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View Full Version : Starting Daemonhunters, advice needed



Amnar
27-10-2008, 23:19
Hey guys, I'm starting up daemonhunters, and was looking for some advice and feedback. I'm thinking of running mainly a footslogging list containing a grandmaster, a termie retinue, a 10 man squad of knights, and then stormtroopers and requisitioned guard. For heavies I was thinking of a russ and two dreads. I'm aiming for 1,500 points when I'm all said and done. Any feedback? My main army is mechanised chaos, so that's the main reason I want these guys to be footsloggers.

Any thoughts or advice?

Maidel
27-10-2008, 23:23
Dont.

Do regular space marines.

Daemon hunters werent designed with this edition in mind.

Amnar
27-10-2008, 23:25
Sorry forgot to add, one of the main reasons for starting them is to get a guard army up and running eventually.

Justicar_Freezer
27-10-2008, 23:52
You're going to have a lot of challanges playing demon hunters. This would be even more true if you were going pure grey knights (trust me I know I have roughly 4,000pts) but since you want to include storm troopers and guard it shouldn't be to bad. You'll be relying on the guard mostly for your anti-tank. The Russ will help as will the two dreads depending on how you kit them out. The Knights can either be a nice assault force to hold back and deep strike in or to keep back in your lines and use as a counter assault force for when the nasty cc units get to close to your lines.

Storm troopers are nice because you can give them three special weapons I think....again haven't used them ever. This plus a rhino can give you a cheap anti-tank squad if you load them up with meltaguns or an effective 3+ save hunting unit wih plasma guns.

Inquisitors if you decide to take them can be made very shooty. I however like to stick mine in terminator armor with a few terminators and warrior servitors and stick'em in a land raider.

Needless to say this edition didn't hurt them to badly at least I don't think it did. Running actually helps Grey Knights get into position quicker and the go to ground rules help with survivablity for the storm troopers and the guard.

All in all if you like them play them. You won't win every game that's for sure but you'll have an army that's fun to play and that you can add into either a marine or guard army.

that's my 2cents hope I helped answer some questions.

Justicar_Freezer.

devik
28-10-2008, 04:35
Demonhunters are a real awesome force -- in writing. I absolutely love the theme behind them.

As Maidel said though, they got boned hard in this edition. They were a 3rd edition army, and did not make a graceful transition to 5th. In 4th they were still competetive, but with the codex creep and new rules, they are overpriced and underpowered.

Brucopeloso
28-10-2008, 08:07
Don't necessarily agree.
Get an inquisitor with two mystics (deep strike and drop pods anyone? :D) 3 heavy bolter servitors, a couple of small squads of grey knights an eversor assassin and spend the rest of the points on guard (infantry platoon, armored fist squad and a leman russ). You get a really shooty army with some serious mid range firepower and a substantial countercharge capability........ all in all not a bad army at all and I speak from experience.
If push comes to shove you can always resell the inquisition side of your army and go full guard.

Hope this helped :)

Flypaper
28-10-2008, 08:51
Storm troopers are nice because you can give them three special weapons I think....again haven't used them ever. Nope, just two. If you're going to footslog, I'd say medium-sized teams with two plasma guns would be the way to go.

Amnar
29-10-2008, 17:12
Thanks for the advice guys. I think I'm going to do 1k of grey knights, and when I find out more info on the composition of the new guard dex, I'll add 500 points of guard.

Inquisitor Engel
29-10-2008, 19:46
I played a pure Grey Knights army when they came out and got rolled over almost every game I played, Tau made swiss cheese of them. I can't even imagine what they'd be like now. They're supplementary forces at best.

I strongly recommend using them in addition to LOTS of Stormtroopers...

Vic
30-10-2008, 01:34
Yes, and might I add that in a 5th edition game, as a DH/GK army player, you wear a cup for A) the beating you will receive until you really learn how to play with them and B) until they get an updated 'dex.

The GK are a handsome bunch of models to be sure, but they are the reason I now have a fledgeling IG army...

Amnar
30-10-2008, 20:52
I do so love a challenge :)

SilverDrake
30-10-2008, 22:44
Well in our Club Daemonhunters and Witchhunters together with Tau are the most feared army.
That is mostly because of the players behind them, like Tau you need a player with tactical skills and you are going to pay dearly for every mistake you make, but if you can use them and got some tactical skills, they are one of the most fearsome armys around.

If you start i'd advise you to go like this:

1 Grandmaster with flamer

6 terminators with two flamers (one in the troop, one for the Captain)

10 Grey Knights with 2 Incinerators

10 Grey Knights with 2 Incinerators

1 Crusader to carry the Terminators and the Grandmaster

just my advice, but if you are to stick with 1000 Pts take away the 6 terminators and the crusader and at 2 Dreadnaughts

regards SilverDrake

Chem-Dog
31-10-2008, 03:12
Dont.

Got to say I agree with this in principal, lovely army that's utterly destroyed by being 2 editions behind.


one of the main reasons for starting them is to get a guard army up and running eventually.

You're better off starting out with pure guard then, the money you spend on buying the, now very expensive, metal miniatures could go a long way to getting your guard respectable.
(a squad of 5 GK's in power armour will cost the same as a full squad of metal guardsmen or 20 plastic ones!)

If you're going to go GK anyway, I'd suggest grabbing the metals before they go up in price again (which could be sooner rather than later).
Dependant on the timescale we're talking about here it might be prudent to hang on until we hear more about the IG codex, rumours suggest we may well be getting plastic Stormies which could make things exciting for a lot of us.

Amnar
31-10-2008, 17:08
So I think I'm going to start out with a GM and 4 termies, 10 GK in power armour, 10 stormtroopers, and 2 dreads for 1k points.

Any advice on psycannon vs. incinerators?

weissengel86
31-10-2008, 20:14
Personally i prefer psycannons over incinerators at least on my grandmaster especially if there footslogging. In my experience if they go by foot they never get to use the incinerator except in rare circumstances whereas they always get to use the psycannon. Incinerators on the charge are brutal though since they have the stats of a heavy flamer and ignore all saves except armour saves that are 3+ or better.

Ignore all the naysayers daemonhunters are fun to use and if you are good or at least really clever you can do well with them. The list you give above will have a hard time though as you only have two scoring units and the stormtroopers are not that survivable. Gk do not do too well at low cost battles because their lack of numbers really hurts them. I would suggest adding the guardsmen and playing 1500 points instead.

shin'keiro
31-10-2008, 20:16
My advice is DON'T!.. theyre too expensive in points with old rules....

firedownthemountain
31-10-2008, 20:45
Grey Knights are a great army and still have quite a bit of punch.
Id use them attached to a space marine army, so your able to use the new toys and some ard boys.


p.s. Their Land raider crusaider can move up to 18" on a road and fire all the hurricane bolter shots
p.p.s. Their force weapons dont inflict instant death, they kill outright so RAW states they can kill Eternal warriors

Khornies & milk
31-10-2008, 21:38
So I think I'm going to start out with a GM and 4 termies, 10 GK in power armour, 10 stormtroopers, and 2 dreads for 1k points.

Any advice on psycannon vs. incinerators?

I've always found that Incinerators are only truly effective when the squad with it/them is in a transport, so a Raider. Footsloggers should have Psycannons.

One thing to do with your IST's when/if you expand the army is to upgrade to a veteran Sgt and give him a Homer, especially if you intend to DS any
GK's. Always give them Special Weapons and 2 of the same so they can specialise...mixing just cuts their effectiveness.

Also at 1K to 1.5K I'd have your GM as a BC to save much needed points...
GM for me always kicked in at 1750 and up.

The biggest tip I can give you is to not go crazy on Wargear...for anyone, and if you ever get an Inquisitor/Retinue never try to build an assault-oriented one, as T3 S3 just doesn't cut it no matter how you slice it...
shooty Retinues give the best results.

All entirely up to you though...and good to see a DH General and not just a pure GK one:cool:

pringles978
31-10-2008, 21:59
have you thought about guard with a unit or two of allied gk? they make a great counter attacking unit, and may as well take the everor for the allid elites choice to ive you some real cc teeth

Ben
31-10-2008, 22:47
Taking a Grey Knight detachment for a guard army may be a better way to go. Strmtroopers are coming out in plastics, but Cadians will be staying the same, so start your grunts now, and do a small (500 points?) Grey Knight/Inquisitor force to take with them. You can limit it to a single squad of power armoured knights with an Inquisitor, and have two squads full of characterful models to break up the endless guard.

Leogun_91
31-10-2008, 23:04
Donīt start them, they are evil beings that destroy worlds and removes the truth about the gods, they are evil creatures that should all be sucked into warpstorms togheter with their hideous psycannons. Kill them I say, kill them all!

And yes I do play deamons

Amnar
03-11-2008, 05:41
Thanks for all the feedback guys, it's a great help.

Lisiecki
03-11-2008, 05:53
I played a pure Grey Knights army when they came out and got rolled over almost every game I played, Tau made swiss cheese of them. I can't even imagine what they'd be like now. They're supplementary forces at best.

I strongly recommend using them in addition to LOTS of Stormtroopers...

You lost to tau, when you were getting Str 6 weapons and storm bolters, along with incinerations and pyc bolts in every squad? along with 18 inch crusaders of death, that had psybolts?

IAMNOTHERE
03-11-2008, 06:04
Any Tau gun line will easily take apart a normal DH list.

I've had success with various DH lists but from reading your first post you should go with IG as you'll need 2 IG troops choices to take russes.

5th Edition has been good to DH, we have severaal boosts whilst other lists got toned down. Do a search for tactica grey knights or daemonn hunters, you'll find much more distilled knowledge there.

Welcome to the Inquisition.

Khornies & milk
03-11-2008, 06:59
You lost to tau, when you were getting Str 6 weapons and storm bolters, along with incinerations and pyc bolts in every squad? along with 18 inch crusaders of death, that had psybolts?

If by Crusaders you mean the Land Raider variety, the Hurricane Bolters can't have Psy/Bolts.

Amnar
03-11-2008, 23:15
Any Tau gun line will easily take apart a normal DH list.

I've had success with various DH lists but from reading your first post you should go with IG as you'll need 2 IG troops choices to take russes.

5th Edition has been good to DH, we have severaal boosts whilst other lists got toned down. Do a search for tactica grey knights or daemonn hunters, you'll find much more distilled knowledge there.

Welcome to the Inquisition.

Can you please elaborate on this? I thought if I played pure grey knights with guard drafted in I didn't need two guard troop choices. Did I misread or miss something?

Khornies & milk
04-11-2008, 00:10
Can you please elaborate on this? I thought if I played pure grey knights with guard drafted in I didn't need two guard troop choices. Did I misread or miss something?

You need the 2 Troops choices IF you want to take a Leman Russ, Sentinel Squadron, and Rough Riders.

You don't need to include Infantry Platoons if yoy want to take AF Squads.

Alessander
04-11-2008, 02:21
With power armor GKs, dont' bother with any special weapons - they lose the nemesis force weapons and the +1 attack true grit bonus and it COSTs you points. Massed Storm Bolter fire is good any way you look at it. GKs are already expensive.

Psycannons are best on models in Terminator armor, since they can fire at full (heavy) range with no penalties.

Psycannon bolts on infantry is a waste, if you want the benefits of a psycannon just buy a psycannon.

Meltabombs on Justicars was a no brainer in 4th, but with all CC attacks hitting rear armor now they are not needed.

Believe it or not, GKs are best as mid ranged shooting units, not close combat. They are great in CC, but too delicate for their points overall.

Imperial Assassins make for good distractions. Same with Daemonhosts. You'll find they are worth more in distracting the enemy or tying up squads than in making their points back.

Vindicaire Assassin is still the best for taking out key enemy models like sergeants, etherials and summoning icons.

Don't forget Witchunters, you can use them in your armies without restriction.

BrotherCaptainS
04-11-2008, 02:37
ive had some sucess with deamonhunters. in fact 6 and 0 in ard boyz, and a winning record at adepticon. here is my secret... ready... brace yourselfs... 3 land raiders. in 5th they are near impossible to kill and i love them anyway. i took 4 in ard boyz. knights and stormies, an inquisitor and a grandie with ret. reg list is 1850 but cutting points isnt that hard. making 1500 is easy with just knights that way...

IAMNOTHERE
04-11-2008, 06:17
"IF" you want 'Raider spam thenn you can fit 5 into 1500pts. But that's hardly playing Daemonhunters now is it? :0

One of the nicest builds to play imo is Knightwing but again it takes prctice to get right.

If you don't limit yourself to pure GK then your elites choices rock and you can get plenty of antitank from inducted IG>