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I did a search and couldn't find anything about this that immediately jumped out at me, so here's the question.
Where it says in the WH codex that we can take a HQ choice as an ally, does that mean we can use priests? That would really rock, because of the re-rolling failed hits and stuff.
Also, I think I might get some allied Seraphim fast attack because they cover DH's main 2 weak points- anti-tank, and mobility. Do you guys think this is a good idea?
I just checked, and there are only certain squads that Priest can accompany, and they are all Witchhunter units, so unfortunately we can't can't take them.
The Serephim are awesome, but for anit-tank I would prefer background Lascannons for my anti-tank, because it may take a couple of turns for the Seraphim to get to a tank, where a Lascannon does it first turn. The Seraphim in general though can handle all types of enemy units, so could be a great fit for a Deamunhunter army. I think especially for a walking troop heavy DH list. The Serephim zoom ahead to tie up some enemy units, perhaps with a Callidus, then the GKs walk up and pummel the enemy. It would be a hard choice for what units the enemy should shoot at.
Last edited by Diggums Hammer; November 27th, 2005 at 02:00.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Damn! Oh well. Hey, what about the Imperial Guard priests? Probably the same deal.Originally Posted by Diggums Hammer
Yeah, the seraphim would rock, I gotta get some.
I want a good second HQ choice. Maybe I should wait until the Alien Hunters come out.
I just don't care much for Inquisitor Lords, anything they can do, an elite inquisitor can too.
Plus, they'd be cramping my grey knights style
They aren't on the short list of allowable inducted IG units, so no.Hey, what about the Imperial Guard priests? Probably the same deal.A GK Hero is fairly expensive. I honestly don't see a need for a second HQ unit at all. Try putting those points into Troops.I want a good second HQ choice.
Well...you can, you just have to also use some of the WH units that can be joined by Priests. Also, since the WH codex states that they don't count towards your HQ limitation, you can take Priests as well as an Ordo Hereticus Inquisitor Lord. This also means that you can take Arco-flagellants...whee!Originally Posted by Diggums Hammer
And I agree, Seraphim are incredible troops. They fill in the obnoxious lack of jump infantry or cavalry in DH.
Last edited by Inquisitor Solexus; November 27th, 2005 at 05:47.
"HQ, my LOS is blocked by a soda bottle. I'm moving to unmask my guns."
"Negative! The soda bottle is the Carnifex!"
"Dang proxy models!"
-Cmdr. Kren, www.tsoalr.com
Originally Posted by Inquisitor Solexus
Yeah, but the whole point of me taking priests would be to enhance my grey knights, as they are a CC machine.
-I just realised I left out the t in witch for the title of this thread. Gotta change that.
Just want to add even more praise to the Seraphim pile. These ladies are the most versatile troops I have. I cannot understate how valuable they are in a Daemonhunters army. In the games I play, they garner the most hatred. Which is good, because, as someone noted earlier, it takes a lot of heat off of my Grey Knights, giving them more of an opportunity to do what they do best: smash in CC!
Seraphim are troop killers. They're my first line of attack. I use them in one of two roles:
1. Whittling down large squads of troops -- like Ork mobs -- down into a manageable number before my Grey Knights move in to clean them up.
2. Destroying elite or HQ squads. Even Ork Nobs or SM Terminators.
I take a squad 6-8 models strong with a veteran superior armed with a power weapon (and a plasma pistol, too, if I can afford the points). I always take hand flamers on two of the models for the squad special weapon choices.
I jump them across the board from cover to cover until I'm ready to assault. Then I pop them out, strafe the enemy with bolt pistol (and plasma pistol) fire, burn 'em up with the hand flamers. All the attacks are twin-linked, so nearly everything hits. Lots -- LOTS -- of wounds!
Then I move in for the assault. It's of primary importance that the Seraphim strike first, so the power I often end up using -- since I fight lots of Orks and Space Marines -- is the one that increases the Seraphim's initiative. Each of the normal Seraphim get 3 attacks, while the veteran superior gets 4 with her power weapon! Again, lots of wounds.
There's very little that has withstood my shoot/assault combo. But if so, I use the hit-and-run special rule to hop them back into cover, and then repeat the process again. Two such shoot/assaults nearly always finish the job.
Last edited by number6; November 28th, 2005 at 19:20.