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what is the most popular fighting style ; heavy shooting, combat ect.....
you choose? :hmm:
hunt or be hunted
Dh armies are very close combat oriented. They have little in the way of heavy support and must mostly rely on Inquisitors and their retinues for shootyness. Grey Knights rule CC however, so what they lack in long range firepower they make up for in the fact that you can deepstrike fast attack GK's and all GK termis to get up close and personal with the enemy.
“ Belief in a cruel God makes a cruel man. ” - Thomas Paine
very true it would make sence running into combat instead of keeping yoour distance
how are you supposed to kill a heavy shooting army when your group cant deep strike and are slow movers :hmm:
hunt or be hunted
really the only way to make a good shooty DH list is with inducted guard, and even then you can't rely solely on shooting, because a normal IG list would tear you apart. So you *have* to have assaulting elements.
And that's exactly how I play. I have two 3-squad infantry platoons loaded with heavy weapons and a Leman Russ for added firepower to back up my dreads lascannons. I use a squad of GK termies and two squads of grey knights in power armor to challenge any assaulty enemy groups or take out big-point targets. My inquisitorial stormtroopers take the front line with some meltaguns to deter any vehicle rushes or frontline terminators. All in all it works very well against the 2 armies I've played it against against. (Tau and Dark Angels)Originally posted by BoxANT@Dec 16 2004, 218
really the only way to make a good shooty DH list is with inducted guard, and even then you can't rely solely on shooting, because a normal IG list would tear you apart. So you *have* to have assaulting elements.[snapback]278275[/snapback]
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Actually, unless you are going up against AV 13 or AV 14 vehicles, a pure GK army *can* make a decent shooty army. Load up 2 psycannons in every squad, sit back at the edge of the board and shoot. the range of the psycannon will outrange normal non-heavy weapons, and Shrouding at longer ranges (28"+)works great, especially combined with the lower BS some armies (IG, Tau) have. As your enemy approaches you can even move around and keep firing the psycannons to avoid CC, if you want, once he gets within 18". I have outshot a FW heavy Tau army with this set-up. If you know your enemy is a troop-heavy "sit-and-shoot" go ahead and try your own version. You should do pretty well.
Also, don't forget you can use an Orbital strike to limit your opponent's avenue of approach or to mess with his firing lines if he sits still.
I'm starting to get into WH40k and I'm committing as much money as I can to it without going totally overboard. With my limited cash flow I'm not going to buy vehicles (it works with my background too... I'll post it later so don't ask), so I'm going to rely a lot on close combat. My heavy support squad (would be nice if i could get more than one) is going to consist of a Justicar and 4 psycannon-toting GKSMs. I'll be stationing them at a good point on the field and then have them fire willy-nilly at stuff while my Termies rip them apart. I'm going to be having some serious trouble with tanks and vehicles so I think that a couple chainfist//Nemesis weapon combos are in order... I'll have to check the rulebook to see how well that would work.
EDIT: Orbital strikes will be damn useful as well. Hurr.
I like to put my termie squad behind cover, slowley moving forward. I place my GK troops in cover in front of my termies. I wait to draw out my enimies, i like to make them come to me, then when they do i assult there @sses so hard its not even funny. I let my LRC just run around killing what ever firepower they have.
<span style='color:red'>The Deamons are always taking over land that was once ours, the Deamon hunters MUST stop them before it is to late. To much Bloodshed over this cause to much death, THE TERMINATORS MUST DEFEND THE IMPERIAL! FIGHT FOR ALL THAT IS GOOD IN THIS WORLD!!!FIGHT FOR YOUR LIVES MEN, KILL THOSE BASTERDS!!!</span>
<span style='color:gray'>DH/GK 2/0/0