daemonhunters: 1850 point list - friendly. - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 5 of 5
  1. #1
    Senior Member mustardknight's Avatar
    Join Date
    Feb 2006
    Location
    Montreal
    Age
    24
    Posts
    625
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x2)

    daemonhunters: 1850 point list - friendly.

    Hello everyone, im not very good with lists, but i will try :pts 1796

    HQ: 425
    Grand master
    I.O.T.J
    x5 termie retinue: TH/SS,psycannon
    pts:425

    Troops;180

    x6 I.S.T
    -hellguns
    pts: 60

    x10 I.S.T
    -grenade launchers (2)
    pts:120

    Elites:145pts

    Inquisitor:
    psycannon
    retinue:
    sage

    Eversor assassin

    Fast attack: 610 pts

    PAGK10)

    Justicar
    x9 PAGK: 2 psycannon
    pts: 325

    PAGK10)

    Justicar
    x9 PAGK: incinerator
    pts:285

    Heavy support: 406 pts

    Dreadnought: TLLC/ML
    smokelaunchers, extra armour
    pts:148

    LRC:
    smokelaunchers
    pts: 258


    Total:1796 pts

    I play at a local games work shop, and there are no players with heavy tanks, so im ok at that point, i seem to be under points, so if anyone can help me on that i would appreciate it greatly.

    - Mustardknight


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Deek's Avatar
    Join Date
    Apr 2005
    Location
    Beecher Illinois
    Age
    28
    Posts
    975
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    40 (x2)

    Why havent you filled out that first squad of storm troopers.

  4. #3
    Senior Member mustardknight's Avatar
    Join Date
    Feb 2006
    Location
    Montreal
    Age
    24
    Posts
    625
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x2)

    I honestly like hellguns!

  5. #4
    I am a free man! number6's Avatar
    Join Date
    Aug 2005
    Location
    The Village
    Posts
    4,941
    Mentioned
    18 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputation
    786 (x8)

    Quote Originally Posted by mustardknight
    HQ: 425
    Grand master
    I.O.T.J
    x5 termie retinue: TH/SS,psycannon
    I like it! However, I would give the psycannon to the GM, as he has a higher BS.
    Quote Originally Posted by mustardnight
    Elites:145pts

    Inquisitor:
    psycannon
    retinue:
    sage
    This is ... odd. I'd either drop the sage and join the inquisitor with some ISTs, or I'd fill out the retinue. At the very least, give him a 2nd sage, a mystic, and a plasma cannon servitor. Add in two more heavy bolter servitors, and you've got a killer unit. Add a chimera, too, and you've got the ability to set up a firebase beyond your deployment zone ... plus extra trouble for the enemy in the form of an excellent light tank.
    Quote Originally Posted by mustardnight
    Eversor assassin
    I assume this is why you took the inquisitor to begin with. You just need to make good use of that inquisitor, otherwise you're wasting points.
    Quote Originally Posted by mustardnight
    Troops;180

    x6 I.S.T
    -hellguns
    pts: 60
    You gotta get this squad up to 10 models. It won't survive as is, nor is it very effective. Also, there's no reason not to give a plain-jane squad of ISTs two plasma guns for special weapons. They complement the hellguns perfectly. Consider a transport -- a chimera would be perfect, especially if a lone inquisitor is coming along for the ride -- to advance these guys to an objective quickly and/or set up a light but effective firebase.
    Quote Originally Posted by mustardnight
    x10 I.S.T
    -grenade launchers (2)
    Not bad.
    Quote Originally Posted by mustardnight
    Fast attack: 610 pts
    Justicar
    x9 PAGK: 2 psycannon

    Justicar
    x9 PAGK: incinerator
    Just say "no" to special weapons on FAGKs. The psycannon GKs cost twice as much as a regular GK but are only half as effective in CC. Pyscannons are for dedicated fire support squads or terminators only. You want these guys to get into CC as quickly as possible! Don't hinder their effectiveness.

    The effectiveness of an incinerator will depend entirely on how lucky you are with the deep strike. Again, why spend extra points on something that may not work so well and makes the GK carrying the incinerator half the CC monster he otherwise could be?
    Quote Originally Posted by mustardnight
    Heavy support: 406 pts

    Dreadnought: TLLC/ML
    smokelaunchers, extra armour
    pts:148

    LRC:
    smokelaunchers
    pts: 258
    It'd be nice to see another vehicle somewhere in this list to help draw fire away from these guys -- especially another dreadnought. One with AC/DCCW would provide excellent cover fire for your walking ISTs (if you don't opt for transports for them), too. Not to mention another good tank-buster. However...
    Quote Originally Posted by mustardnight
    I play at a local games work shop, and there are no players with heavy tanks
    ... maybe it's no big deal. (?)
    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

  6. #5
    Senior Member mustardknight's Avatar
    Join Date
    Feb 2006
    Location
    Montreal
    Age
    24
    Posts
    625
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x2)

    ok thx, i might drop the inquisitor and assasin to fit more stormies+ a dreadnought once i get one.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts