Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
ok i love to play the all-pure deamonhunter army but latly i've seem to be lacking the power that is evident in other armies, that is tank destruction. just recently i've taken out the 2 dreadnought plus one ordance heavy choice and changed it out with 2 fast attack greyknight squads and one stormtroopers squad and down graded the ordance from melta to lance. This change has proven most effective as my infentry is now a force to be reckoned with but now it seems that even the lightest armoured tank can give me hell. the problem is i cant find a easy middle ground now, if i go back to the 2 dreadnought idea i will lose considerable man power but if i stick with what i have now armour 13 is near impossible to take down. the rest of my army consists of a shooter =][= with a gun squad more stromtropers callidus grandmaster with terminators and another terminator squad. with that should i go back to the 2 dreadnought idea or stay and work out my current choice?
thanks for you input in advance.:yes:
Great stuff! i'm most pleased with the responses, thank you. I'm editing to answer a few more questions. my 2 termis are 4 man squads with psycannons and holocaust they plus the calliduss are heavy combat hitters. my callidus combined with my =][= retinue's plasma cannon make for a first turn squade kill since i us the 6" rule to group a squade allowing 7 st7 hits at ap2 providing that emperor's tarot works. the IST are 7 man squades with plasma guns to have serious fire support to the =][= retinue and currently the fast attack GKs add to the termis and the ordance creates havoc for my enemy. Chaning the assassin would hurt too much because of her flexablity and support for not just the fire but the combat. i would like to stay pure deamon hunters meaning no allies. and lastly the real reason i keep 2 small termi squads is for more targets. i find that if there is just one big squad then they attract all the fire, but as two small squades they are less noticable and also most players group there big guns so basically one will take heavy fire and the other will survive for combat. Now if you have any tips on how i can improve on this roster please tell me, also i am interested in other stratagies used by deamonhunter players.:yes:
thanks once more
Last edited by jimmy1316; March 23rd, 2007 at 22:31. Reason: final note
I would say get rid of the second terminator squad and spend the points on a dreadnought. You could give your stormtroopers some meltaguns if you havent already,and mount them up in a transport to get them close enough to enemy vehicles.
Although I know how awesome GK Terminators are, having too many of them is really a handicap for you.
You could run one dread that is TLLC/ML. That will help you with armour. You can also drop the Callidus assassin for an Eversor assassin. He has melta bombs, there for he can also be anti tank.
Like Fuzzy Wumpus has said give your IST melta guns. Your HQ is a GM with retinue and another GKT squad. How big is the retinue and the GKT squad? I would drop the GKT squad and maybe add another one or two GKT to the retinue depending on how big it is. That should free up some points for you.
Why use science and education when ignorance and superstition will work just as well.
Well, I guess 'pure' is a relative term, but if you don't mind playing a 'pure' Inquisition force, you can always induct some Seraphim from the Witch-hunters (well, from the Sisters of Battle, but still). You can get squad of eight total, including the Veteran sister superior with Eviscerator, plus two squad-members toting twin-linked inferno pistols (half-range melta gun, with one more AP) for 241 points (bout the same as an equivalent GK squad). As you may or may not know, they've got jump-packs and power-armour, so they're mobile enough to get within range of their melta guns, and they're pretty resilient -- they can even make their save invulnerable once per game. The Eviscerator gives them some punch in melee and gives you another chance to pop armour if your inferno pistols fail. But the really cool thing about them is that they are far more versatile then a TLLC/ML dread, and they're still infantry. They can MC hunt, they can Elite hunt, they can Tank hunt, and they're still not bad Troop hunting and in assaults.
Well, just something to think about =).
Political language is designed to make lies sound truthful and murder respectable, and to give an appearance of solidity to pure wind.
If you're intruiged by doctors who are also ninjas, then this is the webcomic for you!
We have a --> (A general lack of any anti-armour?)slightly older thread<-- that discusses anti-armour choices for the DH in considerable detail. :shifty:
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
you might want to drop your second Grey Knight Terminator squad, because you could use the points for other things, like more Grey Knigts. GKT are just to expensive to take 2 units
I think that has created a problem for you. Of you could use the points from the 2nd GKT for a Dreadnaught, or Seraphrim?
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost