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2K pts, My first daemon Hunter list.

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Post by Ste77 Mon Nov 02, 2009 10:24 am

Hi brothers.

I've beginning the DH army one week ago so that's my first list.

The list:
GQ:

- Grey Knight Grand Master : 176 pts.
Psycanon, Frag Grenade.
With 6 GKT


Elites:

- 6 Grey Knights Terminators: 301 pts.
Psycanon, 1 Thunder hammer and Tempest Shield.
Escort of the boss.

- 7 Grey Knights Terminators: 363 pts.
BT, Psycanon, Frag Grenade, 1 Thunder Hammer and Tempest Shield.



Troups:

- 7 Grey Knights: 186 pts.
Justicar, Frag Grenade, teleportation marker.
In the LR.

- 7 Grey Knights: 176 pts.
Justicar and Frag Grenade.
Rhino with Smoke Launchers: 53 pts.

- 7 Grey Knight: 176 pts.
Justicar and Frag Grenade.
Rhino with Smoke Launchers: 53 pts.


Supports:

- Land Raider Crusader: 255 pts.


- Dreadnought : 130 pts.
Lascans.

- Dreadnought : 130 pts.
Lascan.


TOTAL: 2000 pts.

How find you my first list ?

S.t.e.7.7ment
Steven


Last edited by Ste77 on Tue Nov 03, 2009 2:03 am; edited 1 time in total
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Post by MJSwasey Mon Nov 02, 2009 10:53 pm

Welcome to the brotherhood! Thats a bold list, with alot of terminators. I'm sure it would do well, but there are some things to be careful of.


With all the similar equipping of terminators and similar equipping of all grey knights and dreads this will probably loose you comp score, if your playing with that. It's not alot of variety.

Also, points weren't paid for the "w/ 4 gkt" comment on the GM, so i'm assuming thats a mistake and he'll join the the first squad of terminators, which make them share his HQ slot and stick to him like glue as his retinue. If this isnt the case the first termie squad needs to take a brother captain. Also, terminators can't take frag grenades (only things with * next to them in the codex)

And Grey Knights can't take rhinos. they can't even get in rhinos that the stormtroopers can take. Plus Justicars are 50 points, not 25, so your points should be adjusted. also be aware that our teleport homer does not work, taking it does nothing for you.

So assuming your first GKT squad is a retinue of the GM and removing all your rhinos and grenades on terminators, while adding the points you forgot to pay for the justicars, you are now at 1956, if my math serves me. Id suggest some armor and smoke on the land raider/dreadnaughts (remember, our smoke is better then normal!), and perhaps an incinerator or something to spice up the squads, make them different.

I like to take one squad of 6 guys with 2 psycannons as a fantastic rear objective holder for semi cheap with good firepower, and the aegis protecting them at their distance. the opposite approach would be a 5-7 man fast attack squad with two incinerators deep striking in, to cause MASSIVE DAMAGE.

also consider maybe changing points around to add an inquistor and assassian, or a squad or two of mounted stormtroopers. 2 meltas in a chimera is a great cheap unit to maybe take out an opposing land raider.

just my two cents

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Post by Nausaden Mon Nov 02, 2009 11:32 pm

Well put Brother MJS; I was not clued in that our Teleport Homer doesn't work! I had no idea -___-.

I like your idea for the 5-7 man fast attack squad, that sounds pretty devastating.
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Post by Ste77 Tue Nov 03, 2009 2:52 am

Hello Brothers.

Thanks for yours opinions.


With all the similar equipping of terminators and similar equipping of all grey knights and dreads this will probably loose you comp score, if your playing with that. It's not alot of variety.
+1 I'ven't enought pts to put more equipping.
But it's not my tourney list, my tourney list will be made after, when i control this codex ^^.


Also, points weren't paid for the "w/ 4 gkt" comment on the GM, so i'm assuming thats a mistake and he'll join the the first squad of terminators, which make them share his HQ slot and stick to him like glue as his retinue. If this isnt the case the first termie squad needs to take a brother captain. Also, terminators can't take frag grenades (only things with * next to them in the codex)
+1 I have modified my list, it's 6 Termis.
And i have forgotten that's the BT who have the Grenades.


And Grey Knights can't take rhinos. they can't even get in rhinos that the stormtroopers can take. Plus Justicars are 50 points, not 25, so your points should be adjusted. also be aware that our teleport homer does not work, taking it does nothing for you
Hum, on my codex, that's is the termis do not enter in the Rhino, and the ship are the Stormtroopers.
So the GK have a SM armour so they can enter in a rhino as a SM no ?
The habits....
+1 for the justicars, my squads cost 201 pts not 176.
However i think the teleport homer are very useful ( the chaos player speak ^^ ).


So assuming your first GKT squad is a retinue of the GM and removing all your rhinos and grenades on terminators, while adding the points you forgot to pay for the justicars, you are now at 1956, if my math serves me. Id suggest some armor and smoke on the land raider/dreadnaughts (remember, our smoke is better then normal!), and perhaps an incinerator or something to spice up the squads, make them different.
Yes some Incinerator for the GK and a Teleport Homer.


I like to take one squad of 6 guys with 2 psycannons as a fantastic rear objective holder for semi cheap with good firepower, and the aegis protecting them at their distance. the opposite approach would be a 5-7 man fast attack squad with two incinerators deep striking in, to cause MASSIVE DAMAGE.
+1 yeah i like that !


Why the Teleport Homer not works ?
I can play with a LR Redeemer ?

The new list:

GQ:

- Grey Knight Grand Master : 175 pts.
Psycanon.
With 5 GKT


Elites:

- 5 Grey Knights Terminators: 255 pts.
Psycanon, 1 Thunder hammer and Tempest Shield.
Escort of the boss.

- 7 Grey Knights Terminators: 362 pts.
BC, Psycanon, 1 Thunder Hammer and Tempest Shield.



Troups:

- 7 Grey Knights: 211 pts.
Justicar, Frag Grenade, teleportation marker.
In the LR.

- 7 Grey Knights: 251 pts.
Justicar and Frag Grenade, 2 Psycanons.


Supports:

- 7 Grey Knight: 221 pts.
Justicar and Frag Grenade, 2 Incinerators.


Supports:

- Land Raider Crusader: 258 pts.
Smoke Launchers

- Dreadnought : 133 pts.
multi-melta, Bolt of Psycanon, Smoke Launchers.

- Dreadnought : 133 pts.
Lascan, Smoke Launchers.

TOTAL: 1999 pts.

Your opinion ?

S.t.e.7.7ment
Steven


Last edited by Ste77 on Tue Nov 03, 2009 5:33 am; edited 2 times in total
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Post by MJSwasey Tue Nov 03, 2009 5:29 am

I'm assuming when you say BT you mean brother captain? The problem is no model in terminator armor, including BC's and GM's, can have frag grenades, it's listed in our armory as they cant.

Just like our armory specifies how our teleport homer works, and says it works off a blast template centered on a model. The current rules can't use a blast template, and being centered on a model would cause a mishap, so our teleport homer A) doesn't work with the current rules and B) if it did would always cause a mishap.

The problem with the rhino is our rhinos can only be taken as an upgrade option for a unit. The only units that have his option are stormtroopers and inquistor retinues. So grey knights can't take a rhino as a choice. Even if the stormtroopers took one and got out, our Codex specifically states that only the squad it was bought for can ride in it, as opposed to most other codexs not caring. so the only thing they can ride in is a non-dedicated transport, and the only types of those we can take are LRs and LRCs in the heavy slot.

I like the one multimelta one las dread idea, provides some tactical flexibility. You have a pretty hard hitting list, just be careful with your troops, as you only have two scoring units for objective games. however all your other units (termies, LRC, Dreads) are pretty tough, so may be able to live the whole game and contest the enemys spots, making it so you only have to control one.

I like the look of this better, definitely

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Post by Ste77 Tue Nov 03, 2009 8:04 am

Hello brothers.

I'm assuming when you say BT you mean brother captain?
Yeah, it's for Brother-captain Terminator.

Just like our armory specifies how our teleport homer works, and says it works off a blast template centered on a model. The current rules can't use a blast template, and being centered on a model would cause a mishap, so our teleport homer A) doesn't work with the current rules and B) if it did would always cause a mishap.
Hum i'ven't understand.
This teleport Homer function as a Chaos Icon, so the strike in depth is more easy no ?
The alone disavantage is the termis not can go in a CC immediatly.


The problem with the rhino is our rhinos can only be taken as an upgrade option for a unit. The only units that have his option are stormtroopers and inquistor retinues. So grey knights can't take a rhino as a choice. Even if the stormtroopers took one and got out, our Codex specifically states that only the squad it was bought for can ride in it, as opposed to most other codexs not caring. so the only thing they can ride in is a non-dedicated transport, and the only types of those we can take are LRs and LRCs in the heavy slot.
Ok i've understand.


I like the one multimelta one las dread idea, provides some tactical flexibility. You have a pretty hard hitting list, just be careful with your troops, as you only have two scoring units for objective games. however all your other units (termies, LRC, Dreads) are pretty tough, so may be able to live the whole game and contest the enemys spots, making it so you only have to control one.
Thanks, but the Dread is the one of AOBR so this configuration.
Two troops isn't very much for 2K pts.
But i target the annihilation tongue .
Or i can bench one dread to put a GK squad...

Or else, i can play the LR Redeemer with my GK ?

S.t.e.7.7ment
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Post by NemesisForce Tue Nov 03, 2009 9:20 am

The Teleport Homer question is a bit confusing. Some people would say we can't use it because the blast template isn't used anymore but a sporting opponent should let you use it the same way as an SM one. Hopefully. The second list is much better though I'd drop the psycannon bolts on the Dread and give your GM Hammerhand or melta bombs to some of your Justicars.
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Post by Aubec le noir Tue Nov 03, 2009 12:29 pm

I agree for the melta bombs for some justicars
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Post by MJSwasey Tue Nov 03, 2009 3:09 pm

As the codex writes it, no, our teleport homer does not work like a chaos icon. However the space marine one does, and some tournaments and opponents MAY let you use that one if you ask nicely, but they don't have to.

NemesisForce wrote:The Teleport Homer question is a bit confusing. Some people would say we can't use it because the blast template isn't used anymore but a sporting opponent should let you use it the same way as an SM one. Hopefully. The second list is much better though I'd drop the psycannon bolts on the Dread and give your GM Hammerhand or melta bombs to some of your Justicars.

The question here becomes, if your opponent lets you use their teleport homer should he also let you use SM storm shields? After all, theres separate rules in each codex, and the space marine one works better then ours, so it's an apt comparison. do you have to use their smoke if you use their teleport homer? What wargear can you pick and choose from each codex? etc. many codices have a ton of options that don't work anymore, and no space marine equivalent to borrow from, so why should we get to just say "oh well we'll just use the space marine equipment in this one case where it's better, but when it's worse we wont" when 99% of other races can't and games workshop has said in their FAQ's that if your equipment doesn't work with 5th ed rules, it doesn't work, no we wont be changing it to work.

That being said i let my opponents use teleport homers as if they worked. But i don't do it myself.

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Post by Nausaden Tue Nov 03, 2009 3:56 pm

Well said Brother MJS; its a sad truth but being a good sport makes the game more enjoyable in the long run!
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Post by Ste77 Wed Nov 04, 2009 9:16 am

Hello Brothers.

I've understand, no Teleportation Homer ^^.
I've refresh my list:

GQ:

- Grey Knight Grand Master : 147 pts.
Auspex.
With the 4 GKT, in a Redeemer.


Elites:

- 4 Grey Knights Terminators: 209 pts.
Psycanon, 1 Thunder hammer and Tempest Shield.
Escort of the boss.


Troups:

- 7 Grey Knights: 250 pts.
Justicar, 2 Psycannons.
In the Redeemer.

- 7 Grey Knights: 250 pts.
Justicar, 2 Psycannons.
In the LR.

- 10 Stormtroopers: 170 pts.
2 Meltagun, Rhino.

- 10 Stormtroopers: 170 pts.
2 Meltagun, Rhino.


Supports:

- GK Land Raider Redeemer: 273 pts.
Smoke Launchers.

- GK Land Raider Redeemer: 273 pts.
Smoke Launchers.

- GK Land Raider : 258 pts.
Smoke Launchers, Reinforced Armour .

TOTAL: 1999 pts.

Your opinion ?

S.t.e.7.7ment
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Post by Aubec le noir Wed Nov 04, 2009 12:46 pm

it's a list for "rhino rush" but i think it'll work well if well used Wink
i have to admit that i love the crusader so instead of 2 redeemers i would have put 1 redeemer and 1 LRC
but instead of that ... nope
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Last edited by Aubec le noir on Thu Nov 05, 2009 1:52 am; edited 1 time in total
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Post by MJSwasey Wed Nov 04, 2009 9:14 pm

looking good. i wont comment on the redeemers because i never use forge world stats, just sometimes the models for codex stuff.

i will say that psycannons may not be optimal if they're in a LR. Flamers might perform better when coming out assualting, psycannons really see their niche filled when they can fire every turn, but YMMV.

You are very light on models(just a tad under half your points are in vehicles), but should do well against things that can't piece armor well in the first or second turn. I assume the game is to play keep away against cc hordes and full board rhino rush against shooty armies.

beware the railgun/multi melta!

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Post by Aubec le noir Thu Nov 05, 2009 1:54 am

hey +1 with that
and use smoke well
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Post by Ste77 Sat Nov 07, 2009 9:29 am

Hello Brothers.

I Know the Shooty armies is my nemesis, but i'm the nemesis of the SM, CSM, Tyranids, Orks, .... with the Redeemer.
29 models is not many.
I dislike the Crusader so Reedemer power ^^!

Another opinion ?

S.t.e.7.7ment
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Post by Aubec le noir Sat Nov 07, 2009 1:38 pm

no. just play
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