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daemonhunters unit rundown


greatcrusade08

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Welcome aboard! :)

 

Best place to start would be the Online Resources for WH/DH Players topic pinned at the top of this forum. Scroll down to the DH section and you'll find links to several topics covering exactly this issue ... and more besides.

There should be some decent Inquisitor info in the link in my siggy. Also if you run a search there has been several topics about Assassins in this forum. Generally speaking the consensus seems to be they're not the most points efficient or competative units, but they're a lot of fun and can be disruptive to your opponent. Also very useful as a counter-charge assisting unit, but not as something that will win fights on their own.

Thanks for the links, ill take a good look around..

Ill probable be lurking around this forum for a while, whilst i get to grips with my new GK army.. im actually looking forward to playing a few games, makes a refreshing change to all those scouts :)

Try a few units of Inquisitorial stormtroopers, work very well to help with the glaring lack in anti tank abilities.

 

My prefered loadout is 5 Stormtroopers, 2 meltas, rhino with extra armour (optional smoke launchers), For a mere 125 points I think it is a very nice unit.

 

This should still be different to your scouts I hope.

Im still a little confused as to the higher BS :HQ:, plus getting special weapons will be a nice change..

 

I think ill be investing in some more GKs soon, i have the dual LR list at the moment, but id like to get more bods in there if possible, maybe another unit of GKTs..

What do you think of purgation squads with psycannons, alot of the tactica writers dont seem to have tome for them, but with shrouding surely they are worth considering no?

Here's the problem with Purg squads.... no wait, on second thought, here are several.

 

1) The biggest problem is that they compete with other HS choices. That's where 90% of our anti-tank is, not to mention all our transport.

 

2) Their special weapons cost more than in basic PAGK squads.

 

3) Basic squads can already get 2 psycannons, making what we tend to call a "mini-purg" squad, which is Scoring.

 

4) Remember that PAGKs pay points for both shooting and CC abilities, including NFWs and True Grit. When you upgrade to hold special weapons, you're still paying the points for the CC stuff, but no longer gain the benefits. You also sacrifice a lot of the wonderful versatility that we love.

 

 

It's really a sad truth that Purgation squads are just not useful in the current environment.

What do you think of purgation squads with psycannons, alot of the tactica writers dont seem to have tome for them, but with shrouding surely they are worth considering no?

I think, generally speaking, most people's problem with Purgation Squads is that there's not a whole lot that a Purgation Squad with 4 or 5 Psycannons can do that a normal Troop Squad with 2 or 3 can't. However, there is something that only the Troop Squad can do, which is score. Given how important objectives are in 5th Ed and how few scoring units a Grey Knight player actually fields, in practical application most people find that the tactical flexibility far outweighs the marginal increase in firepower. This is doubly true when you put them in transports, as each turn in a transport is another turn your fancy expensive gun doesn't get to shoot (most people will field their squads with Incinerators if they're taking a transport, and I simply cannot overemphasize to you my own personal success with this tactic!).

 

That being said, if they interest you, I would still recommend trying them! A great deal of an army's viability comes in how the general plays them, and your play style just might mesh perfectly with the Purgation Squads. If nothing else, a few test games with give you a better idea of how the different elements of the army - despite having the same statline - are different from each other, which is an essential bit of wisdom when the time comes to tweak your final army list.

Thanks for the advice guys, i want to drop the raiders from the list to include more GKs, and im assuming the only real way to be competative is to include a couple of lascannon dreads for anti tank..

If im taking two i might have room for a purg squad, but then as you say it might pay to have two small mini-purgs instead

Its a difficult choice, if your running pure gK you need the dreads if you dont have the raiders.. the raiders are more survivable and have greater firepower than the dreads and can carry troops safely againt massed plasma armies....

 

decisions decisions.

 

edit: Given the models i have i could buy ten more PaGK and run the following:

 

GKGM (215)

-holocaust

-psycannon

-pyschic hood

4GKT (159)

 

10 PaGK (255)

-meltabombs

 

10 PaGK (255)

-meltabombs

 

Land raider (258)

-extra armour

-smoke launchers

 

Land raider (258)

-extra armour

-smoke launchers

 

5 PaGK

-2 psycannons (175)

 

5 PaGK

-2 psycannons (175)

 

1750

Im thinking that 2 raiders is better than 3 dreads

Here's the problem with Purg squads.... no wait, on second thought, here are several.

 

1) The biggest problem is that they compete with other HS choices. That's where 90% of our anti-tank is, not to mention all our transport.

 

2) Their special weapons cost more than in basic PAGK squads.

 

3) Basic squads can already get 2 psycannons, making what we tend to call a "mini-purg" squad, which is Scoring.

 

4) Remember that PAGKs pay points for both shooting and CC abilities, including NFWs and True Grit. When you upgrade to hold special weapons, you're still paying the points for the CC stuff, but no longer gain the benefits. You also sacrifice a lot of the wonderful versatility that we love.

 

 

It's really a sad truth that Purgation squads are just not useful in the current environment.

 

You're also forgetting that 4 Psycannon GKs and a Justicar cost as much as a Land Raider, which is one of the biggest reasons that people rarely take them. 50 points for a WS5 Space Marine with a S6 Heavy Bolter is ridiculous

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