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1000pt Daemonhunters

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Post by For the Emperor Wed Sep 10, 2008 10:28 am

Offensive half
HQ
Brother Captain - Stormsheild, Frag Grenades, Meltabombs.
4 GKT Retinue (NFW/SS)
Heavy Support
Land Raider Crusader - Smoke Launcher, Extra armour.

Defensive half
Elite
Inquisitor+retinue
Inquisitor - Pyscannon
Warrior (3) Plasma Cannon, Plasmagun (2)
Mystic
Sage (2)
Troop
Stormtrooper (Cool - Plasmagun (2)
Stormtrooper (Cool - Plasmagun (2)
Heavy Support
Dreadnought - Plasmacannon, Extra Armour, Smoke Launchers

Basically offensive (deny opponent objective through ahnilation or contest)
Defensive (hold Objective at all costs and provide high amounts of firepower)
Hope you like Smile
For the Emperor
For the Emperor
Grey Knight
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Number of posts : 281
Age : 32
Location : England
Army : Daemonhunters
Registration date : 2008-06-16

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Post by NemesisForce Wed Sep 10, 2008 10:06 pm

Looks like we have a plasma-lover here. Personally, I wouldn't spend the points on that many storm shields. Unfortunately as well the B-C cannot take frags nor melta bombs as they cannot be chosen for models in Termie armor. With these points and dropping the shields you could almost get yourself another Termie with incinerator. Just a thought. Your Inquisitor and ret look good (nice and shooty) as does your IST squads. I'm assuming there's 10 men in each?
NemesisForce
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Number of posts : 1945
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Location : British Columbia, Canada
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Post by For the Emperor Sat Oct 11, 2008 6:37 am

for the emperor wrote:Offensive half
HQ
Brother Captain - Stormsheild, Frag Grenades, Meltabombs.
4 GKT Retinue (NFW/SS)
Heavy Support
Land Raider Crusader - Smoke Launcher, Extra armour.

Defensive half
Elite
Inquisitor+retinue
Inquisitor - Pyscannon
Warrior (3) Plasma Cannon, Plasmagun (2)
Mystic
Sage (2)
Troop
Stormtrooper ( 8 ) - Plasmagun (2)
Stormtrooper ( 8 ) - Plasmagun (2)
Heavy Support
Dreadnought - Plasmacannon, Extra Armour, Smoke Launchers

Basically offensive (deny opponent objective through ahnilation or contest)
Defensive (hold Objective at all costs and provide high amounts of firepower)
Hope you like Smile

Edit: I seem to have done alot wrong, it should be NFW/Sb and a Grandmaster not Brother captain.
I'll write out my new list properly. Heres my 1500pt list

HQ
Grandmaster - Hammerhand
5 GKT Retinue EDIT: incinerator (5NFW)

Heavy Support
Land Raider Crusader/Redeemer - Smoke Launcher (extra armour)

HQ
Inquisitor+retinue
Inquisitor Lord - Pyscannon, Auspex
Warrior (3) Plasma Cannon, Plasmagun (2)
Mystic (2)
Sage (2)
Acolyte (3) Boltguns

Troop
Stormtrooper (8 ) - Plasmagun (2)

Grey Knight (8 ) - Incinerator (2)

Heavy Support
Land Raider - smoke launcher, Extra armor

Grey Knights in LR and support either the defensive or offensive half.
Ask opponent for 3+ invulnerable storm shields, assault cannon profile, Land Raider Redeemer.
Reasons for two LR - DS too risky, Dreadnought (TLLC/ML) doesn't have POTM when shaken.
Vindicare - Last game did absolutely nothing, Lascannon = better.
Also I can assault intact from the LR at first without taking huge amounts of fire.
Edit: Stormtrooper always reserve unless there is LOS blocking cover
Edit: still playtesting Inq Lord + retinue


Last edited by for the emperor on Thu Oct 23, 2008 12:53 pm; edited 1 time in total
For the Emperor
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Number of posts : 281
Age : 32
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Post by NemesisForce Sat Oct 11, 2008 9:20 pm

Not enough Troop choices IMHO. The IST can be taken out quite easily and this would leave you only 1 scoring unit in the GK's. Having two HQ's and both with a retinue takes too many points away from your much-needed Troop selections.
NemesisForce
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Number of posts : 1945
Age : 63
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Army : Grey Knight, Black Templar, Chaos Space Marine, Tau Empire
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Post by For the Emperor Sun Oct 12, 2008 10:52 am

NemesisForce wrote:Not enough Troop choices IMHO. The IST can be taken out quite easily and this would leave you only 1 scoring unit in the GK's. Having two HQ's and both with a retinue takes too many points away from your much-needed Troop selections.
Ok can I have my say on objectives? The likely hood of having more than one objective (on your half) in the standard games (40k rulebook) isn't that high, none-the-less it should be taken into consideration.
Would it help if I put my Storm troopers in reserve? And maybe my Gk's?
Also I have bought a LR as a infantry support tank?
I agree that it is too many points, they will last most of the game to ensure there objective is complete? I don't know what to change? Add Another Storm trooper squad?
I have many in-game tactics you'd like to share?
I.e. park LR infront of Objective block LOS to Storm troopers coming in through reserve, and plasmagun anyone out in the open?
For the Emperor
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Post by NemesisForce Sun Oct 12, 2008 10:27 pm

Looking at the Seize Ground scenario there will be a minimum of 3 objectives to capture. I think this will be the hardest scenario for us and with only two Troop choices the most you could hope for more often than not would be a draw. For Capture and Control you'll ideally need to keep one Troop choice on your objective and send the other to your opponents. With the fragility of IST I don't like the odds of them holding or taking objectives since they'll most likely be keyed on by your opponent. Once again the most you could hope for would be a draw in most cases. One extra GK squad would make things a lot easier for both scenarios. That being said I think this list would do well in Annihilation though. I know it would be a big change in your list but I think another squad of GK's would be more useful and versatile than the Inquisitor and retinue.
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Post by For the Emperor Mon Oct 13, 2008 7:30 am

NemesisForce wrote:Looking at the Seize Ground scenario there will be a minimum of 3 objectives to capture. I think this will be the hardest scenario for us and with only two Troop choices the most you could hope for more often than not would be a draw. For Capture and Control you'll ideally need to keep one Troop choice on your objective and send the other to your opponents. With the fragility of IST I don't like the odds of them holding or taking objectives since they'll most likely be keyed on by your opponent. Once again the most you could hope for would be a draw in most cases. One extra GK squad would make things a lot easier for both scenarios. That being said I think this list would do well in Annihilation though. I know it would be a big change in your list but I think another squad of GK's would be more useful and versatile than the Inquisitor and retinue.
If there are 3 objectives...
say I have two counters (opponent has one), I have two troop choices (one in reserve) (one inside LR),
Use LR+GKT to contest opponents

say I have one counter (opponent has two) I have troop choice (reserve)
Use LR+GKT to contest, use LR+GK to capture/contest opponents.

If there are 4 objectives
I have two troop choices (one in reserve) (one inside LR),
Use LR+GKT to contest

I see where you coming from now NemesisForce, basically my INQ. Lord doesn't contribute to anything other than a shooting base. I take it I should use a Gk squad with pyscannons?
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Post by NemesisForce Mon Oct 13, 2008 1:04 pm

If you're planning on two heavy weapons for the squad I'd take both an incinerator and a psycannon. With the new scenario objectives and Deep Strike rules my particular gaming group is dropping and teleporting units behind the lines by the bucket loads. Psycannons are awesome but it's my incinerators that are doing most of the damage lately, especially against those DS'ing units. I personally take 1 incinerator and 1 psycannon per squad for versatility. Many GK players dislike losing the 2 S6 cc atacks, but in my case I know my incinerators and psycannons account for more kills shooting-wise than they would in cc. In 2 of the 3 scenarios you'll be moving towards the enemy and him towards you. I can almost guarantee you you'll be using both the 'cinnies and pc's to full effect most games.
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Post by For the Emperor Mon Oct 13, 2008 2:56 pm

NemesisForce wrote:If you're planning on two heavy weapons for the squad I'd take both an incinerator and a psycannon. With the new scenario objectives and Deep Strike rules my particular gaming group is dropping and teleporting units behind the lines by the bucket loads. Psycannons are awesome but it's my incinerators that are doing most of the damage lately, especially against those DS'ing units. I personally take 1 incinerator and 1 psycannon per squad for versatility. Many GK players dislike losing the 2 S6 cc atacks, but in my case I know my incinerators and psycannons account for more kills shooting-wise than they would in cc. In 2 of the 3 scenarios you'll be moving towards the enemy and him towards you. I can almost guarantee you you'll be using both the 'cinnies and pc's to full effect most games.
Yeah I myself have realised the great effect of DS it's one of the most effective ways of getting to those objectives... which is why I use my Inq. Lord, especially seen as most of the stuff that DS's is brick hard.
The only reason I don't DS myself is because it splits my army in half.
I agree I'll try to implement it in, it's a tactic with guard too i've used before.
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