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The Adeptus Astartes frequently fights alongside the forces of the Ordo Malleus to hunt down and destroy the vile beasts of the Warp. By chance or by specific request the elite of the Imperium may find itself inducted in the forces of the Inquisition and, thusly joint, together they launch unstoppable crusades.
However, confrontations between Space Marines and Daemonhunters do not always end peacefully: a superhuman chapter being outlawed due to following agendas of their own that do not mix with those of the Inquisition, dissent or disagreement concerning the severity or nature of the course of action to be taken, inquisitors going rogue, enemy trickery, or even simple misunderstandings may all put the allies up against each other and induce lethal combat...
The Daemonhunters, the Ordo Malleus. Requisitioning forces of the ranks of the Imperial Guard as well as the Adeptus Astartes and the widely feared Officio Assassinorum, aided by the powerful Grey Knights Space Marines, they are a force to reckon with.
Game-wise their codex is very old, and yet this is not necessarily only a disadvantage: many units, upgrades or special rules have definite benefits over their up-to-date equivalents.
What is the best way to face Daemonhunters? How do we go about defeating them? What tactics, what army builds do we use? What are prioritized targets, the most dangerous enemy units? What do we have to watch out for? Discuss.
Daemonhunters are hard army to play. They have some strengths but suffer from some glaring weaknesses as well. Here are some of the strengths and weaknesses:
- Good anti-infantry. Their Grey Knights will own most regular MEQ's in cc and they can pack enough heavy flamers (incinerators) to take care of the hordes as well.
- Can bring in allied Imperial Guard. This helps to offset the lack of bodies in an average pure GK list.
- Some outdated equipment are actually better than current equipments. Examples include force weapons, psychic hoods and smoke launchers.
- Expensive models pointwise (and money-wise). A typical GK army has very few models compared to some of the other armies.
- Lack of AT. Their anti-tank capabilites are weak. They need to take melta Inquisitorial storm troopers or inducted guard to help with anti-tank. It isn't idea to go assaulting enemy vehicles with grey knights as you don't want to be sacrificing them just to pop a rhino.
- Outdated wargear/equipment. They suffer from codex creep. Examples include storm shields, assault cannons, rhinos and chimeras.
- Lack of dedicated transports for some units. Grey knights have no dedicated transports and have to rely on land raiders, making an army low on body-count even smaller.
- Lack of mobility. No drop pods, bikes or skimmers make DH a slow army, having to rely on just regular transports.
In 4th edition, the stronger DH builds used to be GK's in LR's. Nowadays in 5th, it's GK's in LR's with inducted guards. The GK terminators are still useful but the Powered armor GK's (PAGK's) have been relegated to secondary status in favor of Inquisitorial storm troopers (IST's) and inducted guardsmen.
When playing against them, make sure you have the tools (i.e. meltas) to take down their land raiders. You don't really want to engage their Grey Knights in cc unless you either have the numbers advantage or dedicated cc-units other than your normal tact squads. Otherwise, taking them on is like taking on another marine army.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
Lulz. Why bother with a thread for this? Daemonhunters suck to such an extent that the best way to play them, by far, is to use them as Allies in a Guard army. Land Raiders are pretty much the end-all-be-all as far as they're concerned, so bring Meltaguns and sacrifical units for the Grey Knights to chew on (TH/SS Terminators work well for this because Grey Knight Terminators just fold in front of them), a few cheap Skimmers to block their movement, keep your Deep Strikers and Pods (if you have any) away from their Mystics, and you'll be fine.
Some armies may be stronger than others but used well any arm can still be devastating. Daemonhunters do not "suck" They are a long range army and have many options to bust your transports especially with multiple Land Raiders and being FAQ'd the new Power of The Machine Spirit. They may not be as strong as they used to but their basic troops will infantry on infantry out shoot you, beat you in assault, and move around without penalty. This backed up by a Land Raider or two a Leman Russ and a few Chimeras packed full of melta troops should be able to put many armies on the back foot. That's without even getting into the Aegis and Shrouding, not to mention the ability to pre measure ranges for VERY cheap.
Like I said certain armies may be stronger than others but neither Daemonhunters or any other army "sucks".
Ask me about the Black and White Space Marine on the Black and White Bike!!!
If you induct Guard they are. Otherwise they're a Land Raider army.They are a long range armyNo they don't. They have Grey Knight CC attacks (which are just as likely as not to do no damage to rear AV10 and leave the Knights sitting out in the open); they have Land Raiders (which can kill at best 6 vehicles per turn if you take 3 Godhammers, move them 6", then hit-penetrate-kill with all of their lascannon shots - PROTIP: that doesn't happen); ISTs in Rhinos (who are, admittedly, pretty cool - but due to the DH books' sucky Smoke Launchers and Transport rules the WH ISTs are a better option); or Inquisitor retinues. Which are too expensive to justify now that they don't count as scoring units anymore.and have many options to bust your transportsThey will also cost 10pts per head - plus a 50pt mandatory single-wound upgrade character per squad - more than my basic Troops, whilst having only one real advantage over them; The Shrouding. Which isn't an advantage at all. Here's a single Dakka Pred. Can you hurt the Dakka Pred before it whittles your Grey Knights away to nothing? You can't hurt it, can you? No.They may not be as strong as they used to but their basic troops will infantry on infantry out shoot you, beat you in assault, and move around without penalty.
My Tactical Squad/ Grey Hunters/ Assault Squad/ Bikers can, though. In fact they'll probably kill it before it does any real damage.What's the point of premeasuring ranges when all you're firing are Storm Bolters and Psycannons?This backed up by a Land Raider or two a Leman Russ and a few Chimeras packed full of melta troops should be able to put many armies on the back foot. That's without even getting into the Aegis and Shrouding, not to mention the ability to pre measure ranges for VERY cheap.
Daemonhunters suck. It's a sad fact of life, but it is a fact nonetheless. Any reasonably well-built Space Marine army should have no trouble whatsoever wiping the floor with them.