Deamonhunters Bloody Increadible - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 11
  1. #1
    Junior Member
    Join Date
    Apr 2004
    Location
    scotland
    Posts
    20
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Hello all you deamon hunters I am the most purest form of chaos there is or is that my mum? lol. anyway i was wondering now that I have almost completed my chaos undevided army I was wondering (this maybe insulting to you lot) how to beat the deamonhunters? Once I have completed my chaos undevided army I am going to play deamonhunters (well if you can't beat them join 'em) so I was wondering how to build and beat a Grey Knight army.
    thanks for your help and good luck to you all in winning your conquests against chaos but of course you will have to get past me first *warms up his melta gun*


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Oblivion_Angel's Avatar
    Join Date
    Dec 2003
    Location
    B'ham
    Posts
    474
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    when playing DH with chaos how you play really depends if they take purk gk or just other parts. but overall just try to avoid taking demons and physics in your army.

    :ph34r:
    Quote of the week: "dude, for a whole hour, i would fall asleep!"

  4. #3
    Son of LO mEGALOMANIAC's Avatar
    Join Date
    Dec 2003
    Location
    Cranston, RI
    Age
    32
    Posts
    3,532
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    103 (x8)

    Well, if their fielding a lot of Grey Knights, shoot them! Grey knights, for all their spuffy abilities, have the same toughness and save as a standard SM. Lascannons, plasma, melta weapons, krak missiles, ordnance. Try to stay out of close combat with these guys. But seeing as they have the option of Deepstriking, you might be forced into combat with them. Power weapons, chain weapons, and I5 or higher to fight these guys.

    Against an Inquisitor, well, he's a human, so he's even easier to kill. T3, and worse armor save than a SM (sans upgrades). Drop an ordnance template on him and his retinue, and bye-bye Inquisition. Try and take out any acolytes with shooting, so that when you wound the Inq in CC, it actually sticks on him. A shooty Inq is even easier to kill, as most players don't give them as much armor then. Just beware the potential plasma cannon in his retinue.

    Inquisitorial Stormtroopers, just shiny guardsmen. Can't take heavy weapons, so these guys aren't usually a threat unless they've got a transport (even then, shooting down a Rhino or Chimera isn't a big deal).

    Daemonhosts, well, pray for a bad roll for these guys' psyker powers. Multi-wound, fearless, D6 attacks. Shoot them down, don't let them get into CC.

    Assassins, well, shoot the heck out of them. ALL of them can do some damage in close combat, even the sniper.

    Basically, this is a CC army. Use your Havocs and Predators to tear them apart before they can get into assault range. And pray you can accomplish any objectives before his Grey Knight Termies enter the game!

  5. #4
    Member
    Join Date
    Nov 2003
    Location
    Peterborough UK
    Posts
    242
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Pretty much what Megalomaniac said.

    The trick with beating any army is to force it to play YOUR game. Don't let them play to their strengths. In this case, it means:

    Avoid HtH
    Don't use Psychic Powers.
    Avoid Daemons - GK really do eat them for breakfast.
    Try shooting. GK's may have the shrouding, but its not that effective, and they can easily be shot to bits by a well-equipped SM army.
    Blast the =][= and his retinue - they all tend to die easily, even the really upgraded ones.
    Vehicles. Most of the GK anti-armour capability is fairly limited, so field vehicles and expect to achieve some level of success.

    Be prepared for a lot of trouble from the currently popular Callidus - they're juust plain hard to beat and show up exactly where you don't want them to.
    Don't stick to terrain features - they're always popular targets for orbital strikes.

    Whatever happens, be nice to see another GK convert at some point...

    NOBODY expects the Holy Inquisition!
    Our chief weapon is surprise...surprise and fear...fear and surprise....
    Our two weapons are fear and surprise... and ruthless efficiency....
    Our three weapons are fear, surprise, and ruthless efficiency...
    and an almost fanatical devotion to the Emperor....
    Our four... no...
    Amongst our weapons... Amongst our weaponry...
    are such elements as fear, surprise...

    I'll come in again.

  6. #5
    Senior Member Orestes's Avatar
    Join Date
    Aug 2003
    Location
    Miami, Fl
    Posts
    696
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x2)


    Avoid Daemons - GK really do eat them for breakfast.
    Ive seen daemons take down daemonhunters.

    But all that was said is true
    <img src='http://www.turnsignalsonalandraider.com/comics/000127.gif' border='0' alt='user posted image' />

  7. #6
    Senior Member
    Join Date
    Apr 2003
    Posts
    442
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    4 (x1)

    Avoid HtH
    It depends on the situation. Certainly, avoid CC with the GM and retinue, and GK terminators. GK in power armor are tough ... but only 1 has a power weapon (the Justicar sergeant). Stormtroopers are horrible in CC and will be wiped out pretty easily, just like guard. Still, unless you have a really good CC unit (chosen with power weapons, Bloodthirsters) and he doesn&#39;t have any nearby supporting units I would agree, avoid CC with GK.

    Don&#39;t use Psychic Powers.
    Let me clarify ... don&#39;t use psychic powers AGAINST Grey Knights. You can use all the psychic powers you want that boost your own guys. As long as the psychic power(s) don&#39;t TARGET the GK they won&#39;t get their special ability against it.

    Avoid Daemons - GK really do eat them for breakfast.
    I disagree a little. Take one or two Troop Daemon units that move quickly. These units will get the Sustained Attack rules. That means, any time they are destroyed they come back the next turn. If they move quickly (flying, cav, what have you) they can get back into the fight nearly right away (they can come in from the sides of the board too&#33; Just not in the opponents deployment area) Sure, they count as destroyed for VP purposes, but GK don&#39;t have that many guys to keep fending off a recurring horde of daemons. Use these units as fodder to harass and tie up enemy units and keep whittling away. Expect to lose these guys every turn or so (but they come back every turn too)

    Try shooting. GK&#39;s may have the shrouding, but its not that effective, and they can easily be shot to bits by a well-equipped SM army.
    I find that GK Shrouding is VERY effective. I have out-shot a Tau army with my GK army because of Shrouding. The thing to remember is to not stay too far away, nor get too close. At 30 inches you have only a 50% of being able to shoot the GK. Then add in your chances to hit based on BS, and you are only hitting, what like 1/4 of the time you shoot. Of course, if you get within 24" you have to deal with Storm bolter fire, meaning each GK is shooting like 2 SM. Still, closer is better. I have had opponents miss shooting me at as close as 11" away because of Shrouding (although that was rare).

    Blast the =][= and his retinue - they all tend to die easily, even the really upgraded ones.
    Yes, it does. And most players either make them a heavy weapons squad (2x hvy bolters, psycannon, plasma cannon) or a CC squad (3 powerfists, other power weapons, etc) Definitely a target to take out quickly, and it doesnt get the protection from Shrouding.

    Don&#39;t stick to terrain features - they&#39;re always popular targets for orbital strikes.
    There really isnt a "safe" place against an orbital strike except close to the DH army&#39;s deployment zone. The Orbital Strike always deviates 2d6 (up to 12") and can be placed anywhere in a terrain piece. I almost always choose a terrain piece near the middle and slightly ahead of my opponent&#39;s deployment zone. Or, if there is an exceptionally large piece of terrain (like a river, wall, or road running across the entire board, etc) I&#39;ll choose that since I can then place the templace anywhere on that terrain. You won&#39;t ever be entirely safe from the Orbital Strike, but it&#39;s very randomness makes it a very limited tool for the enemy. Just keep your troops a little spread out and keep them moving, at least until the Strike lands and you can determine where your opponent designated as the terrain piece.

    The DH greatest weaknesses are against Heavy vehicles and their low numbers of models. Almost everything they have is a S6 max. Their only weapons better than S6 are meltabombs for justicars (need CC), thunderhammers for terminators (need CC no shooting), Dreadnoughts (fairly fragile), or Land Raiders (very expensive), and some meltaguns for Stormstroopers.
    Taking a couple AV 13 and AV 14 vehicles will give your opponent lots of problems.
    Low numbers, a DH player can mitigate by taking Stormtroopers, allied IG. Even if they go pure, since GK are Fearless they won&#39;t ever run and will stick it out. However ... their squad sizes tend to be small. If you are playing objectives it won&#39;t take too many casualties to reduce them below 50%, and then they can&#39;t hold objectives/table quarters.

  8. #7
    Member
    Join Date
    Nov 2003
    Location
    Peterborough UK
    Posts
    242
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    I&#39;d agree with the illuminated points by dvang, to be honest - i just didn&#39;t have the time to make a longer post, but heck, alls clear now :rolleyes:

    I think this may be why a lot of people DO play GK&#39;s - they require a certain amount of tactical ability and thought to play effectively...far from a "starters" army, IMO, but a very rewarding one.
    NOBODY expects the Holy Inquisition&#33;
    Our chief weapon is surprise...surprise and fear...fear and surprise....
    Our two weapons are fear and surprise... and ruthless efficiency....
    Our three weapons are fear, surprise, and ruthless efficiency...
    and an almost fanatical devotion to the Emperor....
    Our four... no...
    Amongst our weapons... Amongst our weaponry...
    are such elements as fear, surprise...

    I&#39;ll come in again.

  9. #8
    Junior Member
    Join Date
    Apr 2004
    Location
    scotland
    Posts
    20
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)
    Thanks for your help guys but a few more questions. 1:In the codex for deamon hunters it says power armour costs 10 points but the GK are already in power armour does this mean that I have to pay an extra 10 points. 2: I have the means to get an inquisitor lord and retnue and a squad of Grey Knights What else will I need in a GK army? 3: how many Grey Knights should I have in an army?

  10. #9
    Member
    Join Date
    Dec 2003
    Location
    Long Island, NY, USA
    Posts
    237
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Dvang and Malik pretty much summed it up with good viewpoints, but to add: I play soulwound a lot and he&#39;s a black legion with a lot of khorne. We have a lot of close games, usually with one of us with only a unit left. However that&#39;s usually him. His strengths:

    Havoc squads: He uses other units to cover these and sits back adn reigns fire. Because of this, I hide my power knights a lot. Between these guys and his obliterators he lays down a lot of firepower.

    He ties up my termies with his daemonprince. After learnig how to use my DP, I own this guy most of the time, however, even if i beat him he usually has one of those havoc squads ready in position to hit me hard.

    shrouding rarely works for me, which is why i&#39;ve at time inducted meathshield guard. Shrouding usually works only over 20 inches.

    Grey knights in power armor will defeat all marines in hth with the exception of khorne., well usually, Power armor knights will beat beserkers if they get good storm bolter shots against them.
    Live life Dangerously

    <a href='http://www.newgrounds.com/portal/view/194529' target='_blank'>http://www.newgrounds.com/portal/view/194529</a>

  11. #10
    Senior Member
    Join Date
    Apr 2003
    Posts
    442
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    4 (x1)

    Q:In the codex for deamon hunters it says power armour costs 10 points but the GK are already in power armour does this mean that I have to pay an extra 10 points.

    A: No. It means if you want your GM or BC Hero to wear power armor instead of Terminator armor you pay 10 points (guess it would be useful if you wanted to stick him in a rhino with ISTs, bleh). Or, an Elite choice Inquisitor only comes with carapace armor, so can pay 10 points to upgrade to power armor. I don&#39;t think anyone has every used this. Most Inquisitors get upgraded to either terminator armor or articifer armor, skipping power armor.

    Q: I have the means to get an inquisitor lord and retnue and a squad of Grey Knights What else will I need in a GK army?

    A: Get a figure for a GM Hero (don&#39;t bother with a BC hero). I&#39;d suggest a few GK terminators. Some psycannon armed figures are very nice to have and to add in. Also, you will need to plan for some anti-tank punch. I would buy a minimum of 2 Dreadnoughts or, if like some others here you dilute your DH list with ISTs then you can instead take ISTs with meltaguns and Chimera transports.

    3: how many Grey Knights should I have in an army?

    A: I&#39;d say in a pure GK army as many as you can afford. The best pure GK list I have seen in action had a LR, 1 small squad of terminators, and the rest pure GK in power armor. It was a lot of stormbolter shots and a lot of CC attacks. 10-man GK power armor squads are tough to beat. The problem with taking psycannons and incinerators for GK in power armor is that they have to give up their NFW, so they lose 1 attack and drop down to S4 from S6, and they pay a lot for it.

Closed Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts