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# 1 |
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Member
Join Date: Jan 2005
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Daemonhunters/Grey Knights
greetings all, I'm thinking, and at this point, only thinking, about starting with the Daemonhunters, (or something else, if I get convinced otherwise.) I'm not commited to the Daemonhunters, but I do like them more than normal space marines.
I'm mainly interested in the becaue they're, at least as far as I can tell, a small scale, elite kind of army, I acknowlege the fact that they're expensive to field, however. I would appreicate any suggestions and observations about the army, and anything Ishould keep an eye out for, to avoid or look at. General WH:40k TT suggestions or DH specific, fair game for me. Oh, I should mention I'm not itching to buy anything at this moment, i still need to budget out for modelling supplies and the models themselves, no matter what army I pick. (I may even find that there isn't any near-by players, which would render the purchases moot.) Thanks. |
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# 2 |
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Guest
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That's the army I started with in January, I'm up to 1250 points or so of Daemonhunters now and I just started my second army (Eldar). I have enjoyed collecting and painting the miniatures, they are very detailed and challenging to paint but very rewarding to look at. I'm finishing up my last squad tomorrow actually, leaving only my Grand Master to paint to complete the entire army. I enjoyed the entire process, the only thing I would not recommend is playing Daemonhunters in a competitive way... they are NOT one of the easiest armies to be successful with, but they are certainly one of the fluffiest and for me one of the most fun to field.
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# 4
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Follow the white rabbit.
Join Date: Nov 2004
Location: Glasgow
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One good think about Daemonhunters is that it allows you to use allied troops from other armies, namely Space Marines, Imperial Guard and Witch Hunters. This lets you test other armies without getting a completely new force and the allied models can form the start of a second army if you like the way they play.
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# 5
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Green is best
Join Date: May 2005
Location: Right be'ind you
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As you said they are an elite small scale army. So watch out when you face large armies of massed grunts.
They cannot hold out, I had a retinue of 5 GK termies and a Grand Master, they rocked alot. And could deal ALOT of damage. However they were not doing so well against large squads of things like Genestealers and striking scorpions. Another point is that the Vindicare assassin is not really worth its points, trade it in for say two GKs pointswise and it will be more effective. Psycannons are a god send, having a inquisitor standing around with one, as well as gun servitors makes a good heavy weapons squad any day. Watch out for pyscannons and incinerators in GK squads though, you have to weigh up the pros and cons of getting rid of a storm bolter AND a Nemesis Force Halberd. Land Raiders to me are a must as they prvide much needed muscle and act as a firewall, I didnt use one that much, instead I used VDR vehicle that did the same job, it soaked up fire and prevented squads from firing on my GKs. Orbital Strikes are annoying in most matches, as they scatter widely and have to be placed permanently on a piece of terrain. Sometimes this is in your favour though, like a choke point or around an objective. The Shrouding is awesome, remember your enemy will waste shots if they are not too careful, use it to your advantage. (Place a GK squad in front of heavy weapons and watch as your enemy ahs to fire at them and waste their shots whilst you heavy weapons stay free.) Basically they rock. |
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# 6 |
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Member
Join Date: Oct 2004
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Hey! Check out this thread:
http://forums.relicnews.com/showthread.php?t=93745 It contains various opinions and should give you an idea what kind of army GKs are. |
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# 8 |
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Member
Join Date: Jan 2005
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very cool info guys, thanks.
Now, im going from informal information/understanding of the game, so bear with me. I was thinking of making my DH army a kind of highly elite and fast assault kind, or at least having a lot of assault elements (the psycannons make me think having good ranged elements would be wise though.) Though really, I wanted something fast, that could move across the table and either get into good fire positions or close to assault easily. The above goal may not be possible with DH, i really don't know becaues i don't have their codex, I do know it's possible with space marines, normal ones, just from looking around. Oh, and how are nemisis force weapons handled? they seem to be rather good, but honsestly, i don't know. |
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# 9 |
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Member
Join Date: Oct 2004
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Nemesis Force Weapons are indeed powerful. They are weapons poweered by owner's psychic energy. Therefore they give sygnificant boost if in hands of a regular Grey Knights, are even more powerful if weilded by Terminators or justicars and can insta-kill any creature in the game when used by a Grey Knight Grand Master.
Unfortunately, I have to dissapoint you. Daemonhunters are not a rapid moving force. Their choice of fast moving units is very limited, although they can teleport into the battlefield instead of being deployed, which allows them to hit fast and hard. |
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# 11 |
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Guest
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They stand up to charges better than they charge. Meaning, get into range and spray the target with shots until they have to charge you... that way you can still benefit from the True Grit ability (that allows you to wield a storm bolter in one hand). I have had good luck with resisting charges from nasty opponents, or at least earning back my points.
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# 15 |
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Member
Join Date: Jul 2004
Location: Oregon
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Basicly deep strike works this way:
You have units of men, standing off the table, waiting to be called in where they are needed. When the call comes, they deep-strike (through various means, teleportation for GK) and start fighting from a foward position. |
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# 18 | |
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Guest
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Quote:
unfortunatly yes you do. Gk in power armour lose their NFW. Termies don't however, psycannon and str 6 power weapon is a gud combo lol. and for the fast assault idea, you could take two squads of inquisitorial storm troopers, add an inquisitor to one squad to buff it up abit. Give both the serjents teleport homers, drive them up in a chimera/rhino/(if you have the points) crusader. Then have a 2 squads of GK and a squad of GK termies with a GM and they'll have some issues. No heavy weapos for the Gk here as they will be in combat first turn, and don't have to be a bullet magnet on the way. Problems with this is 1. they have lots of tanks 2. they have lots of anti-tank, and blow up ur rhino/chimera/crusaded half way in the middle of the field (less likely with a crusader). solution to problem 1. give both squads of IST's 2 melta guns, that'll fix their tanks pretty quick. and problem 2 is much harder to solve, which is y i chose to avoid it by taking a crusader and chimera. (this is a rather expencive army though) |
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