DH: what's their schtick? - Warhammer 40K Fantasy
 

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  1. #1
    Member Ditchdigger's Avatar
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    DH: what's their schtick?

    Each army has a unique style, special stuff about it that lends it to be played in a certain way and gives it certain general advantages and disadvantages. For instance, Tyranids are a swarm army, they focus on close combat and they've got the gross alien thing going on. Tau are extremely shooty, cost average points and have that "near future" look to them.

    So, what's the Daemonhunters' thing? What makes them unique?

    DH sound cool to me but I'm having trouble picturing how playing them is different from playing WH, SM, etc.

    Thanks!
    --Ditchdigger


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    Simple Green. Emp.'s Avatar
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    They are the elite hidden Space Marine chapter with GOD-LIKE close combat abilities /w storm bolters on every model (cept psycannon and incinerator models) but lack the numbers.
    5th E Sand(Grey) Knights: 11-3 (retired) 5th E Eldar: 37-4 (retired) 5th E Wolves 5-0

  4. #3
    durus Diggums Hammer's Avatar
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    Kind of like Uber-Holy-Marines, ( Puritan ), or Sneaky CC Special Ops ( Radical ).

    Increadible CC, but always outnumbered, and have lack of AT. Work nicely with Imperial Guard.
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
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    Son of LO mEGALOMANIAC's Avatar
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    You have to look at it, like Diggums said, seperately for each type, since the DH list is so varied.

    Grey Knights are the uber-elite special forces of the Imperium. They make the Space Marines look like, well, Guardsmen. All GK have stormbolters and Str6 in combat, making them an extremely hard hitting force. On the downside, they have no transport options (aside from free Deepstriking) and are very light on the anti-tank side. And, of course, they cost almost double what a regular SM costs per model.

    Radical DH, which is basically a DH list without GK, are less popular. You'll basically be living off of Stormtroopers (same as IG Stormtroopers, but minus the ability to get a heavy weapon) for Troops. Daemonhosts are the Radical's gimic - very random, but very hard hitting if you roll right.

    On top of that, you can use a combination of Guard, Marines, and/or Witch Hunters in a DH force (there are specific indepth rules, but basically you can have EITHER IG or SM, and then can ALWAYS have WH on top of that).

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    Think special forces... like the SAS or SBS or SEALS etc etc... With a religious side
    Puritan anyway. Radical I don't really care about =-P

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    Senior Member Gimmers's Avatar
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    We focus on kicking ass and taking names!
    but mostly we like to deep strike shoot-get shot at, then next turn shoot and then assault...

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    Senior Member sOvereign's Avatar
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    Quote Originally Posted by mEGALOMANIAC
    You have to look at it, like Diggums said, seperately for each type, since the DH list is so varied.

    Grey Knights are the uber-elite special forces of the Imperium. They make the Space Marines look like, well, Guardsmen. All GK have stormbolters and Str6 in combat, making them an extremely hard hitting force. On the downside, they have no transport options (aside from free Deepstriking) and are very light on the anti-tank side. And, of course, they cost almost double what a regular SM costs per model.

    Radical DH, which is basically a DH list without GK, are less popular. You'll basically be living off of Stormtroopers (same as IG Stormtroopers, but minus the ability to get a heavy weapon) for Troops. Daemonhosts are the Radical's gimic - very random, but very hard hitting if you roll right.

    On top of that, you can use a combination of Guard, Marines, and/or Witch Hunters in a DH force (there are specific indepth rules, but basically you can have EITHER IG or SM, and then can ALWAYS have WH on top of that).

    There you have it. To summarize, GK kick @$$ in CC, and your force is mega-elite, but all models have a high points cost because they're really good at what they do. Except ISTs, because what they're good at is being Meat ( Just kidding).
    A man's at odds to know his mind, for his mind is aught he has to know it with.

  9. #8
    durus Diggums Hammer's Avatar
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    Its funny, getting used to Stormies as meat when they have been my Elite for years, LOL!
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
    Sir Winston Churchil

  10. #9
    Senior Member JuliusGaiusCaesar's Avatar
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    Fluffwise, Grey Knights are like the paladins from warcraft. Super holy elite wariors.

    Gamewise, Grey Knights are the best troops in the game I think. A whole page of special rules, S6 on EVERYTHING in CC, better weapon skill than marines, and always get 2 attacks in CC, both at S6. Not to mention Stormbolters at a range. ISTs are useful, they are good 3+ save killers since a squad of 5 with 2 plasma guns is 70 pts. A bargain in a Dh army. Assassins are cool, and some might even say cheesy. Only one problem in my mind, anti tank. Without inducted IG, you will usually have a bit of trouble getting their heavy tanks out of commission.

  11. #10
    Lasgun Cell Cook BoxANT's Avatar
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    Quote Originally Posted by JuliusGaiusCaesar
    Fluffwise, Grey Knights are like the paladins from warcraft. Super holy elite wariors.

    but i thought Space Marines were "Super holy elite warriors". hehe.


    GK play similar to SM. however, with GK you have to be even *more* careful how you use them. actually, most SM players aren't really that careful how they use their marines... so i guess as a GK you just have to be normally careful.

    However, unlike SM, GK suffer from a lack of long range Heavy Support. They need to get close and in CC to win. they can't rely on numbers and despite all their cool abilities, they're still normal marines when it comes to being killed. which is not bad, but there's alot of weapons out there that kill them quick.


    as for Radical. well, they're not really ment to be a stand alone army. IST imo, aren't really a great troop choice. they're just not nearly as good as a Sister of Battle and cost only 1 pt less if you're radical, you're probably taking inducted IG/SM. In this case, your army will take on the feel of the inducted units. although, it will still have a unique =][= feel to it. but the only thing that really seperate radial DH is that they can't take GK and get to use Deamonhosts

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