Well, I was bored and decided to make a Daemonhunter army list. I currently have Necrons, Eldar, Tyranids, and Chaos and was looking into Daemonhunters. If I were to start collecting it'd be for tournaments and friendly games. Here's the list:
Daemonhunters: 1500
HQ:
-Grand Master
+Bionics
+Icon of Just
+5 Terminators
=410
This unit will probally deep strike in using the Teleport Homer to prevent from scattering. It's rather expensive but I think this unit is worth it. I added Icon of Just because anything that makes him survive longer can help! Emperors Terot because lots of games I play seem like first turn can play a big role, and Bionics because it also increases survivability. I was thinking of removing Bionics because for 10 pts it can sometimes be useless, but for now im gonna keep it on.
Elites:
-Inquistor
+Psycannon
+Emperors Terot
+3 Gun servitors with Heavy Bolters
-Rhino
+Extra Armour
+Smoke
=197
This unit will ride up in the Rhino, get into position, and blast away.
-Callidus Assassin
=120
Pretty self explanatory here. He deep strikes and goes into CC.
Troops:
-8 Storm troopers
+2 Multi Meltas
-Veteran
+Teleport Homer
-Rhino
+Smoke
+Extra Armour
=170
-9 Storm troopers
+2 Plasma Guns
-Veteran
+Teleport Homer
-Rhino
+Smoke
+Extra Armour
=180
Theres units ride up and set the Teleport Homers unleashing the GM and FAGK squad. After that they shoot the Plasma Guns and provide support fire.
Fast Attack:
-9 Grey Knights
+1 Justicar
=275
This squad deep strikes in and tries to get into CC.
Heavy Support:
-Grey Knights Dreadnought
+Missle Launcher
+Twin-Linked Lascannon
=140
This dreadnought is for mainly anti-tank.
Total: 1493
Comments? Advice? Suggestions? Constructive Critisism?
~Ben
Edit: Well, I just realized that my army isn't a "pure" Daemonhunter's force because of those Inquistor Storm Trooper squads, but oh well.
Daemonhunters: 1500
HQ:
-Grand Master
+Bionics
+Icon of Just
+5 Terminators
=410
This unit will probally deep strike in using the Teleport Homer to prevent from scattering. It's rather expensive but I think this unit is worth it. I added Icon of Just because anything that makes him survive longer can help! Emperors Terot because lots of games I play seem like first turn can play a big role, and Bionics because it also increases survivability. I was thinking of removing Bionics because for 10 pts it can sometimes be useless, but for now im gonna keep it on.
Elites:
-Inquistor
+Psycannon
+Emperors Terot
+3 Gun servitors with Heavy Bolters
-Rhino
+Extra Armour
+Smoke
=197
This unit will ride up in the Rhino, get into position, and blast away.
-Callidus Assassin
=120
Pretty self explanatory here. He deep strikes and goes into CC.
Troops:
-8 Storm troopers
+2 Multi Meltas
-Veteran
+Teleport Homer
-Rhino
+Smoke
+Extra Armour
=170
-9 Storm troopers
+2 Plasma Guns
-Veteran
+Teleport Homer
-Rhino
+Smoke
+Extra Armour
=180
Theres units ride up and set the Teleport Homers unleashing the GM and FAGK squad. After that they shoot the Plasma Guns and provide support fire.
Fast Attack:
-9 Grey Knights
+1 Justicar
=275
This squad deep strikes in and tries to get into CC.
Heavy Support:
-Grey Knights Dreadnought
+Missle Launcher
+Twin-Linked Lascannon
=140
This dreadnought is for mainly anti-tank.
Total: 1493
Comments? Advice? Suggestions? Constructive Critisism?
~Ben
Edit: Well, I just realized that my army isn't a "pure" Daemonhunter's force because of those Inquistor Storm Trooper squads, but oh well.