Jump to content

Grey Hunters in 6th Edition


TheSniperMonkey

Recommended Posts

Sorry to ask this here but is the power axe equal to the power sword in points terms? I mean you pay .... pts and say that the pack will have a power axe/sword?

 

Currently yes, our Codex entries state Power Weapon, so you pay the points and choose whether it is sword, axe, maul or lance (there may or may not be a couple more I've missed, books are in storage).

 

Axes are a really popular choice for our troops though, AP2 which is a massive boon, higher strength and can still be coupled with a pistol for the extra attack. Plus the model cannot be singled out in challenges, meaning he can wreak havoc among the enemy squad regardless (and leaves your Wolf Guard/characters to be optimised for challenges if you so choose).

(and leaves your Wolf Guard/characters to be optimised for challenges if you so choose).

 

This is the key point in giving an axe to your GH. It means your WGPL doesn't have to do all the heavy lifting anymore and can be more concerned with challenges.

 

The biggest benefit in taking an axe over a power fist (as Mikal mentioned) is you keep your bonus attack and still maintain an AP2. You won't be hitting at S8 anymore, but you've got krak grenades for that now, and get 2-3 AP2 attacks when needed.

I've been having good luck with a combination of 3 DPs 2 of these being GH units. I put one 10 man unit with a Saga of the Hunter HQ and the 4th GH unit is rear guard in a Rhino, usually with a RP shooting out of the fire port. It's all about the missions and VP. Objective based missions require 4-5 scoring units in a 2k list and keeping your scoring units alive and outfitted to hit hard is the key.

 

Tactics: I try to quickly contain my opponent while securing/contesting objectives. Use your first two pods to force your opponent to come out of cover to engage them, then hit them with your reserves and ranged units. Use the Hunter's stealth rule to your advantage whenever possible.

 

I put Runic Armor on my hunter HQ put him out in front then use the look out sir rule to help ensure the GH with no upgrades rolls the wound save first. I like the WP for my hunter HQ as the preferred enemy is critical for shooting on the turn you arrive from the edge.

 

 

GH load out on Drop Pods.

1 10 man GH unit with 2 Plasma / P-Axe / Standard. (If no armored targets are available for my Melta pods I drop this one first, otherwise is best used as your reserve pod)

1 8 man GH unit with WG in TDA Melta / P-Axe / Standard (great all around take on whatever is needed pod)

 

 

Load out for Hunter Squad

10 man GH unit with 1 MG 1 PG / P-Axe / MotW / Plasma Pistol / Standard joined by WG and HQ

 

 

Rear Guard.

8 GH Plasma Gun / P-Axe / usually joined by WG and/or HQ

(and leaves your Wolf Guard/characters to be optimised for challenges if you so choose).

 

This is the key point in giving an axe to your GH. It means your WGPL doesn't have to do all the heavy lifting anymore and can be more concerned with challenges.

 

The biggest benefit in taking an axe over a power fist (as Mikal mentioned) is you keep your bonus attack and still maintain an AP2. You won't be hitting at S8 anymore, but you've got krak grenades for that now, and get 2-3 AP2 attacks when needed.

 

 

Oooh....This had not even occurred to me. Looks like I'm gonna be swapping some PF's for PA's ....or magnetizing some....

 

~BtW

Yep, hidden axes are awesome in GH packs. I run mine like this now :

 

2 packs of 10 GH's - Power Axe, 2x Meltagun, Wolf Standard

1 pack of 10 GH's - Powe Axe, 2x Plasmagun, Wolf Standard

 

All in pods at 1500 pts and two packs of missile long fangs in the rear supported by typhoons and riflemen. The GH packs pin the enemy in place while the ranged guys pick them apart.

 

I dont bother with Mark of the Wulfen anymore, I found it rarely was worth the points. If something wants to eat your hunters its either going to succeed (terminators, etc) or fail miserably (pretty much anything else). The part that was missing was the AP2 from the axe, which also means I dont have to take WGPL's, which I never found were worth the points either (at least in my meta which is heavy on Orks, Guard and Blood Angels assault armies).

which also means I dont have to take WGPL's, which I never found were worth the points either (at least in my meta which is heavy on Orks, Guard and Blood Angels assault armies).

Im curious why you dont find wgpl's worth their pts, is it because of the loss of the 2nd special weapon? Ive been debating their inclusion but the main thing I keep coming back to is +11% (ish) to passing counter attack.

which also means I dont have to take WGPL's, which I never found were worth the points either (at least in my meta which is heavy on Orks, Guard and Blood Angels assault armies).

Im curious why you dont find wgpl's worth their pts, is it because of the loss of the 2nd special weapon? Ive been debating their inclusion but the main thing I keep coming back to is +11% (ish) to passing counter attack.

The loss of the 2nd special weapon is huge to me for maintaining my GHs effectiveness. I rarely make the tradeoff, and I find that LD 8 is quite good enough for passing counter-attack.

 

Add in the abilities like Saga of Majesty and the Warlord traits that let you use your generals LD value within 12", among other things and I find that its really not something I miss.

 

On rare occaisions I find I would have liked to have the extra CC potential of a WGPL, however the other things Ive spent those points on are usually just as valuable to the overall game.

Wich is funny, the change in assault to using an AP system is what has my considering using MotW for rending.
Yeah I'm fan of motw because it kill such a range of targets

It can deny any armour save, hurt any toughness, penetrate av12 glance av13, gives lots of attacks for those horde units and strikes at I

 

With a wolf standard you can reroll the unlucky 1 for number of attacks

It's this versatility that makes take me take this first

 

I m currently trying swapping out PF on wg for PA on gh

But not had the right opponents really to come to conclusion

But I having found the axe at back handy so he avoids the early wounds then piles in later and does some damage

Plus the model cannot be singled out in challenges, meaning he can wreak havoc among the enemy squad regardless (and leaves your Wolf Guard/characters to be optimised for challenges if you so choose).

There are one or two downsides that I can think of: not being able to issue challenges (thus sniping out characters more easily even if he gets killed himself) and being taken out by precision strikes. A character gets to make use of these (with LO,S for the latter).

 

The fancy pleb is way cheaper though, and you can get a second free shooty special weapon if you go with 10 guys in the unit.

 

It all depends what you want them to do. I had looked at a trio of 10 GH with 2 Melta/Banner in Rhinos but I'm not so sure now, seeing as I'd like to have more anti-Flyer in the list (Guardsmen blob and a Vendetta so far) and Njal is looking tasty as I can keep Divination or Jaws-lores and get a 3+ to stop psychic powers.

I still think WG have a place but I'm not sure if its in a smaller squad or wearing TDA in a big squad.

  • 2 weeks later...

Right, so I'm defiantly adding a power axe to my GH packs in future.

 

Still not sure on the DP/Rhino situation, mainly because if I dash my rhinos to where I want them then they'll probably be glanced to death and be as useful as the DPs. :-/

 

Also think I'm leaning more towards packs of 10 with two special weapons rather than adding a WGPL. I know I loose sniping and challenges but I think the extra special weapon will be worth it with the changes to rapid fire. As for which, I may just have to build packs of 14 so I can use whichever I want. Not sure I have the skills to get the magnetised weapons looking right.

 

Thanks for the input guys, think this is going to be a trial and error test when I can get some games in. Incidentally, I mostly play GKs now so I know this means lots of plasma and low ap weapons but are there any other upgrades or tips people found particularly helpful against the sons of Titan and their inquisitorial masters?

TDA is very worthwhile against GKs, rerolling 2+ against every wound is nuts against their ap3 weapons. Other than that go with the GH axe for double axes in the squad, should chew through gks the first round better while the standards reroll is still active. From there its mop up.

went for the 13 man packs myself. an extra for when I've used the standard last round, without losing a body :D so 8 bare, 1 standard, 1 MotW, 1 power axe and 2 special weapons. don't think the other power weapons (including power fist) are worth it on GH.

 

also intend to go all-footslogging most of the time, with those changes to rapid fire I feel like i'd be losing too much firepower if I dump them in transports. This allows me to add a TDA wolf Guard to each unit

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.