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Author Topic: Daemonhunters 1750pts army list  (Read 1078 times)
Darkvoidof40k
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« on: November 18, 2009, 04:11:22 AM »

EDIT: This used to be a 1500pts GK only army! Now remade for a balanced list of 1750pts! New list is below the old one...

27 models. Phew, that's not much in 1500pts! But considering my obsession with marines, who would have dared presume I would include anything but Grey Knights in a Daemonhunters army!

Daemonhunters 1500pts army list:

HQ: 400pts

Grey Knight Grand Master Verdux: 145pts
(5 men) Terminator squad Verdux, including 1 model with a Psycannon: 255pts


Elites: 0pts


Troops: 600pts

10 Grey Knights, including Justicar and two Psycannons: 300pts

10 Grey Knights, including Justicar and two Psycannons: 300pts


Fast attack: 0pts

Heavy Support: 500pts

Land Raider: 250pts

Land Raider: 250pts



£170 estimate.


Daemonhunters 1750pts army list:

HQ: 415pts (£57)

Grey Knight Grand Master Verdux with master crafted Nemesis force weapon: 160pts (£12 – Brother Captain Stern model)
(5 men) Terminator squad Verdux, including 1 model with a Psycannon: 255pts (£45)  

Elites: 190pts (£17.85)
Vindicare Assassin: 110pts (£7.85)

Inquisitor Heron with Daemonhammer, artificer armour, and plasma Pistol: 80pts (£?? – Inquisitor Corteaz model with new head & hand swap - remove raven & accompanying hand for Plasma pistol)

Troops: 620pts (£143.90)

8 Grey Knights, including Justicar and two Psycannons: 250pts (£44.05)

9 Inquisitorial Stormtroopers including 2 Plasma guns: 110pts
Chimera (Inquisitor & Stormtroopers) with extra armour and 2 heavy Bolters: 85pts (£19.55)

10 Inquisitorial Stormtroopers including 2 Melta guns: 120pts
Rhino with extra armour (Stormtroopers): 55pts (£17.60)

(cost of all Stormtroopers together, not including vehicles - £62.70)

Fast attack: 0pts

Heavy Support: 500pts (£68.50)

Land Raider: 250pts (£34.25)

Land Raider: 250pts (£34.25)


TACTICA:

If go/set up first:

Land Raiders target fast transports E.G. Trukk’s or battle tanks, E.G. Vindicators. Fire on normal transports (12’’ movement vehicles) next turn, and eliminate all armour threats ‘till end of game. If they kill all tanks they can switch to heavy infantry duty – Terminators, battlesuits etc.
Grey Knight squad sit in cover right behind an objective unclaimed and in the open – they shoot with their Psycannons and Stormbolters against infantry coming to claim the objective, and close combat anything that gets too close. At end of last turn, if they can, claim objective in front of them – KEY WEAKNESS, if they get killed or tied up, or game goes on and they get shot to bits (or instant killed outside of cover saves).
Inquisitor and Stormtroopers move up in their Chimera, taking pot shots against infantry or weak armour with heavy bolters, heading straight towards enemy objective, using plasma weaponry to take out anything too tough. Use assaults to prevent being shot – this is where the Inquisitor comes in, adding some much needed close combat prowess, but sadly no leadership bonus’. Other stormtrooper squad in the Rhino go tank hunting, or seeing off any outflanking troops/infiltrators if necessary (the land raiders can manage alone for a turn) or any transports heading for my home objective or a neutral objective.
Vindicare Assassin infiltrates about 30’’ away from enemy, going in their deployment zone to either the far right or far left of the enemy force – whichever is best – in as heavy cover as possible, though usually a ruin or jungle… he’ll take shots at rear armour of light vehicles with his TURBO PENETRATOR round (causes 2 wounds instead of one, or against tanks 3D6 armour penetration),  or use his SHIELD BREAKER round (ignores invulnerable saves) against Greater Daemons and the such, or against a commander – AP 2 + no invulnerable save = very unhappy Terminator Wolf Lords and the such, although it’ll do good against anything. He’ll also take out sergeants/squad leaders if a greater priority doesn’t come up (commanders), because usually they give a leadership bonus and snipers cause pinning, so that is a two fold bonus. Also kills of any annoying powerfists/powerweapons – very useful if used in the shooting phase before the Inquisitor and his unit launch an assault. His final priority, which will usually be down the bottom of his list, is to kill heavy weapons, although against Devastators or other dedicated heavy weapons units it may be more important than killing a squad leader. Also, he is likely to draw a lot of attention from a player who knows what he’s doing – hopefully surviving against some of the biggest guns the enemy has for a turn or two! But usually, I’m hoping that my opponent will ignore him, because people don’t usually face Daemonhunters I’ll assume most are ignorant of the awesome abilities of Assassins. Infact, the Vindicare has the largest amount written for his tactica so far…
And last, but not least, Grand Master Verdux and his retinue of Terminators. They’ll deep-strike, becoming a great big fire magnet, hopefully doing some damage in return. The real bane of this squad, however, will be really high toughness enemies like the Nightbringer – even with strength 6 attacks I’ll need 6+ to even wound the bugger – but if the unit’s Psycannon can wound it, then that’d be an automatic wound – No invulnerable saves allowed from Psycannons! Otherwise, they’ll be targeting infantry and heavy infantry – they’ll dice up Terminators especially nicely, but more common Tactical marines or other infantry with high armour saves will do just as nicely. For squishy things like Imperial guard and Tau fire warriors (infact, make that anything worse than a marine) holocaust will wreck havoc with them!

In annihilation, everything is pretty much the same, just remove the objective parts xD

TOTAL COST: £276.05 (not including new paints, but I very much doubt I'll need any)

QUESTIONS:

Holocaust is mentioned, but I cannot fit it into the points. Should I trade some Stormtrooper special weaponry for it? They’re practically the only viable upgrades I could surrender – for instance both units loose 1 special weapon, as it only reduces their effectiveness but doesn’t make them useless, although I’d like to keep the Plasma and Melta guns. Maybe I shouldn’t even bother with Holocaust, but what do you guys think?
   
   
« Last Edit: December 25, 2009, 09:28:20 AM by Darkvoidof40k » Logged

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Caanon
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« Reply #1 on: November 18, 2009, 04:14:23 AM »

To be honest, I don't see this army winning in anything except killpoint and probably not even then as you'll probably be wiped off the table.

you just don't have enough guys to take or hold an objective and will get shot or assaulted to pieces. Might be good looking army but I wouldn't take it on the table top.
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Darkvoidof40k
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« Reply #2 on: November 18, 2009, 04:18:51 AM »

You wouldn't. I would Cheesy

And that's the point. Terminators and Master deep strike and weather a whole turn of being fired at, because they're good at that, while my land raiders advance with my Grey Knights within. It could work I beleive!  It's unlikely to get tabled, because my Raiders are so hard - and my Master 'n' retinue will just cause havoc - even in objectives. Just plow through my opponants home base/objectives, Grey knights plant their land raiders on top of an objective, relatively safe inside their Raiders. If anything gets to close that might have Melta bombs and such, then the Knights disembark, fire, assault and hopefuly consolidate back into the raider. True, this is my weakness, if that happens I can be shot up, but only when I've finished assault.
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Caanon
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« Reply #3 on: November 18, 2009, 04:25:20 AM »

So many times I have heard these things said.

"oh my termies wont die" = "You're cheating, lasguns shouldn't have killed all my grey knights" (This actually happened with only 20 lasgun shots)

"Armour 14 should protect me"

It wont, every army at 1.5K is packing tank busters which will shredd you in the turn 1 or 2. Termies, like every other unit will need support and once those landraider are dead you've got nothing to support them with.

Greyknights can't outshoot or out assault anyone and you just don't have the numbers to absorb any sustained fire or losses. A smart enemy may just spread out so you can only affect 1/3rd of their army while the rest pommels you. How do you plan on holding anything number of objectives with only 20 marines, what's going to stop the enemy or hold your line?
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Darkvoidof40k
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« Reply #4 on: November 18, 2009, 04:31:13 AM »

Ah, but you said a 'smart enemy'. After I put my vids up on youtube in video, see just how well the title 'great tactiction' fits my friends! No offence to them though.

~~~~~~~~~~~~~~

Caanon, I can see where you're coming from, but I could always reserve, and the luck of the dice may well be with me. Praise dah dice gods. All I said was that I think it COULD work, not that it WOULD work. I don't exactly see this army not winning any games ever. I mean, whence in assault, I can't be shot, and the enemy can't shoot. Besides, this is all theoretical. If I ever do collect this army, then we'll see :p.
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Darkvoidof40k
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« Reply #5 on: December 23, 2009, 12:29:56 PM »

Well, the edited list is up there, and it's a lot better. Yeah, GK heavy is fun, but it's not really a viable list anymore - if ever. But with my tactica 'n' new list, or new list and the accompanying tactica to be slightly more grammatically precise, I'll do a lot better! And yes, I actually intend to collect this!
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Caanon
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« Reply #6 on: December 23, 2009, 12:47:44 PM »

Drop the Vindicare. I used one in my SoB army for a couple of years and she rarely did anything. You get 6 shots with a less than 50% success rate. If you still want an assasin take the Culexus, this one will allow you to delay units or sabotage fire bases.

Drop the Landraiders, if you aren't planning on using them as assault boats you're wasting a lot of points. For anti-tank take a couple of venerable dreadnoughts  with lascannons or induct a guard platoon (we can get heavy weapon squads now due to the new platoon structure).

I'm unsure about the inquisitor as he probably wont do much with just s3 against most opponents. apart from SoB anything with a 3+ save will be wounded on 5's so spending the points elsewhere might be better.

As for tactics do not stand greyknights out in the open and expect them to live, they die just like any other marine and can't shoot or fight there way to victory against any specialist unit.
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Caanon
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« Reply #7 on: December 23, 2009, 12:58:41 PM »

With Greyknights, just like SoB, you have a lot of mobile firepower, you can engage an enemy who was 30 inches away at the beginning of the turn and who couldn't hurt you. Keep your storm bolters moving and hitting one unit at a time and stay at range. The enemy will be throwing less shots at you and longer range shooting might not be able to see you.

The GK dread is one of the best anti-tank units in the game. Kit it out with missile launcher and twin las and sit it at the back of the table. Only a fast or flanking unit will be able to hit it.
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Akenseth
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« Reply #8 on: December 23, 2009, 03:23:33 PM »

I think it really depends on who your opponents are. I'd consider dropping the plasma on the other Storm Troopers and getting Melta instead, and replace some Psycannons with Incinerators. The real question is, what role do you want them to take? Remember that they are your troop choices, which you will need one for holding an objective.

I agree with Caanon, the Land Raiders are a real big point sink in this list. I would consider a Leman Russ instead if you absolutely need a Heavy choice. Front wise, the armor is the same, and it gives you a lot more firepower.

I would also consider another unit of Grey Knight Terminators, or making your regular Grey Knights a Teleport Attack so you can Deep Strike them in to contest objectives later in the game. Use the extra points you pick up for another Troop choice.

« Last Edit: December 23, 2009, 03:30:05 PM by Akenseth » Logged

Darkvoidof40k
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« Reply #9 on: December 24, 2009, 01:37:31 AM »

I think it really depends on who your opponents are. I'd consider dropping the plasma on the other Storm Troopers and getting Melta instead, and replace some Psycannons with Incinerators. The real question is, what role do you want them to take? Remember that they are your troop choices, which you will need one for holding an objective.

I agree with Caanon, the Land Raiders are a real big point sink in this list. I would consider a Leman Russ instead if you absolutely need a Heavy choice. Front wise, the armor is the same, and it gives you a lot more firepower.

I would also consider another unit of Grey Knight Terminators, or making your regular Grey Knights a Teleport Attack so you can Deep Strike them in to contest objectives later in the game. Use the extra points you pick up for another Troop choice.



Please read the tactica! The GK squad sit in cover right behind my objective, forcing enemies to walk up to it being shot at, usually without much return fire because they probably have their transports popped by my other units, then they'll be running up to get to my objective and the 12 inch rapid fire kill box most troops have. They'll be shot at all the while, but they'll also be afraid to get close because everyone expects GK's to try and assault, because they're pretty damn good. Go see TONYPONYF's youtube vid's on DAEMONHUNTERS REVISITED parts 1 and 2.

See, the thing is with this army, it's all designed to work together and fit my personal preferance. I just really like the vindicare, and as you guys said the Inquisitor won't do much in CC, I know, but it was a start anyway, so it's important the vindicare takes out the sergeants and stuff. It sounds like you guys really don't read the tactica, but that seems unlike you all. But yeah, thanks for the feedback, it'll help. I know the Land Raiders are empty and it's such a waste and I hate it, well what if another transport gets killed from my list? Backup. Chimera's and Rhino's, in objectives AND annihilation tend to die pretty quickly. Land Raiders? Not so easy to crack. Infact, the enemy would probably use all of their anti tank, which would have to reach the other side of the board, to kill it. Broadsides, yeah that's about it. The odd lascannon as well. IDK.

But I might drop them, but they're significant anti tank power as well as medium infantry. I think I'll buy them and try them out, but if they epic fail they'll just join my Space Marine army!
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Darkvoidof40k
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« Reply #10 on: December 24, 2009, 02:45:25 AM »

Maybe if I remove the Land Raiders, I could get 2 Dreads and another GK squad in there... but to be honest most Daemonhunters armies usually have 2 land raiders as far as I know and it works pretty well for them. Meh. Could even give my Inquisitor some worthwhile wargear... Or drop 1 Land Raider and get another GK squad and stick them in it. Maybe even upgrade the Land Raider to a crusader -- unlikely and probably unwise. Basically, I'm not really looking to remove anything from the list, just possibly the Land Raiders (and in that case add units) and the odd piece of wargear.
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Caanon
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« Reply #11 on: December 24, 2009, 03:37:07 AM »

Landraiders are only really worth while as assault boats, cram them full of fun choppyness and send them away. Problem is you don't have the choppyness and can't afford it in this point bracket.

Mate, you are right, I don't read tactica... mainly because I've been in the hobby for almost a decade and have played more games than I can count. 3 years of that time were spent in tournament play and I routinely finished 1st, 2nd or 3rd so I don't need to read tactica. I know how the game works and know a smart player will  own this list quite easily. Chances are that with only 4 lascannons mounted on two vehicles you wont destroy all the enemies transports before your grey knight squad is wiped out. A smart opponenets will hide their transports so you wont get more than one shot if you are lucky before the pain is laid down. Reading tactica is great but it counts for squat against game experience.

There are a lot of fast foot units out there as well that can really mess up your GK while taking little from shooting. Even if you do take them out in assault the rest of the enemy will be in position to rapid fire you back.

Remember that GKs are not assault units, any assault specialist will rip them a new one quite easily. You only have a few attacks with the unit that will bounce from power armour or not make a dent in the horde. Only assault small units.

I suggest dropping the Inq and Assassin because I know they don’t work well. If you want an Inquisitor run him solo with the template physic power (don’t have my dex with me at the moment). I’ve seen this one guy do wonders. Vindicare assassins are cool but are too unreliable, you can spend those 110 points on something much better.
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Darkvoidof40k
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« Reply #12 on: December 25, 2009, 01:13:54 AM »

I don't play tournaments.... at least not yet anyway. I'm still buying all this, as the Inquisitor will be fun to convert. I'll play with them, see if they work, see if they don't.

You don't read tactica? Well you don't know everything. Take 2 minutes of your time and read through it... not gonna hurt is it? I mean, I'm not the greatest tactician, but I KNOW the people I play, so I know what's gonna get 'em. I like to keep people thinking by trying out new lists every so often, because one of the greatest tactics is distractence: you can get your opponent of the ball, especially with new army lists, that'll just confuse them, especially at different points limits.

I mean, one of the reasons people are generally drawn to an army, and this is usually a REALLY big reason, is that they think it's cool. I think Vindicare's and Inquisitor's are cool. That's me, and if you don't read my tactica you won't know why I take certain things and not others. Infact, you could've read it instead of reading this, that's how long it'd take (unless you're reading really slowly)

I appreciate you've actually played the army, and for longer (obviously), but theres always new ideas and tactics to try out. My original list, I've seen that work, with the exception of 1 less Grey knight from each 10 man squad and the flamer weapon (forgot what its called) instead of Psycannons. All of my tactica is theoretical anyway - what tactica isn't? I mean, you can't exactly tell me not to use an Inquisitor if you don't know where he's going and what he's doing. Yeah, still appreciate the advice though  Wink
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« Reply #13 on: December 25, 2009, 09:21:34 AM »

Lol.....first and foremost.....this is a game.  Games are played for enjoyment.  Build whatever army you want, and have fun with it. 

If, and this is a big if, you want to enter the tournament circuit, this army will more than likely not do too well.  It is a concept/fluff type of army.  I play them all the time and have a blast doing so (I prefer playing with and against them), but tournament armies hardly ever meet any sort of fluff/"coolness" factor.  Tournament armies maximize their potential to win.  There is usually no room for fluff.  I know a lot of players who love to play in this type of environment.  It is all just a matter of taste.

I believe Caanon was just trying to point out the potential pit falls and flaws that can be exploited in your GK theme army.     

One final thought.........tactics are great, till the dice hit the table.



 
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Darkvoidof40k
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« Reply #14 on: December 25, 2009, 09:26:31 AM »

Meh.
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