Daemon Hunters with Inducted Imperial Guard First List - Warhammer 40K Fantasy
 

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  1. #1
    Member RedFang's Avatar
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    Daemon Hunters with Inducted Imperial Guard First List

    Daemon Hunters w/ Inducted Imperial Guard

    1500

    Headquarters: 329

    Commander: 329
    Grey Knight Hero - Grand Master
    4 x Terminator

    Troop: 692

    Inquisitorial Stormtroopers 1 : 176
    Veteran + 9 Stormtrooper
    Power Weapon, Hellpistol
    Rhino

    Inquisitorial Stormtroopers 2 : 176
    Veteran + 9 Stormtrooper
    Power Weapon, Hellpistol
    Rhino

    Inducted Imperial Guard Amoured Fist Squad 1: 170
    Sergeant + 9 Guardsmen
    Lascannon
    Chimera
    Heavy Bolter (Turret), Heavy Flamer (Hull)

    Inducted Imperial Guard Amoured Fist Squad 2: 170
    Sergeant + 9 Guardsmen
    Lascannon
    Chimera
    Heavy Bolter (Turret), Heavy Flamer (Hull)

    Fast Attack: 275

    Grey Knight Teleporter Squad: 275
    Grey Knight Justicar
    9x Grey Knight


    Heavy Support: 165

    Inducted Imperial Guard Leman Russ Battle Tank: 165
    Leman Russ
    Lascannon (Hull), Heavy Bolter (Sponsons)

    Well, this is the edited version, sorry about the first list, it was illegal big time. Well this is suppose to be 1500, but it's only 1461, so I was wondering if anyone had any suggestions about what to add to get it to or close to 1500 without just fillers.

    Thanks

    Last edited by RedFang; December 14th, 2005 at 05:20.
    I hope people are having fun.

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  3. #2
    Son of LO mEGALOMANIAC's Avatar
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    Illegal list, sorry.

    Inducted IG/SM do *not* count towards the 1 HQ & 2 Troops that every army MUST have. Right now, you have NO Daemonhunters Troops choices.

    Also, you cannot take Assassins of any type without an Inquisitor or Inquisitor Lord.

    EDIT: Some actual advice, now:

    * Never have a lone GK Hero AND an Elite GKT unit - instead, buy the GKT as the Hero's bodyguard. Deepstriking units can NOT be joined by Independent Characters while off the board. This means if you were planning on DSing the GK Hero and the GKT unit, you'd have to make two seperate Reserves rolls for WHEN they arrive, and two seperate Scatter rolls for WHERE they arrive. If you had a GK Hero + Bodyguard, then it counts as one unit.

    * For the inducted Guard: Don't bother with a Powerfist on the Guard officer - that brings him to S6, which all GK have for *free*. Instead, always use inducted IG as ranged support - remember that you can put FOUR special weapons into a Platoon's command squad, which is twice as many as you can put in most! Also, don't bother with so many Heavy Bolters, as GK are rather good versus infantry (because of the stormbolters). Missile Launchers and Lascannons are a better choice for these units' heavy weapons.

    * For the FAGK unit, I'd suggest *not* mixing special weapons (I'd give this advice for every unit, actually). I'd also suggest never having two special weapons here, since a GK with a special weapon loses their stormbolter, True Grit, and S6 (down to S4).
    Last edited by mEGALOMANIAC; December 14th, 2005 at 04:17.

  4. #3
    Member RedFang's Avatar
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    Opps, sorry, missed that. I'll go fix that.

    It's fixed.
    Last edited by RedFang; December 14th, 2005 at 05:20.
    I hope people are having fun.

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