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Made in ca
Fresh-Faced New User




Ok I really like the Daemonhunters fluff and have been playing around with some lists, I would really like some advice on my current list, but please remember I am only interested in a Puritan army as it goes with my background story.




1 Grey Knight Brother-Captain (HQ) Nemesis Force Halberd; Storm Bolter #Terminator Armour [0] Psycannon Bolts

4 Grey Knight Terminator Retinue @ Nemesis & Psycannon (x1); Nemesis & Storm Bolter (x3) #Holocaust

9 Grey Knights (Troops) @ Psycannon (x2); Nemesis & Storm Bolter <p.></p.>

1 Grey Knight Justicar @ Nemesis & Storm Bolter

9 Grey Knights (Troops) @ 325 Pts Psycannon (x2); Nemesis & Storm Bolter

1 Grey Knight Justicar @ Nemesis & Storm Bolter

1 Grey Knight Dreadnought (Heavy Support) @ Front Armour: 12; Side Armour: 12; Rear Armour: 10; Missile Launcher; Twin Lascannon Extra Armour

1 Grey Knight Dreadnought (Heavy Support) Front Armour: 12; Side Armour: 12; Rear Armour: 10; Missile Launcher; Assault Cannon Extra Armour

4 Grey Knight Terminators (Elites) Nemesis & Psycannon (x1); Nemesis & Storm Bolter (x3) #Holocaust

1 Grey Knight Brother-Captain @ Nemesis Force Halberd; Storm Bolter #Terminator Armour [0] Teleport Homer Psycannon Bolts

Models in Army: 32

Total Army Cost: 1500

   
Made in us
Rampaging Carnifex





those 10 man squads of GKs are really pricy. i'd drop them down a bit for som eteleport attack squads or something
   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

It depends on the size of the game but the Brother Captain is so vulnerable with his 1 wound. I like scourging and drop the psycannon bolts. Teleport attack squad with a couple incinerators can wreak alot of havoc if you aren't afraid to deep strike close in. You are going to have small teleport squads so you really have to pick good locations to Deep Strike because your squads will not be able to survive massed firepower if you expose them to it.
   
Made in ca
Fresh-Faced New User




hanks for the replies guys. So it may be an idea to get myseld the Lord with 3 wounds and make my squads smaller so I can have 1 or 2 fast attack GK's with incinerators.
   
Made in us
Longtime Dakkanaut




Holocaust for terminator squads is a huge risk. One bad perils of the warp test and you could lose a 300 pt unit.
   
Made in us
Rampaging Carnifex





It could also kill bazillions of gaunts and orks and save your game for ya.
   
Made in us
Longtime Dakkanaut




I've personally never been in the position of wishing I had holocaust in my GK terminator squads. In fact, I can't think of a single loss where afterwards I said to myself "I wish I had holocaust in my terminator squads."

I'd rather lose holocaust and the pyscannon bolts to give the brother captain a psycannon. You'll get much more utility out of it (including killing lots of orks and gaunts) without having to risk blowing up 1/5 of your army.

If you are hot about having Holocaust somewhere (and it's understandable, it's probably the best power in the DH codex), I'd give it to the GK Hero. That way at least if he rolls a peril of the warp, it's only one model rather than the entire squad.
   
Made in us
Rampaging Carnifex





Good point. Hero is a good call.
   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

Actually, isnt perils of the warp just a single wound, the problem for GK Termi's is they can all suffer the wound with no save possible so you have to hope for 1's to effect. Hopefully, whenever they get around to updating this codex for 4th edition they will just focus all of this on the Brother Captain.

I almost always take Holocaust and I have yet to use it. I either kill everyone denying myself the chance or I forget. The last game I forgot it but it may have actually saved my Grand master. He found himself surrounded by LatD mutants and a few Tzeentch Flamers. He was able to kill a couple of mutants per turn and avoid any significant damage. They had to keep piling in and that Prevented a squad of 8 Berzerkers from being able to get into base to base with him. They just kept moving around trying to get a gap to charge him and were unable to move away from him as he was the closest model. It was hilarious. The GKs lost the game but the grand master lived after killing a inumerable mutants and tzeetch Daemons, a daemon Prince and surviving gift of chaos 2 or 3 times.
   
Made in ca
Fresh-Faced New User




Ok guys I have been playing around with my list and have come up with this as an alternative with more fast attack troops.


Pure Grey Knights 1500pts

1 Grey Knight Grand Master (HQ) @ Nemesis Force Halberd; Storm Bolter #Terminator Armour [0] Teleport Homer #Holocaust Psycannon Bolts

4 Grey Knight Terminator Retinue @ Nemesis & Storm Bolter (x4)

5 Grey Knights (Troops) @ Psycannon (x2); Nemesis & Storm Bolter

1 Grey Knight Justicar @ Nemesis & Storm Bolter

5 Grey Knights (Troops) @ Psycannon (x2); Nemesis & Storm Bolter

1 Grey Knight Justicar @ [ Nemesis & Storm Bolter

5 Grey Knights (Fast Attack) @ Incinerator (x2); Nemesis & Storm Bolter

1 Grey Knight Justicar @ Nemesis & Storm Bolter

1 Grey Knight Dreadnought (Heavy Support) @ Front Armour: 12; Side Armour: 12; Rear Armour: 10; Missile Launcher; Twin Lascannon Extra Armour

1 Grey Knight Dreadnought (Heavy Support) @ Front Armour: 12; Side Armour: 12; Rear Armour: 10; Missile Launcher; Assault Cannon Extra Armour

4 Grey Knight Terminators (Elites) @ Nemesis & Storm Bolter (x4)

1 Grey Knight Brother-Captain @ Nemesis Force Halberd; Storm Bolter #Terminator Armour [0]

Models in Army: 30

Total Army Cost: 1499

   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

You can give your Fast Attack Justicar frag grenades for 1 point so if you charge anyone tough in cover you can fight simultaneously with your best assualt trooper in the squad and you will get to 1500 even.

Remember the tele homer only works if it is on the board at the beginning of movement phase. You more than likely wont get to use it much. I would probably drop it and put smoke on my dreads or give one of the troop justicars the telehommer since they will definitely start on the table.
   
Made in ca
Fresh-Faced New User




Thanks for the advice on the frag grenades I had not thought of that.
i will do as you say and put the tele homer with one of the GK troops as they will always start on the table. I feel its more important to get my troops on safely than to give my dreads smoke but I will playtest the army and see if it works out like that.
   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

Let us know how it goes
   
Made in us
Rampaging Carnifex





That looks a lot better. Some antitank dreads, some deepstriking guys with heavy flamers. Decent GK list.

It's gonna be tough to win with but it'll be fun and pretty.
   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

I forgot to mention this before but you may want to put one thunder hammer storm shield in each termi squad to garuntee you can take out armor. Nemesis is nice but anything above AV 10 starts to get difficult and you max out at 12. If you dont take the THammer then you really have to concentrate on getting into rear armor. Fortunatley if your opponent over extends it can be pretty easy to do and a bunch of storm bolters that can glance and Str6 Psycannons or Incinerators can usually do it. Last resort is charging, if rear armor is your target you will take it down pretty easily.
   
Made in us
Squishy Oil Squig




Minneapolis

the thunderhammer is really nice. i run a list similar to this and played against a mech tao list. i ran a hammer in each squad it really helped taking down the tanks.
   
 
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