i think they're exempt from that rule.
one problem with teleporting is that then you can't attack in the turn you teleport in on. you would be a sitting duck.
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i think they're exempt from that rule.
one problem with teleporting is that then you can't attack in the turn you teleport in on. you would be a sitting duck.
I shall destroy all who stand in my way. The Emperor shall be reborn in me, the Primarchs shall be remade in me. I shall cast down the Dark Gods, the Star Gods shall be consumed just as they consumed their brothers. Those who fell shall be redeemed, those who remained pure shall be rewarded. The Imperium shall regain its power and the Dark Age of Technology will seem like nothing. For I am the Numen and I am coming
Originally posted by Dorhnkurk+Feb 27 2005, 03:51--><div class='quotetop'>QUOTE(Dorhnkurk @ Feb 27 2005, 03:51)</div><div class='quotemain'>oh, question. when charging, thx to true grit, wouldn't that only give each GK one attack instead of two? i personally think they'd be exempt for that horrendous side effect, due to the gun being practically strapped on to the back of their hand
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Of course they get two attacks each, what side effects are you talking about? A model with true grit always get an extra attack, but never get charge bonus, as clearly stated in the rulebook, p 76. So they have two attacks all rounds of combat.
<!--QuoteBegin-Dorhnkurk@Feb 27 2005, 03:51
the problem is that those storm troopers have to pack enuf heat to ensure that they're targeted over the grey knights (if only they could bloody move on DS turn...) [/quote]
I have a little question about that. We have been debating the question of teleport homers on some swedish forums, and it has actually led to one of the biggest 40k-tourneys in Sweden (GothCon) now allowing you to move and even disembark homer-models before deep striking.
The reason behind this is the following: (p 84-85 rulebook)
The DS rule states that troops arriving via DS use the reserves rule. The reserves are rolled for at the start of the round, but according to the reserves rule they "move on". This means DS units must be seen as a unit "moving" onto the table. Moving can only be made during the movement phase as you all know. And there is no rule specifying in which order you have to move units in the movement phase. Therefore its should be perfectly legal to first move your homer in place and then "move" down your DS units later on in the phase.
What do you guys here think?
I wouldn't have any problem with that.Originally posted by Weirdboy@Feb 28 2005, 229
The DS rule states that troops arriving via DS use the reserves rule. The reserves are rolled for at the start of the round, but according to the reserves rule they "move on". This means DS units must be seen as a unit "moving" onto the table. Moving can only be made during the movement phase as you all know. And there is no rule specifying in which order you have to move units in the movement phase. Therefore its should be perfectly legal to first move your homer in place and then "move" down your DS units later on in the phase.
What do you guys here think?
AR
Daemon hunters suck a short essay by Pitts86:
1. I play Chaos
2. They are not Chaos
3. They own ALL Daemons in all combat.
4. Force weapons (make me mad)
5. Add a good SM back they own my WHOLE ARMY
6. I play Chaos
J/K they are a wonderful army to play against. They definatley prevent a tactial challange for any chaos player. I also love the way when ever they hit the table my bloodletters get suistained assualt. Its pretty fun to see a squad of deamons die just to get replaced by another Identical squad. My WE army dosent have a problem against many armies but Daemon Hunters pose a huge threat and make me rethink my whole list.
WE W/L/D 178955613235668/0/2 J/K
Return of the KEEPER OF THE SACRED CHEESE
3000 more points until the PROMISED LAND
3000 more points until my soul is FREE
SKAVEN ON A BUDGET (click it)
they excel against daemons, after all they are the daemonhunters, but they still are not the best. even against daemons they have a weakness because daemons get to have sustained attack when fighting against them
I shall destroy all who stand in my way. The Emperor shall be reborn in me, the Primarchs shall be remade in me. I shall cast down the Dark Gods, the Star Gods shall be consumed just as they consumed their brothers. Those who fell shall be redeemed, those who remained pure shall be rewarded. The Imperium shall regain its power and the Dark Age of Technology will seem like nothing. For I am the Numen and I am coming
Originally posted by Bean@Feb 25 2005, 20:58
It seems to me that the Grey Knights are most lacking in anti-armour and anti-materiel power. As it has been noted, they kick arse in Cc. Likewise, with every model toting a stormbolter, they're certainly not lacking on small-arms fire. However, if you want to kill tanks, you either have to rely on Dreadnaughts (which are very crunchy, as vehicles go) or Land Raiders (which are very expensive, as anything goes). They have no squad las-cannons or missile launchers; no Assault Cannons for their Terminators (which, with the new rules, are actually quite good at killing vehicles). Basically, you'd better hope you take out their tank before they take out yours, or you're basically stuck with 100-200 points of enemy model that you're pretty much never going to kill.
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Justicar + Melta bombs = Tank goes kablooie!
Inquisitor + Chainfist = Tank goes kablooie!
Inducted Guard + Lascannon = Tank goes kablooie!
There's plenty of opportunities.
Always do right. This will gratify some people and astonish the rest.
Those first two options are tough to pull off on skimmers or tanks which have moved. And the third option doesn't help for a strictly DH force.


Terzo is quite right (though he misspoke, metaphorically, a little).
A Justicar with meltabombs has exactly one chance to hit a tank, and it's a chance that he will fail to realize half the time (as they will certainly be moving their vehicle by the time your justicar is closing in, or they deserve to lose it and don't count, due to their ineptitude, in this discussion). Against armies that use skimmers, the meltabomb strategy is even worse.
The latter two don't work, for obvious reasons, in a strictly Grey Knight force.
Now, it's fair to say, "well, don't be stupid and play all Grey Knights." I would agree with this sentiment--Grey knights with Inquisitors and some stormtroopers are considerably stronger than Grey Knights on their own. However, as I am interested in playing a purely Grey Knight force, I wrote my post specifically specificaly from the perspective of such a force.
Chain fists, however, can be taken on Grey Knight terminators with access to the armoury (basically brother captains and grand masters) I believe, and that might be a better idea, since chain-fists will allow you to take multiple attacks. In fact, replacing a Brother Captain's Storm-bolter with a Chain-fist gives you 4 S8+2d6 attacks against vehicles, which actually does have a very good chance of taking one out.
I'll put some serious thought into this possibilty, thanks.
When I said strictly DH force I meant one that doesn't induct guard. I'm using storm troopers (with meltas), and when my army grows I'll add in an inquisitor and some assassins.
I'd say your best anti tank option is the twin linked lascannon (or assault cannon) paired with a missle launcher on a dread. Although that's like putting all your eggs in one basket :hmm:
Im sorry to say but deamonhunters from my expirience get their asses kicked except by chaos. They are to expensive and since i play space marines i can take out an entire squad of termies with an 80- point landspeeder, in one turn!!!!!!!!!!!!!!& #33;!!!!!!Originally posted by larkin@Jan 4 2005, 13:33
I'm tryign to get more of my co-workers involved with this warhammer 40k. SOme are pretty interested.
my question here is what (In your opinion) makes the deamon hunters such a great army.
fluff?
look of the model?
army stats?
why are they so cool?
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