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Discussion Starter · #1 ·
quite a bit ago i read a post asking for the difference between a daemonhunters army and a SM army. I thought every1 should know this info:
-Termie armour is cheaper 4 DH
-Thunder hammers are cheaper for DH
-Artificer armour is cheaper for DH and it is not just restricted to independant characters
-holy relics are cheaper
-purity seals arent just restricted to independant characters
-GK have to be seen to be shot at via the rules on page 8 of the codex.

just one more thing,there is a mistake in the codex:daemonhunters on page 29 GK troops,special rules for them are on page 8 not 10.
 

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Also, Daemonhunters don't have NEARLY as many options to trick out their squads. No Devestator squads, Lascannons, Plasma, Heavy Bolters, etc. And their Terminators aren't as much fun, not beng able to take lightning claws, (I think,) or any other fun Termie stuff.
 

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GK termies can take Lightning claws, the trouble is the only one who can is the Brother-Captain. However it seems to me that although a conversion might look really cool, you wouldn't gain any benefit from Lightning claws because they already have power weapons and True Grit. You'd be spending ... a whole bunch of points ... to be able to re-roll wounds. Not worth the points. I wonder if anyone else has noticed this too. Too bad, I may not bother to do the conversion if it'll do me that little good. Thanks for getting me to find that out.
 

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Discussion Starter · #5 ·
no but instead u get incenerators, psycannons and your stormtroopers get plasma guns, melta guns etc, u get purgation squads instead of devestator, and ur servitors for inquisitors can have plasma cannons. i think that makes up and beats SM!
 

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One of the big edges that Space Marines have on GKs, besides point cost, which is a biggy, is the ability to take a transport. In a space marine army, the entire force can have transports or jump packs or something similar, and this allows for a much more mobile and fluid force than GKs. Also, GKs are somewhat lacking in anti-tank capabilities and may have a difficult time against a tank-heavy army. Their only reliable anti-tank comes from their dreadnoughts and land raiders, both of which are highly expensive and vulnerable to enemy ordnance. Many a time I have seen GK armies lose their dreadnought/land raider to basilisk or defiler fire on the first turn, and then having enemy tanks run roughshod over them the rest of the game. Also, a complete lack of ordnance limits them somewhat tactically.

GKs do have the "Shrouding" ability, which i think serves as a balancing factor to make them more resistant to shooting, as otherwise their fewer numbers would make them extremely vulnerable to enemy fire. However, i have seen them be torn apart by armies that like to get in close with shooting anyway, such as Sisters of Battle and Salamanders.

Here's my take:

SM advantages:
Numbers
Anti-Tank
Mobility
Ordnance and Fire Support

GK advantages
Awesome Assault Power
Deep Strile in any scenario
Fearless
Psykers
 
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