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I know I shouldn't take daemons because of this but what else do I have to look out for in a daemon hunters list? I play a 'night lords' style list with bikes and raptors... daemon prince with wings and the lash, and a lord with jump packs. Oh and a squad of 2 oblits...2 units of csm with rhinos any advice?
Don't deepstrike. Most if not all DH armies I have seen run an Inquisitor that can order one of his units to shoot at your unit that just Deep Struck on your turn! Other than that there isn't anything to impresive that you need to watch out for. Atleast, I don't think there is anyways.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
Whoa really?! I had no idea of that rule for an inquisitor. Thanks!
An Inquisitor with a pair of mystics can nominate one friendly unit with 12" of the Inquisitor to fire on every unit that deepstrikes with 4d6 inches before it has a chance to act. Average roll is a 14 so you may want to avoid deepstriking anywhere in that danger zone. Especially if they hit you with a squad kitted out with plasma guns, or a landraider, or even an inducted IG Leman Russ.
I've dropped a demolisher shell on a space marines that have been stupid enough to deep-strike close enough to my lines. Wiped out all but one assault marine.
Psycannons and Incinerators ignore invulnerable saves. Grey Knights also have The Shrouding which kind of acts like the Night Fight rules, but applies every turn of the game every time you shoot at them. And Grey Knight squads also have the equivalent of a psychic hood with no range (only when targetting the squad that has the rule).
Nasty little things like that.
Not a problem. A lot of the game will depend on how your opponent is playing his Daemonhunters.
Pure Grey Knights isn't generally as competitive as other lists, but if he plays this style, expect 2-3 Landraiders, about 3 squads of knights, a squad of terminators with a Grand Master (or Brother Captain), maybe a dreadnought or two.
A thing to beware of with a Grand Master is that his force weapon ignores Eternal Warrior. Their smoke Launchers also act differently than most, they reduce penetrating hits to glancing hits rather the giving a cover save. Several other items also act differently than normal, you'll have to check through the codex. This should help you out a bit more:
Lists that use Inquisitorial Stormtroopers (with melta or plasma) supported by Terminators and Knights will be a much harder fight. Same goes for if they bring in IG platoons and start spamming heavy weapons and chimeras.
If it's a pure list I'd try to get rid of the regular GKs first so that there are no scoring units, I just played a 1500pt game last week and my AP3 in short range from the 1k sons worked wonders ! Whiped a whole Squad in one shooting phase...
But basically bring enough firepower and try to force the enemy to split his army, he'll already have a low model count so that will be a clear advantage for you.
Normally prepare for at least two Land Raiders, so bring enough anti tank to break the advance of the enemy troops.
Also, as mentioned, Psychic Hood and Aegis are nasty in case you wanna use Psychic Powers on them.
Regarding IST or inducted Guard, it's basically the same as against regular Guard so same strategy that works for you there should do the trick.
Would be nice if you could post a battle report later on!
+ We are changer, we are danger // Fallen angels, yet stranger +
+ WIP CSM & DH Exorcists in the making +
Watch out for sacred incense, it's a low cost wargear item that reduces the initiative of chaos models by 1 in close combat.