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!
Im thinking of starting Marines soon, i may decide to induct Daemonhunters aswell.
I was just wondering if this is a good idea? Some people may have already tried this and either hated or loved it. What are your experiences with inducted DH?
I have noticed that they are very expensive points wise, so what would you suggest is the right points amount to induct DH effectively?
Finally...What is your primary use for DH in your Marine force? What specifically do you employ? Do you just employ them vs Chaos? In fear of Daemons? Or do you employ them as often as possible?
Hey, I actually think adding DH to marines is a great addition. A marine base list doesn't add as many bodies as anIG army does but it provide you with good stable long range shooting and anti-tank. I think that how much you add is dependant on what you already have and what size game you are playing. I would say bring in GK as a counter-charge/assault element to a static Shooting marine army or Bring in stormtroopers to add bodies to your count as suicide melta squads. If you want an army that hits hard and fast, try infiltrating scouts or assault marines with a teleport homer and drok a squad of Grey Knights or if you want to have some fun a squad of Grey Knight termies in their face. =)
Last edited by cl30003000; May 10th, 2007 at 06:08.
I'm not here for the respect, just here to spread the clarity of a very complicated game
Heh, I've personally always wanted to try an Imperial Fist "Siege Breakers" (as I've come to think of it) list. Start with a base Imperial Fist SM list, with Captain Lysander as your HQ choice (I believe that's his name... the one who lets all terminators in the army Deep Strike simultaneously, with a reroll on the reserves die), and possibly a Librarian or Chaplain. For troops, take a few scout squads toting ML's (for anti-tank kick) and Teleport Homers. The rest of the army would be composed of Terminators or Assault Terminators. Up to 1500 points, this would be all regular Space Marines, but after you hit 1500 (the limit to choose Lysander), you can start adding in Grey Knight Terminators. The lists I've made are generally for the 2000 point range.
Fluff-wise, it would be a strike team designed to apply sudden, overwhelming force at some critical location. The primary use of such a tactic would be during a drawn-out siege (hence "Siege Breakers"), where a small team of scouts could infiltrate to a location important to the defenders, like a power-plant, anti-aircraft batteries, or munitions storage. They would then call down the thunder, as it were, in the form of angry, urine-yellow terminators with big hammers =).
Play-wise, I think the real trick would be keeping your scouts alive during the first few turns of the game. You'd have to deploy into cover, most likely, and play defensively until the cavalry arrives. I don't think they'd fair all that well against assault-oriented or armour-heavy armies, honestly, but that's what you get for playing a themed army, I suppose . The advantage, of course, is that your opponent doesn't know where you'll be landing the majority of your force, which could be one of any three or four locations (depending on how many scout squads you bring), and will almost certainly be right on his doorstep =). Also, they all show up at the same time, so there's no problems having your force picked off piecemeal. I ran the numbers at one point (can't find them now), but I believe you have something like a 50% chance of having all of your termies arrive in your 2nd turn, a 75% chance for 3rd turn, and it jumps up from there.
Anyways, this ran on longer than I expected... I think it'd be a fun army to try out, even if certain lists would demolish it =).
More on topic, though, I'd consider DH's mainly for their Terminators, which I think are much cooler than regular termies. Their high-strength PW attacks at initiative can really make a mess of things. They also look sweet, which is a good addition.
Besides that, regular Power-Armoured Grey Knights (both Fast Attack, and Troops-choice!) could make good counter-charge units in more shooty armies. Not only are they burly in close-combat, but they also can lay down some serious firepower while they're waiting for the charge, due to their stormbolters. Also, having them in the front ranks will probably force your opponent to take Shrouding checks on their shooting which, while not as gnarly as the Veil of Tears, is certainly a nice bonus.
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!
:yes: finally something i can actually comment on... I think demonhunters are an awesome addition to a space marine army. in my 2000 list with all marines and a couple land speeders, i use a squad of 8 fagk and one squad of 6 gk termies both squads have an incinerator. I either teleport them in when i can infiltrate or if i cant infiltrate, i may teleport or walk them up the board depending on the opponent. I think grey knights really add alot to a marine army, both with their storm bolters and s6 weapons, ws 5, shrouding...etc...i would say if you like the models and are thinking about trying some demonhunters, go fo it!
an inq with a shooty retinue and storm troopers in a rhino with 2 meltas are also good choices.