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Hello everyone, i just wanted to gain some insight as to how most daemonhunter players use their forces. It doesnt matter if you are puritan, radical, pure GK, Pure stormies. Just share your tactics from anything to fighting Elite armies, to horde armies. Dont post if you have no idea what your talking about either.
You know what they say, if you dont like the weather in houston...go back to where you came from
I will go through the various different troop types and give my opinion on the good points and bad points about them
These are good as a leader in smaller games or in radical armies
They have nice models
Access to fairly powerful psychic powers
Retinue can soak up hits and increase his powers to make him nasty to fight
The inquisition has cool fluff
Dont expect too much from them, a single hit from a powerfist or high strength creature will kill him
Henchmen are weak
Vulnerable to high strength weaponry
Grey Knight Grand master
+2S a power weapon and a force weapon all included in points cost!
Much tougher than an inquisitor
Can almost effortlessly despatch multiple wound / high toughness enemies where an inquisitor might struggle.
High points cost
Ideally need a retinue which adds more points
Losing them in the warp would be a massive blow to your army and severely cut your chances of winning
Ideal target for a demolisher cannon
Decent alternative to a grand master
Good attacks for his points
Gets +2S and power weapon included in points cost
1 wound only
Does not have the ability to quickly destroy multiple wound enemies
Death cult assassin
Only 40 points
Only toughness 3 (if i remember correctly)
Wont last to long if outnumbered
I'll do more later
what do you think so far
Thats pretty good, you've also hit onto a big weakness for all GK execpt a GM: High points, but only one wound.
I'll carry on now
Grey Knight Terminators
Invulnerable save for a chance to protect against heavy weapons
Shrouding (always have to take a night fight test to shoot at them)
+2S and power weapon included in their high points cost
Cool models (a theme emerging)
Can get massively outnumbered
5 of these could end up fighting 20+ gaunts
Although they have resistance to heavy weapons if you pour enough light fire at them some wounds will get through.
Other 4 Assassins
I wont go into to much detail on these
Flamer which can destroy troops with a Ld of 8 or less and do a bit of damage against ld 9
Sword ignores armour and invulnerable saves
Can disengage from combat
Held in reserve and appear anywhere on the board and charge into combat on the turn she appears
Highest points cost
Only 2 Wounds for alot of points (same for all assassins)
Hits on 2+
Can wound something regardless of toughness
Powerful special ammumnition
Exitus pistol for close range fighting
Less than 50/50 chance of killing something
Will on average only kill about 4-5 models a game
Exitus pistol rarely used
When charges massive amount of attacks
High charge range
Infiltrate (all assassins)
Fearless (all assassins)
Against weak troops some special abilities are wasted
If killed blows up killing enemy and possibly friendly troops
In 2nd round of combat onwards becomes considerably weaker
Some abilities wasted against weaker opponents
Devastatimng against psykers
Not patiular abilities against normal troops
Ideal as a shooting support squad (3 gun servitors and inquisitor with psycannon and sages)
Flexible - can use psychic or combat powers too
Can be shot down
Only human level stats (understandabl)
Retinue is very weak
Ill carry on more later
I thought that was pretty cool except for the thing about how termies could fight 20 + gaunts. First they could rip through them like butter and secondly, why would you ever have to fight them when you have Storm Bolters.
are u gonna do any more?
since i mostly play against tyranids and cadians. ( yikes, how did that happen? )
ive had to come up with some strategy to compensate for lack of numbers. from my point of view, thats the only real weakness in a pure grey knight force. so i went to the most obvious answer: even the playing field. first thing i do is take a lance strike and use my missle luanching dreds to full affect. then i take 3 units of 7 grey knights with incenerators and deep strike em behind enemy lines hehe. and if everything goes well, they get caught between my grey knights (always a bad spot to be.) my only real problem is still learning where and when to place the lance strike, that is critical. other than that this tactic works pretty well against the hordes!
the only problem i could see with this tactic is that if the lance strike scatters onto u then u will suffer and your plan will fall apart (as casulties will 'hurt' u more than them). This is a definate risk as u are going to DS near them. (this is the reason y i don't use a 'strike'
though i may be wrong and if it works well then by all means tell me.
that is a good point max, but becuase my lance strike goes off of terrain, and i know where its coming. i rarely deep strike near it. i have found though that placement of the strike is very key to it being effective. at first i tried putting it near the board edge, but it wouldnt go off quick enough and id get over run from tyranids so to compensate, i started placing it in front of my deployment zone, just far enough away where no matter how it goes off it wont hit my guys in the back. and my deep strikers can take care of any enemy hard ware ( biovores) in the back. anyway, no casualities so far, but you dont have to pay attention and be careful where to place it! happy gaming!
ok, i suppose both armies will avoid where u place it so the risk should be minimised