View Full Version : About Daemonhunters
Mojo912
10th Aug 04, 8:09 AM
Hey all, i havent played 40k tabletop in about a year, and i was looking around on the Gamesworkshop Site, and saw these fellas. I really like their looks, and i love to paint, probably about 80% of the fun for me is painting the models, has anyone played Daemonhunters? Had good experiances with them on Tabletop? Also, as they are space marines (i have a black templar army) Are their stats compairable? Because i noticed buying a boxed set of only 5 marines costs 30 dollars, as compaired to the 8 you get from other chapters. Thanks in advance.
Cailet
10th Aug 04, 9:57 AM
They are marines on steroids if you take a pure GK force. Otherwise you have a seriously cool bunch of loonies (second only to the Last Chancers) who can dish out a hell (pardon me) of a lot of damage on all daemon worshipping scum and give everyone else a severe case of indigestion (Daemonhammers hurt, kids).
The best use is as allies for marines or guard allowing you to tailor an army however you like. I'm currently at work building a Genestealer cult list (one day I'll make the army) using IG doctrines and Radical Daemonhunters.
Seriously they are good.
Dante
10th Aug 04, 3:58 PM
The basic Grey Knight (deamon hunter space marine) is as strong (almost) as a space marine chpater master! They have AWSoME weapons that kill deamons like this :smash: yeah they do it with a smile.
Thalasion
10th Aug 04, 7:12 PM
Grey knights are real tough compared to normal marines, but you dont have to go down the uber marine road, you could go for inquisitional storm troopers(uber guarsmen) and inquisitors and demonhosts and that whole other side of the daemon hunters that isnt the over used and kinda boring grey knights.
ThirdDanScoota
11th Aug 04, 7:39 AM
Daemonhunters ey? I've had an Eversor Assassin kill of half my opponents Tau army before. Nasty. But anyway, yeah, Grey Knights get S6 weapons and get the attack bonus even if they get charged thanks to True Grit. They are also Fearless and practically impossible to shoot at long long ranges, because of Shrouding which is kinda like Night Fighting rules, and are equally hard to kill with Psychic abilities. They are however, EXTREMELY expensive (25points) so you're gonna need a meatshield which brings us to the next units... Inquisitorial Storm Troopers (basically like I.G Kasrkin), and can bring in certain I.G units as part of their army, as well as Space Marines, but if you induct SMs, you CANT use Grey Knights (including GK Terminators). Their Terms are the best thing to take out other Terms in combat too, and are just generally unstoppable when used right (in my first game with them, my GK Terms never got into combat, thanks to the above mentioned assassin!). GKs are practically combat based (having WS5 basic), but can lay down a hail of storm bolter fire whilst advancing. Unfortunately, their armoury is almost entirelymade up of Daemonhunting equipment (hence their name), and so are their 2 (yes, only 2) heavy weapons. Hope this helped!
Scudd
14th Aug 04, 7:13 PM
Yes..the normal grey knight has true grit which is good, but you don't get the extra attack when you charge, which kind of stinks, but hey..they're using storm bolters like pistols, so it's all well and good.
No Surrender
14th Aug 04, 8:16 PM
1 regular GK can take on 2 normal Space Marines easily. And don't even get me started about the Terminators!
PhoenixLord
14th Aug 04, 9:33 PM
and they look so cool
Evan_gelion
15th Aug 04, 12:28 AM
Be wary though, they do have a weak spot--high armor vehicles. Pure GK armies have a hard time getting out the lascannons necessary to take down AV 14 forces, and stuff like Daemonhammers don't work too well when you consider that it's very hard to "assault" a tank who knows you can't shoot it down. and Inquisitors are not much better off--though they can take allied contingents of SM, and GK can take some Imperial Guardsmen. They are however, unique and devestating on a troop level, so that's nice.
ThirdDanScoota
18th Aug 04, 7:05 AM
Indeed. Like i said earlier, they dont have any squad based heavy weapons for tank hunting, as Grey Knights are strictly for infantry murdering, and thats where their weakness lies. They just dont have the flexibility of standard SMs, and if they do field allied SMs, you CANT have ANY Grey Knights in the army at the same time. I.G are acceptable though. Also, with the new "meatshields are useless" rule, GKs are VERY vulnerable indeed when against a team like Eldar, or mainly Tau. Be careful, as they are too good to lose to pesky shooting.
FerociousBeast
18th Aug 04, 9:24 AM
What are the GK standard marine's and terminator's stats? This standard-GK-is equivalent-to-chapter-master business sort of pisses me off. There'd better be a damn good fluff reason behind it if it's true. Like blood of the emperor coursing through their veins, or something.
wangfu2006
18th Aug 04, 1:04 PM
Hey.
I play a pure GK force, and it takes a while to figure out what kind of GK army fits you. I tried a bunch of different things, though I never even tried using Stormtroopers. Anyhow....
Here's my list. It may be going in the wrong section, and sorry if it is, but it's just an example.
10 Grey Knights
Justicar
Psycannon
10 Grey Knights
Justicar
Psycannon
(these core troops can literally last an entire game. I have yet to play an army that can wipe these two units off the board by the end of the game. Granted, I've only played some Chaos and 'nids. And the damn Necrons. I'm no veteran.)
2 Grey Knights Drednaughts
1 Plasma Cannon
1 TL Lascannon
Hunter Killer Missles
Extra Armor
(The only anti-armor you have. I wouldn't bother with a Land Raider, personally. They're good, but don't compare to these. WS 5 :)
5 Grey Knight Terminators
Brother-Captain
Psycannon
5 Grey Knight Terminators
Brother-Captain
Psycannon
5 Grey Knight Terminators
Grand Master - MC Weapon.
Psycannon
(all these units can Teleport in. In a good game, they come in when you want...hehe. I remember fondly teleporting in all 3 in the same area and completely demolishing a unit of 32 Genestealers (which could completely demolish the Termies) in shooting. The Grand Masters Force Weapon, if you don't know how it works...if you successfully wound an enemy model, take a Psychic test. double 1's and 6's are a Peril's of the Warp attack, which affects the ENTIRE UNIT. If successful, the model is killed, no armor saves, nothing, nada, NOTHING. Killed a lictor that way. With the Grandmaster. Then went and got the Hive Tyrant. I usually arm them all with Storm Bolters and Nemesis Force Weapons. I'm going to try arming one with Thunder Hammers and Storm Shields :))
GK in Power Armor WS 5 BS 4 S 4(6) T 4 I 4 (i think) LD 9?
GK Terminator WS 5 BS 4 S 4(6) T 4 I 4 LD 10?
The GK Justicar (sarge) and all terminators have power weapons. Always. Only the regular GKs don't have a power weapon. All GK models have a +2 to Str in CC because of the Nemesis Force Weapon, which only counts as a Force Weapon for the Grand Master, or Brother-Captain Stern (special char.).
Frankly, I love my Demonhunters. I want to play some more experianced people, and other races like Tau, Eldar, ORKSES. Maybe some Hobbitses :D
IG, SM...anyhow.
I don't bother with the Inquisitor anymore. He eats up points and unless you make him Psychic or Shooty, he'll either be avoided or shot up.
I'm gonna use the Inquisitor in my new IG army :).
w/ Demonhosts :)
Anyhow...yeah, that's my scoop.
I also used to use a Grey Knights Purgation Squad...
4 Incinerators....killer, when used correctly, which hardly ever happens.
Dante
18th Aug 04, 8:19 PM
awsome...pure GK...hehe that must be a sight on the feild! do u have pics of ur dreads?
oh and why demonhosts? tsk tsk tsk...burn heretic :smash: :D
FilipinoMAD
19th Aug 04, 6:04 AM
o god I really hate playing as DemonHunters, they usually have to fight the worst demons out there, I did win the game by revealing the demon from the decapitating marine and killed a whole lot of demons but all of my men died including the leader but I won the game, lol aaaa the lucky pot shot always helps you out.
ThirdDanScoota
19th Aug 04, 6:24 AM
They are, quite literally, THE Emperors finest. Wangfu2006, Inquisitors arent useless, and if you dont throw them into the teeth of the enemy shooting, they wont get shot up. They DO have a retinue to take the damage, remember? The biggest assortment of weirdos i've seen in a while... And the unit can specialise in literally ANYTHING. One thing that people forget when they complain about GKs too, is the cost. Basic marine costs 25pts each, and the Justicar (Veteran Serg.) is 50pts. PAINFUL. Anyway, i'll be keeping my eye on this thread. My first 40k battle was with Daemonhunters too, and i beat a Tau opponent whilst losing only 4 MODELS, being 2 GKs, a Death-cult Assassin and an Eversor Assassin (who single handedly took on and destroyed over 400pts), and my Terminators came in with enough time to do nothing but shoot a few pot shots before it was over. Very nasty.
FilipinoMAD
19th Aug 04, 7:07 AM
yeh but remember em big walking hounds from hell minatures, so many of em, I was basicly over run, my GK did manage to win the game though
wangfu2006
19th Aug 04, 4:59 PM
I didn't think you could take Death Cults with GKs.
Anyhow, I guess I didn't really mean that Inquisitors are useless, only that they don't fit my playstyle. If I wanted to stick them in a Rhino to get them into CC quicker...hmm..not a bad idea.
Dante
19th Aug 04, 8:01 PM
If Deamonhunter's force has inquistor lord, you can take deathcults along with Gk, however NO DEAMONHOSTS!
EVIL DEAMON BE GONE! (i play pure Gk, then i have two inquistors for my Ig and bA armies and no one even has a quick thought of going radical! we are pure! we are divine! we are the emperor's chosen!!! :D )
wangfu2006
20th Aug 04, 2:42 PM
Hehe.
I tried out the Hosts in my IG army, and they were ok, but I put 2 against a dred, and 1 against an oblit. All of them died.
Cashew
20th Aug 04, 2:53 PM
They are evil sons of bitches to kill :). Yeah I like them, I have played with them. Good race.
101stCadians
20th Aug 04, 4:16 PM
Hey.
I play a pure GK force, and it takes a while to figure out what kind of GK army fits you. I tried a bunch of different things, though I never even tried using Stormtroopers. Anyhow....
heehee me to i love how the GK look. im just starting the army but my 2000 pt list might look lots like that...
But with a LandRaider!! :beer:
Willowwing
20th Aug 04, 6:52 PM
I am actually running a Witchunter army with a Grey Knight Hero and Terminator retinue. The combo works out great. The Grey Knight Terminators are awesome in hand to hand. With 60 sisters in the army and the new version 4 rules having bolter troop squads is awesome. I love the faith vow of all shots that roll a 6 to wound count as ap1 :D The grey knights shrouding ability can save them from enemy fire a lot of times.
wangfu2006
20th Aug 04, 10:05 PM
I believe that the Grey Knights Shrouding only applies to Grey Knights, not the whole army. If they shoot at the Sisters, no Shrouding.
ThirdDanScoota
22nd Aug 04, 6:31 AM
Shrouding can only be used by GK (although, i think he might have meant that, he didnt specify), but is only useful at longer ranges generally. Of course, up close, they probably wont need it. I didnt think Witchhunters with Sisters could take GK, just doesnt seem right, kinda like if i brought some Dark Angels into my Blood Angels army. Doesnt fit. At all.
wangfu2006
22nd Aug 04, 10:09 AM
That's the thing -- it makes sense for GKs to be part of any force of the imperium - theres always the chance that someone could be possessed, especially a rogue psyker, like the Sisters hunt down.
ThirdDanScoota
23rd Aug 04, 6:48 AM
Yeah, but the rules for GK state that they cant be used in conjunction with inducted marines, but then, hell, you can include GK in a marine army! This make no sense. What i was getting at, was that i've always considered the 3 (marines, sisters and GK) to be the edge, tails, and heads of a coin, respectively. The marines are the basic, but elite troops, sisters are the cheaper, less skilled but cheaper version, and GK are just the extra buff powerhouse version of the two. I mean, you simply cant have it ALL ways, including 2 different types for maximum effect if you get what i mean. It would be like if i wanted to include a platoon or two in my Blood Angels army, having super weak but super cheap troops along with marines would be too much of an advantage, just like having sisters (cheaper, but still power armoured and with god weapons) and GK (expensive powerhouse) in one army, as it seems like too much of an exploit, simply picking and choosing the best combinations from anything in the imperium instead of a "you can only have it one way", which would be far more logical, as well as fair!
Dante
23rd Aug 04, 9:08 AM
just like having sisters (cheaper, but still power armoured and with god weapons) and GK (expensive powerhouse) in one army!
You can do that and it acheives a great effect. They aren't that cheap either...And i think GW intended that as a way for Gk not to get ovewhelmed whilst not using flashlight trooting Imp guard. But i found a loop hole...hehe. See you use gGK termies as an elite choice for the Sisiters, get 2 things of sisters, a Gk teleport squad or the fast attack sisters, and another hq if desired. thats one legal sisters army right? then you can ally those with imperial space amrines! thus combing all three aspects of your coin into one! mwahahahahaha
wangfu2006
23rd Aug 04, 1:37 PM
Yeah, you can totally mix and match them. If it were me, I would take GK Troops, and some Termies, some SM Heavy Support (even though I do like the GK Dred WS5) and some other sisters stuff. But that's alot of rules to remember.
As it is, I think I'm gonna take all the Psycannon's out of my army and put in a squad of Stormies.
Dante
23rd Aug 04, 2:04 PM
why??? for just grey knights it counts as assualt 3 if you move so they can still charge. Then for Termies they can always move and shoot those and are exempt from the "cannot assualt if fired a heavy weapon" So why??? points limitations?!?
Warcrier
23rd Aug 04, 4:31 PM
The Termies psycannon remains at full 36'' range, while he moving GK in PowerArmor can only fire it at 18'', not to shabby tho
BillyBob
23rd Aug 04, 4:56 PM
Yeah, you can totally mix and match them. If it were me, I would take GK Troops, and some Termies, some SM Heavy Support (even though I do like the GK Dred WS5) and some other sisters stuff. But that's alot of rules to remember.
As it is, I think I'm gonna take all the Psycannon's out of my army and put in a squad of Stormies.
I don't think taking any heavy weapons out of the termies is a good idea. The only people that should not have a large concentration of heavy weapons are the power armor GKs.
I too feild a strictly grey knight force. Usually 2 dreads, 2 squads of termies (4-5 each squad), 3-4 squads of GKs (5-6 GKs per squad) and sometimes 2 stormtrooper squads (6-8 stormies per squad), but that won't be happening much with the new shooting rules.
GKs are a very tough army to feild sometimes. Armor is the death of them. I'm trying to incorporate some sisters of battle into my force, maybe even make the sisters the core force and the GKs allies (exorcist tanks are CRAZY heavy support).
All in all, I have about 35 Power armor grey knights, 5 of which are justicars. 12 termies, 1 is a grand master and 1 is a brother captain.I have 2 dreadnaughts, and I'm working on an inquisitor right now. Also working on some battle sisters. only have about 18 sisters and a cannoness.
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