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New member of the Daemon Hunters has arrived!


hendybadger

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I am a new Daemonhunter player.

I currently have a large Tyranid force based around Nid-Zilla and bigger that is my main army.

But I wanted to start something new until the new Codex arrives.

My wife runs a very bit Daemon / Chaos Marine force that seems to be ever growing.

 

All of this has lead me to start a DH/GK force for 3 reasons-

1- I love the GK models ,Coatez and the new Hector Rex

2- Wife needs to start losing. What else to face here with apart from DH?

3- Just got Vraks part 3. Nice GK stuff in it.

 

So thats how I got here.

Started off with only GKs. 2 x 5 man troop and 1 x 5 man termie HQ

But may want to expand into Inqs and Assassins.

 

Is there anything I should know about the army?

Pros/cons, must haves/must avoids, dos/donts?

 

Any help is more than welcome

Thanks in advance

welcome to the ranks of a daemon hunter. I shall share all my knowleage with you

 

seeing as your not a marine player I won't list out all the standard stuff. just remember that PAGK's, like all MeQ's, hate screemers of Mr T and also anyone else who tends to have all their shotting attacks at Ap3-

 

remember that even with our cool NFW's and Ws5 and our true grit most of the time, that, if some one comes at you with a daemon of krone, you should retreat, not run, just go backwards firing storm bolters as you go gradually wittialing them down.

 

feel free to go into assault with daemons of any other nature.

 

phycannons + daemons = daemons - life

seriously, they rock.

 

when playing against daemons with another player on your team try to focus all your effort on the opponents greater daemons/daemon princes. it dosn't matter if its a blood thirster and its about 2" away from you, just keep it busy. you may be plesantly suprised with the assault result.

 

terminators = best investment in your life because they are great.

 

although we are call daemonhunters, take the advise, don't get cocky, and remember that, like most people, we don't fight daemons very well.

 

thats all I've got. I'm sure that a few of our more expierianced brother captains and grand masters will probably like to add/ take away from my stuff.

Welcome aboard, hendybadger!

 

In general, I strongly encourage you to peruse the tactical articles contained in our Online Resources topic stickied at the top of this forum. Of particular interest, I feel for 5th edition play with the DH, is the Hunting daemons topic, which contains several army lists and related discussions.

 

Regarding wargear, I would strongly encourage you to avoid most of the available wargear. The DH is an elite army elites. Small model count, but inherently potent abilities right out of the box. You shouldn't look to augment that with fripperies. 95% of the time, those points would be better spent just getting more of those basic models in the game. More bodies, more shots, more attacks. That's a better overal strategy.

 

For an example, see the current GKGM equipment topic. And regardindg GK justicars, I wouldn't recommend anything beyond frag grenades, maybe a targeter, and that's it. The Justicar kicks major butt exactly as-is, and you really don't want to spend any more points on him than you already are. He's more expensive than a terminator! There's a reason for that. Leave him be. :lol:

 

Good luck!

If possible I want to keep using only GK units.

Just so long as you clearly understand that what you will be playing will NOT be a balanced force. It will be capable of crushing a few armies (e.g., Necrons, Orks) but on the flip side will be severely handicapped against many common 5th edition army builds (e.g., most IG, mech Marines, etc.).

 

Which is to say that pure GK is not an "all-comers" army.

 

The only way to build balanced, all-comers armies with the DH codex as a base is to use ISTs and possibly inducted IG platoons as your backbone with GKs sprinkled in as points permit.

 

Provided this reality doesn't trouble you, enjoy your GKs! They are very flavorful, fun, and remain my favorite 40K units by a long shot.

Just to give you an idea of the process I personally went through, you can check out my thread 'Throne of sulls heat 3 blog: Pure GK' which should be near the top of this forum page 1.

 

I started out running the 3 LR 3 GK units list. It works very well against certain armies, but you will find that with the large amount of Ordnance, Melta and Lance weapons in 5th edition that if you lose a Land Raider early on it is a VERY tough uphill struggle. Especially considering our 25pt marines die to shooting just as easily as 15 pt Marines. The other thing I have found is that when you trade out one unit of GK and one LR for 3 rhinos full of melta toting Stormtroopers, you actually make your other GK units MUCH more survivable. Whereas before I would have had an entire army firing at my Land Raiders every turn in a hope to crack one open, I have found that people decide not to 'waste' shots on the LRs with their AV14 and instead end up going for the Rhinos. And whilst we have super duper smoke launchers which make everything only count as a Glancing Hit you can really go to town and run an attacking pro-active force.

 

And it makes it more likely that those beautiful GK Terminators will make it into combat.

 

Taking Storm Troopers also helps you bulk out on Troop choices to take objectives. This means you don't have to deal with the headache of juggling between taking 3 Grey Knight units with no Termies, or 2 Grey Knights and 1 terminator unit which puts you at risk in objective missions. You can just bulk out your list with another 3 troop choices and go to town with the Grey Knights.

About your Dreadnought question, are they worth it or not.

 

I (and I know alot of other DH players also) play the so called Hellfire Dreadnought. It has a twin-linked lascannon and missiles. I also never tend to go out without the smoke launcher, extra armour & Light. A ranged dreadnought is well worth it imo, the EA will help u keeping it shooting, and it´s long range weapons means that there arn´t many meltas targeting your dreaddie while it sits back and fires away.

 

CC dreadnoughts aren´t worth it, we can not deep strike in em =/

I´ve tried to field different combinations of CC oriented dreddies but they never seem to do any good.

 

But this is no matter, just send your GK & GKT in CC and they will fix it, a nice balance I think :D

 

at 149 points as a Hellfire dreadnought with all the equipment mentioned above will cost I see it as a very good investment. Togheter with an Inqvisitorial firebase (few HB or plasma cannon servitors mystics etc.) close to one another and u will never have to worry about anything teleporting, deep striking or anything else coming close that place, while pinning down/poping juicy Rhinos infront of your GKs thus keeping them moving is just lovely :P .

 

The Ordo Malleus greets a new brother!

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