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Hi, I'm a long time 40k player, and I've just recently begun collecting a Daemonhunter army. Below is my plan for a 1500 point army, but having never played as them before, I wasn't sure if it's a good setup or not. Please let me know what you think:
(EDIT: I've changed the list, based on suggestions)
Brother Captain w/psycannon (91)
-4 Terminator retinue 1 w/psycannon, 1 w/hammer and shield (209)
8 Grey Knights w/Justicar, psycannon 
10 Storm Troopers w/2 plasma, rhino 
Imperial Guard Platoon:
-Command squad w/1 grenade launcher, missle launcher (63)
-10 guardsmen w/plasma rifle, lascannon (95)
-10 guardsmen w/plasma rifle, missle launcher (85)
Iron fist squad w/ sgt, plasma, and chimera w/multi-laser, heavy bolter (161)
7 Grey Knights w/Justicar, incinerator (deep strike) 
Leman Russ w/lascannon (165)
For tournaments, I plan to give the brother captain a psychic hood, and I'll probably drop 2 storm troopers for the points.
Depending on the army I'm facing, I might start with either the Iron fist squad, the stormtroopers, or both outside their vehicles, so that either the terminators and/or grey knight troops can hop inside (as per 5th edition rules).
My original version of the list also had an inquisitor w/psycannon and Calldelus Assassin, but after a few recommendations, I decided to opt for a Leman Russ.
Last edited by mynameisgrax; June 19th, 2008 at 18:43. Reason: edited list
From competitive experience and advice others have given me:
I don't like the HQ choice at all. Terminators are iffy at 1500 in any army, and I would only give one of them Hammer/Shield in order to take full advantage of S7 PW at initiative (Shouldn't be too much high armor at 1500 anyway)
I'm also don't believe the BC can take a chimera transport, even if termies can ride in them.
The storm troopers are nice, but lacking in ablative wounds for the plasma guns.
I would swap the Vindicare for an Eversor assassin, the Vindicare is coolsniperguy fluffwise but gamewise he's not going to cut it. (the Callidus is excellent as well, but a bit expensive for 1500, and you may even want to consider that even the eversor takes up nearly 4 GK worth of points).
Also in my experience (Former Tank Company player) the Hull mounted LC setup just isn't great, but the army does lack a bit for Anti Tank so I can't blame you.
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You definatly cannot give BC and Termies a chimera. They can only go in a LR/LRC, which has to be taken as a heavy.
The small stormies will be made non scoring VERY quickly. GK's do better as full units of 10 to increase survivability, ie. you'll spend a few rounds moving foward and firing and get into combat around turn 3-4. With only 8 you might get 3-4 in combat at most. This is more important for FAGK's as they will attract pie plate weapons and they cant assault/move from DS.
No comments on the guard since ive never used them or the Russ, i know you need the guard to get the Russ however so i guess it seems ok.
Vindicare assassin should be changed to Eversor or Callidus. Eversor works better if backed up by DC assassins aswell. Eversor can do alot of dmg but ive found he can be hit and miss. Callidus is a better all rounder altho not quiet as much of a monster on the charge but still very dangerous, plus voice in your ear would be good considering your Russ and Guard to move something into LOS for some heavy weapon fire.
I would however drop the Inq and Assassin and take more Troops, ie max GK squads or stormies.
Also since your chimera on the Termies is illegal lose the rhino and put the chimera on the stormies, the chimera is better and you can arm it to be a bit shooty aswell.
Just a heads up, you can't take a Russ unless you take 2 troops choices from guard, but this can be easily rectified by giving one of the IG squads the illegal Chimera and Calling it an armored fist squad. There, same list basically and it's legal. Also, when 5th edition comes in, you'll actually be able to use the chimera with the termies even though it's technically with the AF squad.
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Thanks for the advice everyone!
Upon closer inspection, I now realize I can't start the termies in the chimera. I'll attach the chimera to the storm troopers and give the rhino to the grey knights instead.
I didn't want to overload the grey knights, since they never run. If 7 can't do the job, I can't see 10 doing much better. Of course, I've never played as them before, but running full Grey Knights units seems questionable to me, considering they're very expensive (in points), and aren't any harder to kill than normal marines. Of course, I could run a third squad of 7 grey knights. What does everyone think is better?
Yeah, I'm going to bump the storm troopers up to 10, and as I mentioned before, give them the chimera.
I'm surprised no one likes the Vindicare Assassin. From what I can see, the unit looks pretty sick. Granted, it's not going to be able to take advantage of his independent character status with 5th edition, but the ability to single out commanders, special characters, special weapons and nobz seems invaluable to me. If nothing else, it'll keep my opponent's distracted for a while. Is there any reason it doesn't play out as well as you'd think?
The termies seemed like good all-rounders to me, especially when given multiple psycannons, as they can stand their own in both close combat and shooting. If not them, then what HQ choice is better? The master inquisitor is cheap enough, but I can't really see any use for him other than as a spare psycannon to attach to a unit, and for that purpose, the elite version of him works just as well.
Mastershake, where are you reading that you can't take a Russ without taking two IG choices? I've never read that anywhere. I might be missing it, but you're the first person I've ever heard say that, and I haven't read anything that says I can't.
I'm big on versatile units, and the terminators seemed to fill that purpose for me. As it stands, the list seems like it can stand up to many different types of armies, but depending on who I'm facing, I might want extra shootiness, extra close combat power, or an extra deepstriking unit, just to claim a corner if nothing else. The terminators seem to do this for me, and for not much more points than a grey knight. I'm open to different ideas, but for now, I can't really think of a better HQ choice.
Daemonhunter Dex, P30, under the "By the authority of the immortal emperor of mankind.." special rule. 2nd Paragraph, 3rd sentence.
Is that specific enough
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I don't have my codex on me, but I'll check it when I get home. It seems a little ridiculous for them to bury information like that though.
I've read through the codex three times now, and every time I read through I seem to miss an obscure rule or requirement of some sort that completely changes my overall strategy. The first time was when I read the section on inducting imperial guard, and it said nothing of restrictions, so I thought I could mix the two armies as I pleased. Than I went back and realized I had to fill the compulsory slots with Grey Knights (which made a lot more sense), and I reworked my list. Then I went back and found that some IG units that are normally unlimited are now 0-1.
Now I'm hearing that I need two IG troop choices in order to take a Russ. Christ, could they have made the requirements any more specific, or hidden them any better in the codex? Yes, I know it's probably not as hidden as I assume, but I hate it when vital information is stuck in random places throughout the codex, so you have to read every last line of fluff in order to know how your army works.
I wouldn't use an iron fist unit though. I'd prefer using conscripts. They're a cheap front line, and can take 2 flamers, which don't suffer from their low BS.
Thanks for the heads up, I'll check the codex when I get home...and go over every last damn line of the codex with a fine tooth comb. *Sigh*
I just realized, Conscripts aren't unit choices for Daemonhunters, are they?
Jesus f*cking christ almighty. What's with this army?
I like it, but the sheer number of seemingly random requirements is breaking my mind.
Last edited by mynameisgrax; June 5th, 2008 at 15:16. Reason: forgot one thing
platoons get you cheap numbers and anti tank with lascannons.
Armored fist squads are getting a little roughed up come 5th edition, they will be better protected, but won't be able to shoot.
Really the only units that can take transports are AFS and the Inquiistor Lord. LR and LRC's can be taken in the Heavy slot and in 5th can transport anyone anywhere (not dedicated as now)
Armored fist squads don't really appeal to me. I'd rather use a small unit of storm troopers and get get a second special weapon and BS 4.
A second platoon is interesting, but it really dominates the list. With that and the russ, I really don't have the points for much else, not without dropping the terminators, which is doable, but then I'd be taking an HQ choice more or less as filler.
At this point, I'm considering just playing Imperial Guard with Daemonhunter allies. That way I'll be able to use doctrines, conscripts, and a second Russ, without really losing any of my Daemonhunter units.
Of course, there's no doubt a Daemonhunter rule on page 94, third paragraph, second sentence, that plainly states I'm not allowed to do anything. That's the way it seems to be going, anyway.
Thanks for all the help everyone! ^_^
Stormies at max unit size is good. You need to becareful not to rush to far ahead of your army with them or they'll get singled out and killed quickly.
Vindicare with only kill 6 models on average a game, usually less. Eversor or Callidus does a better job at killing. Eversor is basically garenteed to get a first turn charge with his 6" move and 12" charge, and the possibility of 10 power weapon attacks isnt something your opponent will want on the first turn. The Callidus has word in your ear, which allows you to move a opponents unit up to 6" after deployment and can be placed anywhere on the board the turn she comes in.
The BC/GM is the best choice for HQ for DH, hands down, Inqs are nowhere near as good. But they can get expensive if you overload them with wargear or psyhic powers. BC is best for under 1500pt battles, id recommend the GM for 1500+ however. You'd be suprised how useful a force weapon can be.
Also you cannot give your GK's the rhino either, the only DH units that can take a transport is the Inq Lord or the Stormies. Since the rhino is a transport only its illegal. LR/LRC is the only tank GK's can ride in. (Personally i think PAGK's should be able to ride in a rhino but its not in the dex).
Termies are good at shooting, but they are much better in CC. Dont forget that all GK NFW's count as power weapons. With 4 attacks from your BC (Or 5 from GM) and 12 from 4 termies on the charge with no armor saves at str 6, your opponent wont look forward to that. The only downside is they dont get true grit so termies go back to their normal 2 attacks if they dont charge.