons, 3 autocannons, good anti horde: 25 stormbolters, 5 heavybolters, 1 psycannon, 1 battlecannon and lastly a decent number of models for being DH: 25 GK, 40 IG, 2 walkers and 3 tanks of which 2 are AV14.

I used to field the Callidus before... She is nice and all, but most of the time she ends up dead giving away 120pts.

Another favourite of mine are the "adon pattern*" inquisitors: termie armour and psycannon at 70pts. Can't be targeted as IC, can be used to deepstrike and blow a basilisk and are an aboslute pain in the *** for the enemy.

Good hunting




Hq

1 Brother Captain, psycannon, NFW. 91pts


Troops

8 Grey Knights, NFW, stormbolters 225pts

8 Grey Knights, NFW, stormbolters 225pts

10 Armored Fist, lascannon. 85pts
1 Chimera, autocannon, heavy bolter 90pts

5 Command. Honorofica Imperialis+ Pw. autocannon. 85pts
10 Squad, lascannon. 85pts
10 Squad, lascannon. 85pts


Fast

1 Sentinel, lascannon. 55pts

5 Rough Riders, hunting lances. 55pts

8 Grey Knights, NFW, stormbolters 225pts


Heavy

1 GK Dread, tl lascannon. 130pts

1 Exterminator. tl autocannon, lascannon, 2 heavybolters 145pts

1 Leman Russ. Battlecannon, lascannon, 2 heavybolters 165pts

   
Made in us
Been Around the Block




Right behind you

Adon, how do you fit in the exterminator? It's not on the list of available allied units for HS.
   
Made in us
Regular Dakkanaut




Chino, CA, USA

It's using the Imperial Armour allied rules which include the Exterminator. It's also using the slightly goofy interpretation that Imperial Armour Guard Allies may take 3 Russ frames as allied Heavy Supports instead of the one allowed by the Daemonhunter Codex.

Regardless, the army can be mostly made with the regular Guard codex, just needing to drop the Dread and add a Command Platoon.
   
Made in us
Regular Dakkanaut





Thanks Blackmoor, that was exactly what I was looking for.
   
Made in jp
Regular Dakkanaut




Bacon taped to a cat

For GK squads always aim for Even numbered squads as you are fearless and don't have to worry about Ld tests. So expanding that squad of 5 to 6 means an extra Marine your opponent has to kill before he is getting points.

When playing a pure GK army your base Troops choices should be 2 x 6 model GK Squads with 2 Psycannons. Best all round unit ever. Being able to move and fire with a S6 weapon is brutal and great for popping Transports. However if you don't move them forward the shrouding rolls will drive your opponent crazy which is also fun.

GK Heros in Termie armor can take Psycannons. Termies are always considered stationary. So your GK Hero can move and still fire the Psycannon with a 36" range. Always take this over Scourging or Psycannon Bolts for your Hero.

Teleport Attack suicide squads. A unit of 10 GKs 2 of which have Incinerators can kill just about anything they drop next to. Eldar hate these. Hell anything that relies on an Inv save hates these. Even if you don't use them as a suicide squad they make for great psycological warefare.

Justicars with Artificer Armor and an Icon of the Just. Expensive but suprisingly effective. I can't recall the number of times its come down to my Justicar being the last one standing in the squad and holding off a unit in Hth thanks to a 2+ armor save and a 4+ Invulnerable. Only take these on your TA squads or anything you are going to bother throwing at the enemy, so not your Troops choices with the Psycannons. Also useful if you give them Melta bombs. Nothing like the look on you opponents face when he finds out the Justicar who just make it into Hth range with his LR has Melta bombs.

Purgation Squads with 4 Incinerators + Land Raider = Evil. I haven't tried this before as my HS choices are usually filled with a LR and 2 Dreads but in principle this is just cruel. Well less so thanks to GWs stupid 4th Ed flamer rules but still mean.

GK Termies. S6 I4 Power weapons. Need I say more? And they can always Teleport onto the table. However loading these babies up in a Crusader is your best bet. There are very few things that they will find hard chewing through in Hth if you get the charge.

And lastly the most important thing to remember when playing pure GK is to take every chance to praise the Emperor and act like a hero. Odd things happen around GKs but only if you have faith and are willing to lay everything on the line for that one chance. It not Death or Glory, its often Death AND Glory.

Also be prepared to lose for a bit. It takes a while to really get the feel of how GKs play but once you do they become insanely powerful.

"It happened. This is a different hour. A later hour. Time never turns back. What we failed to say remains unsaid. What we failed to do remains undone. But there is always... revenge. In the Emperor's name." - Jaq Draco

"Some may question your right to destroy ten billion people. Those who understand realise that you have no right to let them live!" - In Exterminatus Extremis

I believe that GW's attempt to copyright the design of the human skull ended up with God settling out of court. - Anon 
   
 
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