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Pooling your Knowledge of DH part1


Gibious

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Since B&C seems to be the largest knowledge base on all things concerning hunting deamons. Thanks to WOTWW. I propose a little project to all the many DH players here. To produce a large and positive catalog of techniques and tactics that we have used, both effective and the ones we should not of done.

 

On a weekly basis I will start a new topic open for discussion. Starting with a simple rundown of how you prefer to run a particular Unit from the codex. Starting with: The Inquisitor Lord.

Being rather costly in points this HQ choice must come with a Retuine. But being able to choose whether he passes Leadership tests and to ride in a transport. He has probably made an appearance in some of your battles.

 

Please try to include this information.

 

Layout Name: First come first served to name the layout officially.

Equipment and Additional Others: Retuine? Transport? How you equip it all?

Use in game: Description of how its intended to be used

Effectivity: Open to all who has used this layout or very similar. Did it work for you? Include a score out of 10 (will average it to top post)

Enjoyability: Once again open to all. Did it take the fun out the game for you and/or your opponent? Also please score out of 10

 

Here is what we have so far:

 

Cheap as chips

Inq with CCW, Bolt Pistol

2 Mystiqs 2 Vets with Melta/Plas, Rhino with Smoke, EA

To combat Deepstrikers, can pass to a Crusader. Secondary to act just like a normal IST melta team.

 

Gunline Lord with Retinue

IL w/ psycannon, auspex, psyhood (null rod - optional), 3 HB servitors, 2 mystics and 1 sage.

Variation: Plas Servitor, 2nd Sage, Ablative Wounds

Set-up in terrain with good arcs of fire, maybe supporting the home objective. Also combats Deepstrikers, can pass buck. Resiliant to Infiltraite and can provide Army wide resistance to Psyker. Will probably need babysitting with a counter assult unit.

Efficacy: Can provide a lot of hurt at 36" Quite frankly there isn't a time where I wasn't happy with their performance. I'd rank this no less than a 9. Extra sage is almost always worth it.

Enjoyability: Never took the fun out of the game for me. But has smashed heavy DS armies. Otherwise This isn't a game-breaking unit by any stretch; just great at supporting the rest of the army.

 

Plasma barrage

Inq Plasma Pistol, 3 Veterans with Plasma Guns, 2 Mystics

Variations: 2 Sages for survivability against burning. Rhino to use as a more offencive squad. Plas Servitor for a more immobile yet plasma over a blast area. May not need the second mystic as this squad can handle anything dropping in within 14". Ablative wounds

Str 7 Anti Deepstrikers. Can pass buck. Apart from dealing with deep strikers, this unit can regularly pop open transports.

Effectiveness: Works up to expectations against armies that do deep strike. Great against marines. Pretty expencive for a hoard army.

Enjoyability: Has the tendency to burn themselves to death every other game or so though.

 

Peek-A-boo

Inq, MM servitor, 2 mystics

Variation, Can ride a Rhino. Only one unit needs to shoot AND provides a larger Mystic coverage.

The Inquisitor and MM will camp mid field and attack deepstrikers and pick off enemy armor. Can be used with Word in your ear for first turn Tank destroyed.

 

 

Flaming Death

Inq Incinerator 3 Veterans flamers 3 Acolytes combi-flamers

Rhino

Similar to a Sister squad

Effectiveness: If you can get good placement then just about any infantry unit is going be devastated by that many templates. At its best against horde armies, but even MEQs will suffer just from the sheer number of saves they'll be forced to make. However, the unit's transport needs to be reasonably well protected, since it will probably be a priority target and template weapons really need the extra mobility that transports provide.

 

Hydraulic Power

Terminator with Psycannon, 3 Vets Grenade Launchers, sage, pair of mystics.

Shoot and retreat. Just like a GK water warrior without shrouding.

Effectivity: Have tended to survive by being a high effort, low payout target, but 150 points may be better spent elsewhere. Remember, Keep Moving! You'll've paid a lot of points for mobility with this unit. 4/10

Enjoyability: As a unit fielded entirely for fun, it was a blast, mostly 'cause it allowed me to bust out my old terminator deamon hunter. 8/10

 

Dont forget if you have played a similar build you can C&C

 

-Gib-

This is the typicaql layout I use for my Inquisitor Lord. It's tried, tested and works wonders as a primary HQ. I'm not one for pure GK armies, so rarely if ever field the GK Hero unless it's BC Stern and only in addition to my Inquisitor Lord.

 

Layout Name: Gunline Lord with Retinue

Equipment and Additional Others: IL w/ psycannon, auspex, psyhood (null rod - optional), 3 x HB servitors, 2 x mystics and 1 x sage. The Land Raider transport is an option typically taken anytime above 1700 points. My choice squad typically runs 194 points.

Use in game: The IL and retinue set-up in terrain with good arcs of fire, typically supporting the main effort of the remainder of the army and/or supporting the home objective (in my case typically held by 10 x IST w/ 2 x plasamaguns). The mystics are obvious, providing the nearby AT units a shot at incoming drop pods and the like, while the 9 HB shots and 3 psycannon shots make short work of hordes (typically Sv 4+ or worse); the auspex is there for a cheap option against infiltrators (hey, you never know). Against Drop Pod Marines (typically of the Vulkan variety), Chaos Daemons and drop-IG they've made their impact. The only times they've had a more limited impact was when terrain or distances forced them to move; that said, once they set, next turn's firing typically more than made up for it. The psyhood generally helps keep psykers in check, while the null rod may become more an option against those pesky Chaos Daemon and Space Wolf powers.

Efficacy: Quite frankly there isn't a time where I wasn't happy with their performance. I'd rank this no less than a 9.

Enjoyability: Never took the fun out of the game for me. For two opponents a different story: drop-IG landed around him and lost six squads complete, to his utter shock and mine when we realized those were all but one of his Troop choices; Vulkan drop list didn't get the memo about being able to shoot the unit exitting the drop pod, not the drop pod itself (nearby lascannon dread made quick work of his dreads, the HBs and psycannon some heavy duty damage to his Marines). Otherwise I'd say this isn't a game-breaking unit by any stretch; just great at supporting the rest of my army.

 

;francois

No fancy pants names for me! :devil:

 

Elite Inquisitor, multi-melta servitor, two mystics, Rhino or Chimera

 

This is a cheap and effective dual-purpose unit: deep-strike defense and firebase/bunker. Keep near land raider crusaders to take maximum advantage of the mystics. Otherwise park in midfield and attack armour, MCs, and infantry.

 

Points can be poured into this build (e.g., make into an I-lord and give a psychic hood as well, add a psycannon to the Inquisitor, maybe add more gun servitors or vet guardsmen), but mostly there's no need to. Those points should probably be splashed around the rest of your army instead.

Layout name: Plasma barrage

 

Equipment and additional others: Inquisitor with Plasma Pistol, 3 Veterans with Plasma Guns, 2 Mystics, Rhino

 

Use in game: Not exactly cheap coming in at over 160 points, but it has the potential to take on different unit types. The 2 Mystics combined with potentially 7 strength 7 shots at under 12" is usually more than enough to deal with drop pods. If the enemy drops in slightly more than 12" away, there's always my lr crusader and godhammer lr nearby to deal with them (whichever is in a better position).

If I prefer to shoot at the contents inside the pod or if it's deep striking terminators, I believe the 7 plasma shots are better equipped to deal with them instead of the other guns available on any of the raiders.

Apart from dealing with deep strikers, I use this unit to regularly pop open transports.

 

Effectiveness: works up to expectations, and against armies that do deep strike against me, most definitely get back their points unless the rhino gets taken out by a smart missile system or equivalent early in the game. Has the tendency to burn themselves to death every other game or so though.

Layout Name: Peek-A-boo

 

Equipment: Inquisitor, MM servitor, 2 mystics, Callidus Assassin

 

 

Use in game: The Callidus Assassin gives you the ability to move ANY unit of your enemy 6" before the game starts. You can use this to move big pieces of enemy armor into the open where it can be picked off by the MM servitor.

 

You can also use the assassin to move the enemy unit into dangerous terrain if the MM servitor is out of range.

 

 

Effectivity: Pretty much only effective if you have the first turn. Still capable of messing up someone's game plan.

 

Enjoyability: The ability to walk over to the other side of the table and MOVE his models around is probably the most enjoyable thing one could possibly experience. It can really mess with their head. This gets a solid 9/10.

Name: Flaming Death

 

Inquisitor with Incinerator

3 Veterans with flamers

3 Acolytes with combi-flamers

Rhino with smoke launchers and extra armor

 

Use in Game: Drive towards the enemy at maximum speed, using the smoke launchers when needed to provide a cover save. When the unit is close enough, dismbark from the Rhino and unleash a lot of fire.

 

Effectiveness: If you can get good placement then just about any infantry unit is going be devastated by that many templates. At its best against horde armies, but even MEQs will suffer just from the sheer number of saves they'll be forced to make. However, the unit's transport needs to be reasonably well protected, since it will probably be a priority target and template weapons really need the extra mobility that transports provide.

Updated the top topic with your builds, I will be shortly adding the founders name to them as well. Im surprised that only one does not utilise mystics. Obviously they seem to be the best thing going for him.

 

Sama Nagol: I had to guess how you use your build from your other posts. Is it right?

 

f.desrochers: Is there a reason you decided aginst 2 sages?

 

Number 6: You post started with the Elite Inq. Thats not what this topic is discussing for 2 weeks =P Also, please correct me if I'm wrong, an Elite Inq can not take a transport.

 

She is a guy: You mention them using a rhino. That would significantly reduce the number who can shoot from it.

 

Polaris: Most of your post centred around actually the Callidus. Its very centred on one trick. What about for the rest of the battle?

 

Chengar Qordath: I would very much prefer you do explain how you would use it. A lot of new players that will hopefully read the final product cannot just "Guess" I would personaly move 12" Pop smoke and pray to not to get immobolised. Then 12" more to drop out the Retuine and flame squad off board turn 2. But you have neither Smoke or EA to pull this off effectivly. Please provide a sutiable explanation.

 

Like I have said, if you have used similar please do C&C.

 

-Gib-

f.desrochers: Is there a reason you decided aginst 2 sages?

 

After getting the +1 BS for the IL, the second would only provide a re-roll, which might get thrown in there with some spare, stray points. Otherwise I never found it necessary. That said, if I were using the plasma cannon upgrade, a second sage would be definite.

 

;francois

Polaris: Most of your post centred around actually the Callidus. Its very centred on one trick. What about for the rest of the battle?

 

Well, for the rest of the battle you play the game....

 

There is no "win all" tactic. I was just sharing a tactic that I like to use at the beginning of the game to try and cripple a big piece of enemy armor.

 

On a side note, I really like what you are doing in the forum. Good job! : )

She is a guy: You mention them using a rhino. That would significantly reduce the number who can shoot from it.

 

Over here, it has been commonly accepted, even in tourneys, that the wording for Daemonhunter rhinos allow for everyone to shoot out of it. If your area plays it otherwise, a Chimera would definitely be more effective.

After getting the +1 BS for the IL, the second would only provide a re-roll, which might get thrown in there with some spare, stray points. Otherwise I never found it necessary.

 

Interesting POV there. Anyone able to mathammer the sage re-roll?

 

On a side note, I really like what you are doing in the forum. Good job! : )

 

Thank you but flattery will only get you killed. After turn one/if your opponent goes first/your opponent deploys smartly, what does that unit do. Its only got a MM in shooting. Can barely move but also tries to be within 12" of someone to pass the buck to? How have you used this unit in battles so far?

 

Over here, it has been commonly accepted, even in tourneys, that the wording for Daemonhunter rhinos allow for everyone to shoot out of it. If your area plays it otherwise, a Chimera would definitely be more effective.

 

Lucky you, because even a chimera only has 2 fire points.

 

Will update top post with your added information.

 

-Gib-

Layout Name: The Plasma Flock

 

Equipment and Additional Others: Psycannon, Daemonhammer: Hvy Plasma, 2 Plasma, 2 Sages, 3 acolytes/Boltguns, Hierophant, Familiar, 2 Mystics

 

Use in game: Blowing sh!t away while hiding in cover

 

Effectivity: Great against Marines (took out 2 tac squads last week) terrible and overpriced vs. everything else.

 

Enjoyability: Absolute joy as I have painted an eclectic range of miniatures very well to represent the retinue.

At times I've used the following in various Imperial armies

 

Layout Name: Hydraulic Power

Equipment and Additional Others: Terminator with Psycannon, three warriors with Grenade Launchers, sage, pair of mystics.

Use in game: 'Water Warrioring' around the periphery of the engagement with six strength 6 shots.

Effectivity: Have tended to survive by being a high effort, low payout target, but 150 points may be better spent elsewhere. Remember, Keep Moving! You'll've paid a lot of points for mobility with this unit. 4/10

Enjoyability: As a unit fielded entirely for fun, it was a blast, mostly 'cause it allowed me to bust out my old terminator deamon hunter. 8/10

Thank you but flattery will only get you killed

 

Not sure how to take that first comment. I'll just assume its sarcasm.

 

 

After turn one/if your opponent goes first/your opponent deploys smartly, what does that unit do. Its only got a MM in shooting.

 

That depends on what "unit" you are talking about. It dosnt matter if my opponent goes first/deploys smartly. I still get to move a unit of his. This can be used to.

 

- Put a unit in dangerous terrain

 

- Move a heavy weapons team ( cant fire because they moved )

 

- Bring a unit out of cover

 

- Put a shooty unit behind something they cant shoot through

 

The possibilities are endless.

 

After that is said and done, my assassin can then use polymorphine to wreak havoc behind enemy lines.

 

The Inquisitor and MM will camp mid field and attack deepstrikers and pick off enemy armor.

 

 

 

. Can barely move but also tries to be within 12" of someone to pass the buck to?

 

Again, not sure what you mean by this.

- Move a heavy weapons team ( cant fire because they moved )

 

One small point - all the others I wholeheartedly agree to, regardless of the number of times I forget to use this power. The above-quoted caption, in particular the bracketed text (my italics), is in fact wrong. The redeployment happens after deployment but before the first turn begins. That said, it still has a desired effect on the unit, moved out of position and quite possibly unable to shoot.

 

;francois

This is a variation of f.desrochers' Gunline with Retinue layout, but even more decked-out. I use him all the time as either my DH HQ or as an allied unit for my Marines. I don't leave home without a DH psychic hood these days....

 

Layout Name: Deluxe Gunline Lord with Retinue

Equipment and Additional Others: IL w/ psycannon, psyhood, 2 x HB servitors, 1 x PC servitor, 3 x mystics, 2 x sage, 2 x familiars, 2 x acolytes with bolters.

 

I find that the cheap, cheap ablative wounds offered by extra familiars, mystics, offer an extra turn or two of usefulness before the firepower starts getting whittled away. Invaluable, once your opponent realizes how potent this squad can be.

Tactical use pretty much as outlined before, though I never buy a vehicle - much better to shoot shoot shoot. May have to look into getting an IG chimera allied in, though.

Layout Name: Deluxe Gunline Lord with Retinue

Equipment and Additional Others: IL w/ psycannon, psyhood, 2 x HB servitors, 1 x PC servitor, 3 x mystics, 2 x sage, 2 x familiars, 2 x acolytes with bolters.

 

almost my =][= Lord but I use:

 

IL w/ psycannon, psyhood, 2 x HB servitors, 1 x PC servitor, 2 x mystics, 1 x sage, 1 x familiars, 2 x acolytes with stormbolters.

 

the extra mystic and familiar do little exept being extra wounds but the stormbolters are twice as effective at long range.

 

Mel

Polaris: I apologise if you somehow found my roleplaying offencive.

 

The unit in question is the Inq Lord and Retuine. What this topic was created to touch upon. Most of your strategy, although helpful, is about the uses of the assassin NOT the Inq and retuine.

 

The Inquisitor and MM will camp mid field and attack deepstrikers and pick off enemy armor.

 

This is what I required, thank you.

 

Matrium And Uncle Mel: I will be adding your variations to the origional gunline.

 

Eddie Orlock: A moveable Inq Retuine, Will be updating to top post.

 

Lord Asher: A very nice variation of the Plasma Barrage, I will also be updating. But is there realy any need for the Deamonhammer?

 

I'm surprised that there is no-one who uses an Assaulty Inq.

 

-Gib-

Lord Asher: A very nice variation of the Plasma Barrage, I will also be updating. But is there realy any need for the Deamonhammer?

-Gib-

 

 

Nope, other than my cool Inquisitor model has a Daemonhammer :down:

 

Although, I have had a minor degree of success with it. As long as they don't get hit by close combat specialists with a massive amount of attacks, the retinue is large enough to absorb lots of wounds allowing my Inquisitor to swing away. But it certainly is not worth the 30 points.

Polaris: I apologise if you somehow found my roleplaying offencive.

 

Not at all, you are just really good at it haha. I couldn't tell if you were kidding or not.

 

 

The unit in question is the Inq Lord and Retuine. What this topic was created to touch upon. Most of your strategy, although helpful, is about the uses of the assassin NOT the Inq and retuine.

 

I realize now that this thread is mainly focused on the Inquisitor lord, and not so much about the units he unlocks. My tactic is more of a synergy of units then a pure Inquisitor team.

I'm surprised that there is no-one who uses an Assaulty Inq.

 

-Gib-

 

That's because a WH =][= is undeniably a better choice in that field.

 

Mel

And DH players who want an assault-focused HQ will usually go with a Brother-Captain or Grandmaster with a Terminator Retinue instead of an Inquisitor.

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