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Old October 8th, 2009, 18:55   #1 (permalink)
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Default Potential 1750 list

I'm up to about 1250 and looking to expand (even though half of it isn't built yet) and this is what I've come up with for 1750. The bits I'd need to get would be the vanilla land raider, the chimera and the inquisitor squad. Vanilla land raider will be magnetised so I can run it as a redeemer should I feel the need to set stuff on fire:

1750 Pts - Daemonhunters Roster

HQ: Grey Knight Hero (6#, 326 pts)
. . . . 1 Brother-Captain (Terminator Armour; Grey Knight Terminator Retinue; Holocaust)
. . . . . . 5 Grey Knight Terminator Retinue (Nemesis Force Weapon x4; Storm Bolter x3; T. Hammer & S. Shield x1; Incinerator x1)

Heavy Support: Grey Knight Land Raider Crusader (1#, 258 pts)
. . 1 Grey Knight Land Raider Crusader @ 258 pts (Extra Armor; Frag Assault Launchers; Power of the Machine Spirit; Smoke Launchers; Hurricane Bolter x2; Pintle-mounted Multi-melta; Twin Linked Assault Cannon)

Troops: Grey Knights (10#, 295 pts)
. . 9 Grey Knights @ 295 pts (Nemesis Force Weapon x7; Storm Bolter x7; Incinerator x2; True Grit)
. . . . 1 Grey Knight Justicar (Nemesis Force Weapon; Storm Bolter; True Grit Hero)

Heavy Support: Grey Knight Land Raider (1#, 255 pts)
. . 1 Grey Knight Land Raider @ 255 pts (Power of the Machine Spirit; Extra Armor; Twin Linked Heavy Bolter; Twin Linked Lascannon x2)

Troops: Inquisitorial Stormtroopers (6#, 138 pts)
. . 5 Inquisitorial Stormtroopers @ 138 pts (Frag Grenades; Targeter; Hellgun x3; Meltagun x2; Mount in Rhino)
. . . . 1 Rhino (Storm Bolter; Extra Armor; Pintle-mounted Storm Bolter; Smoke Launchers)

Troops: Grey Knights (6#, 226 pts)
. . 5 Grey Knights @ 226 pts (Nemesis Force Weapon x3; Storm Bolter x3; Psycannon x2; True Grit)
. . . . 1 Grey Knight Justicar (Targeter; Nemesis Force Weapon; Storm Bolter; True Grit Hero)

Elite: Inquisitor (8#, 252 pts)
. . 1 Inquisitor @ 252 pts (Targeter; Psycannon; Mount in Chimera)
. . . . 1 Chimera (Turret Multilaser; Extra Armor; Heavy Flamer)
. . . . 1 Mystic (Laspistol; Close Combat Weapon)
. . . . 2 Sage (Laspistol; Close Combat Weapon)
. . . . 1 Warrior (Gun Servitor; Frag Grenades; Krak Grenades; Targeter; Plasma Cannon x1)
. . . . . . 1 Plasma Cannon
. . . . 2 Warrior (Veteran Guardsman; Frag Grenades; Krak Grenades; Targeter; Plasmagun x2)


Total Roster Cost: 1750

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Old October 10th, 2009, 02:39   #2 (permalink)
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The inquisitor squad needs some work. I would suggest:

Inquisitor Squad
- 1 x Inquisitor w/ Bolt Pistol
- 2 x Sage
- 1 x Mystic
- Gun Servitor w/ Multi-melta
- Rhino Transport with Extra Armor, Smoke Launchers.

You basically have a mobile Multi-Melta that can shoot at deep strikers.

I'm guessing that the Psycannon squad will hang out by the Land Raider and jump in if they need to?
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Old October 10th, 2009, 14:25   #3 (permalink)
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the psycannon squad were going to camp and objective and fire at range

I was thinking the inquisitor squad would be nice for the huge volume of low AP fire it would put out and either do it out the top hatches of the chimera or hiding at the back somewhere. The empty chimera would be fun for running at things in cover and tank shocking/heavy flaming
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Old October 13th, 2009, 00:41   #4 (permalink)
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The problem is that a chimera is no tougher than a rhino, and if you tank shock then you're wasting the points spent on the weapons and the chimera will likely die the next turn. You might as well save 25 points & buy another Grey Knight.

If you go for the Multi-Melta, you have more anti-tank to bust up the increased number of mechanized units in the game. It's also easier to reliably win back points with the multi-melta, even without vehicles you could kill a Terminator and get your points worth.

I was all about Psycannons last edition, but I think that Incinerators are the better choice this time around. The small psycannon squads aren't bad, but with changes to vehicles and cover saves in 5th they aren't as good as they used to be.

Good luck
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