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I'm looking at starting 40K (I already play WElves in WHF). The Daemonhunters appealed to me so here I am. I have a few questions:
1. Is there a new edition codex coming out?
2.a) If so, what models are being remade?
2.b) If so, is there anything to worry about/look out for? (Like the ASF rule for HElves in WHF)
2.c) When about is it coming out?
3. Can a daemonhunter army be described as competitive?
4. Any comments to make about them?
Thanks in advance guys.:happy:
Sadly, neither Inquisition army has an updated codex slated on the known horizon. From the looks of things, it'll be 2010 or beyond before an update comes our way. The most recent Chaos Marines codex effectively eliminated several of our special anti-daemonic rules, and it's unclear whether any of them will once again become relevant once the new Chaos Daemons codex is released later this year. We have a dated codex ... but fortunately, we're still playable.1. Is there a new edition codex coming out?Really, any army can be competitive.3. Can a daemonhunter army be described as competitive?
But with the DH, there are no obvious "killer" units or unit combos. The strength of this army lies entirely with the skill of the general. The core of most DH armies are Grey Knights, and beyond being the best models Citadel ever made (especially those Terminators!), they are extremely well-rounded troops, equally capable of shooting enemies down from distance or tearing into them in assault with gleaming Nemesis Force weaponry. Ultimate battlefield flexibility is something the DH/GKs do better than anybody else. It's very much a jack-of-all-trades kind of force.
However, this potency comes at a high price -- literally -- and numbers are very limited. GKs are precious resources that must be used judiciously, wisely, carefully, or it'll be a short game to a massacre.
Beyond the limited numbers, there are two major weaknesses to the DH army. The most prominent is a relative lack of high-strength weaponry/anti-armour solutions. A concerted effort must be made in every list you build to cover that shortcoming. Fortunately, there are quite a wide variety of options available (e.g., inducted Imperial Guard, allied Sisters of Battle, mounted Inqusitorial Stormtroopers with melta guns, GK dreadnoughts and land raiders) so you just need to pick the one(s) that suit your fancy and run with it. This is probably the single most important choice you will make as you build your army, as it heavily impacts the range of your tactical options on the battlefield.
The second weakness is a lack of speed. GKs are nothing if not mobile -- always projecting a massive threat bubble, even on the march -- but they are not fast. Many armies can run rings around us. Other than relying more heavily on mechanized Stormtroopers, inducted IG Armoured Fist squads, and allied Sisters of Battle, the only ways to get GKs anywhere fast is to spring for land raiders (expensive!) or risk deep striking. The upside, as I've implied, is that GKs make excellent foot troops, their stormbolters and the shrouding and Aegis all help keep them alive and under your control, but such protection isn't impregnable, and is a little random.
Opposing these weaknesses is the fact that the DH, as an Inquisition army, has the possibility to be one of the most diverse and interesting armies anywhere. As I've noted earlier, you can cobble together a legal army from many different sources. There is more variety to an Inquisition army than any other 40K army, more possibilities than can be enumerated. You should never get bored with modeling or playing, provided you are willing to experiment.
All that said, if you're looking for an army that you can build quickly, that looks absolutely beautiful on the game table when fully completed, and clearly rewards tactical acumen, this is the army for you.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Well, being a WElf player I now all about tactics and expensive troops (12 points base for core troops eats up lots of points before you even get to the good stuff like treemen...).
You mention it being an Inquisition army. Not being a 40K player, could you explain what that means? You also mention allying with Sisters of battle, so Deamonhunter and Witch Hunter armies can be combined? If so that solves my dilema of choosing which ones to take (I'll get both, lol). Or is it only core troops that we can choose from.
If you can clarify a bit, it would be much appreciated.
Hey dude, welcome!
I have a similar background to you, so I will give you my opinions as well as answer some of your questions.My favorite army in WHFB is Wood Elves as well, and I went into Daemonhunters thinking the same way you did.Well, being a WElf player I now all about tactics and expensive troops (12 points base for core troops eats up lots of points before you even get to the good stuff like treemen...).
Here's something that I can't stress to you enough: Daemonhunters are NOT a very forgiving army.
Also, they are very expensive (both points wise and money wise, especially compared to Wood Elves).There's a really good answer to this in the "Daemonhunter's FAQ" put out by users in this forum, check it out for more details. I'll give you a quick answer though:You mention it being an Inquisition army. Not being a 40K player, could you explain what that means? You also mention allying with Sisters of battle, so Deamonhunter and Witch Hunter armies can be combined? If so that solves my dilema of choosing which ones to take (I'll get both, lol). Or is it only core troops that we can choose from.
The availability of units depends on 2 factors: Your "Parent list" and your Allies. There are 4 armies that form this partnership: Daemonhunters, Witch Hunters, Space Marines (and their chapters), and Imperial Guard.
If you take Daemonhunters as your parent list:
1. You can take Sisters but not their tanks ( ).
2. You can take many different IG but you have to fill some troop requirements first.
3. You can take Space Marines but you have to leave the Grey Knights Behind.
Read the FAQ as it will explain everything in detail.
To end, let me leave you with these final thoughts: Daemonhunters have a HUGE learning curve, and when you couple that with the learning curve of getting 40k down, it can be very difficult and discouraging. Be prepared to lose when you pick the army up, because you're going to lose a lot. Before you buy, make an army list and post it in the army section, get some good tips, refine your list, then playtest it (using proxies) until you get a list that you feel comfortable with. THEN, go out and buy your models. You'll save a lot of time & money doing so. Trust me, I speak from personal experience.
Fantasy: Daemons (Angels), 40k: Black Templars
K, so I guess I'll read that FAQ
If I still feel up to it and when I have enough dough to spend on the codex I'll pick it up (I need to get some warhawks to take out nasty warmachines for my WElves). Then I'll come back here and post my first list.
To put the allying rule simply::::
If you take Daemonhunters are your parent list(and you should lol)
You can take from the Witch Hunters:::
1 Fast Attack
This is why you may see soooo many Daemonhunter lists with Seraphim or other such sisters in their lists
Daemonhunters as noted several times now are not a forgiving army, if you play them to their strengths and exploit your opponents weakness (and we are one of the few armies out there that can do that) you will stand a good chance of being on the winning end of the game
Daemonhunters are not as competative as a pure Sister army (those things are just mean) but are competative none-the-less (and look pretty damn good while winning or loosing lol)
Only word of advice I can give is this::
If you use PAGK or FAGK then use lots of them! Minimum at 2k is 40 of them so they will last and actually do something for you
The Inquisition - 38-2-3
Tomb Kings - 1-1-1
Grey Company Elves - 16-1-3
Saurons Force of the Black - 8-1-3
It's better to reign in hell than to serve in heaven
lol...PAGK, FAGK...all I got out of that it GK = Grey Knights.:rofl
Also...where is the FAQ?
PAGK = Power-Armoured Grey Knights, or "ordinary" Grey Knights, not to be confused with Grey Knight Terminators, often abbreviated as GKT.
FAGK = Fast-Attack Grey Knights. Essentially the exact same models, point cost, and wargear as PAGK. Only difference is, they use up a fast attack slot on the force organization chart, and can therefore deep strike deploy or, if deployed normally, set up last.
Under the pinned topic "Daemonhunters Index" by Lost Nemesis. Remember, make sure you click on the link to the FAQ by mEGALOMANIAC and Lord Yarrison.Also...where is the FAQ?
PAGK = Power Armor Grey Knights (in other words, Grey Knights in the Troop Choice).
FAGK = Fast Attack Grey Knights (the ones in the Fast Attack slot that you teleport into battle).
Fantasy: Daemons (Angels), 40k: Black Templars
number 6 told most of it already.
As what I can add to it, is that Grek Knights will probably the army to go for. Otherwise, you could just play Space Marines. Their expensive, and get killed quite as easy as normal Marines to in shooting, but their still worth their points. You need to stay on top of your opponent, otherwise you'll lose control over the battelfield, and that's one thing, in my oppinion, Grey Knights are really good at. The may be slow, but most of the time very reliable. Maybe you could take a look in the army list section, to get an idea of what most of the GK generals on this forum use, and what tactics there are around for us.
One last thing, welcome to our ranks! :party:
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost