ASDF_ Posted August 14, 2009 Author Share Posted August 14, 2009 Well basically everyone in my club runs 1500, or at least 1500 points is all im gonna need, so then as you say I'll probably go with the 3rd PAGK squad, so I have more numbers and that 3rd scoring unit at 1500 points. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2079071 Share on other sites More sharing options...
Doomaflatchi Posted August 14, 2009 Share Posted August 14, 2009 You can run Termies at 1500 - take two squads of Justicar and 6 Grey Knights with two Incinerators in a Godhammer Land Raider, then a Brother Captain with an Incinerator and a retinue of 4 Terminators (with one Incinerator in the retinue) in a Land Raider Crusader, and with extra armor and smoke launchers on all three LRs. Comes out to just under 1500, and the Crusader adds some real punch to the Termies assault. Personally, I'm a fan of this option as opposed to another squad of PAGKs. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2079122 Share on other sites More sharing options...
jeffersonian000 Posted August 14, 2009 Share Posted August 14, 2009 If you drop the PAGK down to two squads of 6 each and drop smoke from the 2 Godhammers, you can upgrade the BC to a GM and still have room left for a master-crafted Nemesis Force Weapon. This give you a better close combat squad and allows you to use the GM's Nemesis as a force weapon, which is still something to behold! SJ Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2079143 Share on other sites More sharing options...
avatar8481 Posted August 14, 2009 Share Posted August 14, 2009 yeah, but the DH smoke is so good, and frankly the GKT are killy enough in CC that you don't really need the extra attacks/insta-kill. I do like the list, but just make sure you never disembark your PAGK if you can help it, the squads are too small to live for long. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2079521 Share on other sites More sharing options...
SamaNagol Posted August 14, 2009 Share Posted August 14, 2009 If you are getting out of your LR as infrequently as possible, and taking GHLRs as well, you are never going to be using smoke because you are effectively giving up the turn. They should be shooting both those Lascannons at something every turn. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2079646 Share on other sites More sharing options...
Mattsama Posted August 16, 2009 Share Posted August 16, 2009 But shooting both means you're staying put long enough to make melee popping the LR a possibility. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081036 Share on other sites More sharing options...
SamaNagol Posted August 16, 2009 Share Posted August 16, 2009 You can shoot both Lascannons every turn if you only move 6" and that means you can only be hit on 4s. Please download the Daemonhunters Errata from GW website which states all the changes to the codex in 5th edition. LRs all have a version of POTMS and the Assault special rule, so you can shoot an extra weapon always. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081051 Share on other sites More sharing options...
Mattsama Posted August 16, 2009 Share Posted August 16, 2009 I'm aware of PotMS changes. 4+ to me is too much of a risk when you look at how many Daemon Prince, Nidzilla and Ork Claw spam lists are running rampant though the competative scene. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081085 Share on other sites More sharing options...
My_Craft_is_Death Posted August 16, 2009 Share Posted August 16, 2009 ALWAYS take extra armour and if you can smoke launchers due to our ones being a lot better. Totally agree with this sentiment. Heck, IMO even normal C:SM smoke and x-armor are must haves. ALWAYS take a raier in 1000 points and up. I take one in 1000 (plus a rhino and chimera) and i take 2 in 1500. It comes down to personal choice, but for me this eats up too many points I would like to spend on troops (which DH forces are often short on, due to the cost of GK). Personally, I do not even consider a LR until the point are at least 1500, and would not normally consider a second untill they hit 2000. If you want AT shootiness at lower point values, consider a TLLC/ML Dread or two. There are many builds for taking an inquisitor. But the best one is: Eites Inquisitor with psycannon, 2 servitors with heavy bolters, another one with a plasma cannon, 1 or 2 sages, 1 or 2 mystics. More agreement. There used to be a lot of examples of different kinds of Inq + Retinues on the GW website (not sure if they are still there or not?), but IMO this was the best general purpose build. Unless you know you are facing a daemon army, and can kit your Inq up as a daemon slayer, go with a shooty, Inq. That will give you acsess to assasins and please don't fall into taking a vindicare. Take a calidus or eversor. Eh, the Vindicare is a decent choice, but its good to mix things up and not just take that one every time. I find the Calidus to be very killy and useful. Remember to keep your grey knights mobile and remember our troops cost loads so never commit them to a combat they can't win in 1 turn with average rolls. Good point! PAGK are good in CC, but they are so often outnumbered its too easy to let them get swarmed by lesser troops who can eventually bring them down with weight of numbers. Pick you assaults, and meanwhile shoot-shoot-shoot! A nifty little move is to have a squad with 2 incinerators (heavy flamers but ignore invulnerables) in a raider and tank shock. I usually prefer 2xPsycannons for PAGK, unless I am deep striking them. For that use, I do like the 2xIncinerators. Toasty! IMHO, a pure GK force is not really all that viable as an army any more. It is a kick-ass rock to about 1/2 of the 40K armies' scissors, but a rather limited rock against the other 1/2 of the 40K armies' paper. QFT. The pure GK force looks cool and rock-hard, but just has too many weaknessess for general purpose deployment. * A pure DH codex army is still very good. Take a couple of GKT units, stuff them in land raider crusaders, ISTs with meltas in Rhinos for Troops, maybe a PAGK unit (with psycannons) for Troops as well (points permitting), an Inquisitor with mystics and a multi-melta gun servitor in a Rhino for anti-armour and anti-deep-striking, and you're golden. Fully mechanized, fast, mobile, and packs a real whallop in both the shooting and assault phases. Never tried it, but I can see where this might work. Still, two GKT squads and two LRCs is going to be eating up a hugh percentage of most normal lists. * You can build something similar to the above, but relying more in inducted IG platoons. There are so many excellent options here that it would be impossible to list them all, the new IG platoons are just that good. For starters, just think about putting a squad of GKs with psycannons in an IG Chimera and you've got an incredibly potent mobile firebase there that also packs a great counter-attack punch. I agree that the inducted IG options are very sweet and give the normal DH list a lot of flexibility. Be aware, however, that since the release of the new IG codex, there seems to be a lot of contention over just how and if DH can take certain units now. Probably not a good idea to take to a tournament, but if you just play with a local group that can agree with how it works its a great way to go. Does this look good, using the Water Warrior Army fighting Style? Honestly, with so few actual troops, and so few scoring units, it looks incredibly fragile to me. I honestly think 3xLR in a 1500 point list is crazy talk. :D Anyway, that’s my 2¢, take if for what it's worth. :P Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081104 Share on other sites More sharing options...
SamaNagol Posted August 16, 2009 Share Posted August 16, 2009 I'm aware of PotMS changes. 4+ to me is too much of a risk when you look at how many Daemon Prince, Nidzilla and Ork Claw spam lists are running rampant though the competative scene. Which of those armies would you ever need to pop smoke against? MAYBE Chaos, and those DPs are the weakest of your 3 threats? And if Orks with Claws are within charge range of you without having taken at least 3 turns to do it and been shot to pieces on the way in, you've lost anyway. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081283 Share on other sites More sharing options...
number6 Posted August 17, 2009 Share Posted August 17, 2009 * A pure DH codex army is still very good. Take a couple of GKT units, stuff them in land raider crusaders, ISTs with meltas in Rhinos for Troops, maybe a PAGK unit (with psycannons) for Troops as well (points permitting), an Inquisitor with mystics and a multi-melta gun servitor in a Rhino for anti-armour and anti-deep-striking, and you're golden. Fully mechanized, fast, mobile, and packs a real whallop in both the shooting and assault phases. Never tried it, but I can see where this might work. Still, two GKT squads and two LRCs is going to be eating up a hugh percentage of most normal lists. You can make exactly this army work in just 1500 pts. Though I wouldn't blame people for substituting a unit of PAGKs for one of the GKT units. I agree that the inducted IG options are very sweet and give the normal DH list a lot of flexibility. Be aware, however, that since the release of the new IG codex, there seems to be a lot of contention over just how and if DH can take certain units now. Probably not a good idea to take to a tournament, but if you just play with a local group that can agree with how it works its a great way to go. There is no contention about the platoons. :devil: Not saying taking other units wouldn't be nice, but the platoons are plenty good enough as they are. Link to comment https://bolterandchainsword.com/topic/175801-starting-daemonhunters/page/2/#findComment-2081311 Share on other sites More sharing options...
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