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Post by mardaddy on Jan 30, 2008 22:09:14 GMT -5
In reply to this thread: commissar.proboards22.com/index.cgi?board=General&action=display&thread=1201542872&page=1I tried to put together what I would *choose* to field under the following restrictions: I have to go almost GK-pure, and I knew I was going up against Armored Company. It taps out at 1,852pts HQ1Inquisitor Lord w/Icon of the Just, Bolt Pistol & CCWSage x2 Gun Servitor Heavy Bolter x2 Gun Servitor Plasma Acolyte Landraider HQ2 (Deepstriking) GK Brother-Captain Hero w/HammerhandGK Termie x4 TR1GK Justicar w/PowerfistGK x4 Chimera w/MultiLas, Heavy Bolter Hull & SmokeTR2GK Justicar w/PowerfistGK x4 Chimera w/MultiLas, Heavy Bolter Hull & SmokeTR3Storm Vet Sgt w/Powerfist & Storm ShieldStorm x4 Storm w/Melta x2 Chimera w/MultiLas, Heavy Bolter Hull & Smoke FA1 (Deepstriking) GK Justicar w/Powerfist GK x5 FA2 (Deepstriking) GK Justicar w/PowerfistGK x5 So the idea is the Inq & Landraider set up two fire bases to shoot up threats with Twin Link Lasconnons and BS6 Plasma shots by the Servitor, try to take out the enemy HQ vehicle (which is most likely an "Ace.") Rush the Chimera's up 12in (GK on flanks, Stormies in the middle) and pop smoke on them all, if any vehicles survive to turn 2, they move 6, expel their guys, and the Chimera's are tasked to shoot up any supporting infantry vehicles to try and knock them out. By the second turn either the enemy has met some of the advancing GK & Stormies halfway by his supporting infantry to delay them reaching his tank line, or his supporting inf is holding back looking for a counter-attack after I try some powerfists on his vehicles later in the game. Either way, the Stormies are shielded by the GK on the flanks, and Grey Knights should be able to dish out to the infantry for a turn and move on. If any of the tanks have moved, fine, Deep Striking FA and the Hero & Retinue will attempt to get em in rear armor, otherwise, they land where needed and PRAY they survive the multiple templates. There is really not a lot Daemonhunters can muster when fighting against an Armored Company, GK's make their points back in HtH, and the most effective stuff vs vehicles (Orbital Bombardment and Landraiders) are either far too undependable or extremely expensive fire-magnets that would probably not start the second turn intact unless there were more(?) threatening targets were fielded... Having GK squads rushing at you with Powerfists would qualify as a decent threat. Using 1 LR, and rushing 3 Chimera's at them with their smoke, having to split their fire to take them all out.. well, with the IG AC's shooting skill not being exactly all-that, maybe a couple squads would survive to start knocking on the doors of the Russes! This list is meant not to be an Armored Company KILLER, but to try and field a competitive ( with a little luck) list while staying as GK-pure as one can...
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 31, 2008 6:38:57 GMT -5
I've played DH extensively and have a good win ratio with them (around 2/3 of my games). They are a finesse army and have a very steep learning curve as it appears you are realizing. I just want to point out that in 1800 pts of Armored Company, you could be facing as many as 10 pie plates (2 LR HQ, 1 LR Ace, 6 Troop LR, 1 Hvy LRDem =1805). You have 43 models and only 2 dedicated AT weapons. You abosolutely will not win against an Armored Company ever with this list.
Couple points.
1. Why only GK? Thats the first mistake. The most important thing about DH is every unit other than the IST is specialized. GK and GKT specialize in Anti-personal/Anti-Daemon work and nothing else. You can not take on Armor with GK and realisticly expect to do well. I would recommend getting out of the idea of GK only take all comers. There is no such thing, which is why they put IST and allies in the codex.
2. IST are your friends. IST is one of the most overlooked and undervalued units in a DH list. Personally, I would mount up 2 or 3 squad of 10xIST w/2xmeltas and melta bombs on the IST Sgt and put them in a Rhino w/Ex Arm/Smk. Thats one of the best AT weapons.
3. When going up against that many tanks, Orbital Bombardment Melta Torpedo is a must. That way he cant sit back in the deployment zone and just massacre you as you tromp across the table. He moves out of his deployment zone means he moves closer to you which helps you.
4. Dreads with TL Lascannon/Missile Launcher are a good idea. For obvious reasons.
5. Land Raiders and LRC good idea for obvious reasons.
6. Powerfists are a waste of points on GK. You got a S8 Power weapon that goes last over a S6 hat goes at I4 for 25pts a pop. If your worried about assaulting tanks, put melta bombs on them. For one, they have a better chance of killing the tank from any angle, and two, they only cost 5 pts.
7. If your set on taking an Inquisitor, take Warriors instead of Combat Servitors and give them meltaguns, then put them in a Rhino w/Ext Arm/Smk. Give the Inq a Combi-melta and take 2 Sages as well just in case of a melta miss.
8. Consider taking an Eversor. Hes fairly cheap, can infiltrate, has melta bombs and an awesome charge range.
Overall, you must learn how to use the units in a DH list for what they were meant to. Same applies to most lists, however, most other lists units are much less specialized so it allows for some flexibility. DH do not share that same advantage. If you vere from this thinking you will do poorly. If you stick with this thinking, you will finally "get it" with a vast majority of the DH list and have much more success.
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 31, 2008 7:04:03 GMT -5
Here you go. I went ahead and drew up what I would use in your situation. This list is not perfect (just whipped it out), but it would fair much better than the one you drew up. I would highly recommend trying my suggestions in the above post, otherwise your likely to just add to your frustration.
Heres the list, its one point cheaper than your list.
1852 Pts - Daemonhunters Roster - DH Anti-Tank list
HQ: Grey Knight Hero (1#, 61 Pts) 0 Grey Knight Hero Brother Captain 1 Brother-Captain Nemesis Force Weapon; Storm Bolter; Terminator Armour 1 Terminator Armour
Elite: Inquisitor (7#, 249 Pts) 1 Inquisitor Scourging; Frag Grenades; Melta Bombs; Force Weapon (x1); Combi-Meltagun; Mount in Rhino; Power Armour 1 Rhino Storm Bolter; Extra Armor; Smoke Launchers 2 Sage Laspistol; Close Combat Weapon 1 Warrior Veteran Guardsman 1 Veteran Guardsman Frag Grenades; Krak Grenades; Meltagun; Targeter 1 Warrior Veteran Guardsman 1 Veteran Guardsman Frag Grenades; Krak Grenades; Meltagun; Targeter 1 Warrior Veteran Guardsman 1 Veteran Guardsman Frag Grenades; Krak Grenades; Meltagun; Targeter
Elite: Assassin Operative (1#, 95 Pts) 1 Assassin Operative Eversor Assassin; Combat Drugs; Executioner Pistol; Melta Bombs; Neuro-Gauntlet; Power Weapon; Bio-Meltdown; Fast Shot
Elite: Grey Knight Terminators (6#, 336 Pts) 5 Grey Knight Terminators Holocaust; Nemesis and Storm bolter (x4); Psycannon (x1) 1 Brother-Captain Nemesis Force Weapon; Storm Bolter; Terminator Armour 1 Terminator Armour
Troops: Inquisitorial Stormtroopers (11#, 208 Pts) 9 Inquisitorial Stormtroopers Frag Grenades; Hellgun (x7); Mount in Rhino; Meltagun (x2); Targeter 1 Veteran Stormtrooper Frag Grenade (Squad); Melta Bombs; Combi-Meltagun 1 Rhino Storm Bolter; Extra Armor; Smoke Launchers
Troops: Inquisitorial Stormtroopers (11#, 208 Pts) 9 Inquisitorial Stormtroopers Frag Grenades; Hellgun (x7); Mount in Rhino; Meltagun (x2); Targeter 1 Veteran Stormtrooper Frag Grenade (Squad); Melta Bombs; Combi-Meltagun 1 Rhino Storm Bolter; Extra Armor; Smoke Launchers
Troops: Inquisitorial Stormtroopers (11#, 208 Pts) 9 Inquisitorial Stormtroopers Frag Grenades; Hellgun (x7); Mount in Rhino; Meltagun (x2); Targeter 1 Veteran Stormtrooper Frag Grenade (Squad); Melta Bombs; Combi-Meltagun 1 Rhino Storm Bolter; Extra Armor; Smoke Launchers
Heavy Support: Grey Knight Dreadnought (1#, 148 Pts) 1 Grey Knight Dreadnought Missile Launcher; Twin Linked Lascannon; Extra Armor; Smoke Launchers
Heavy Support: Grey Knight Land Raider Crusader (1#, 258 Pts) 1 Grey Knight Land Raider Crusader @ Frag Assault Launchers; Pintle-mounted Multi-melta; Twin Linked Assault Cannon; Hurricane Twin-linked Bolters; Extra Armor; Smoke Launchers
Heavy Support: Orbital Strike (1#, 80 Pts) 1 Orbital Strike Melta Torpedo
Total Roster Cost: 1851 Model Count: 51 Dedicated AT weapons: 20 (Meltas, Lascannon, Missile Launchers, Meltabombs, Multimelta, Assault Cannon)
GK ride in the LRC for maximum survivablitiy. They should take out any troops he has (if any), if not then try to assault them into rear armor on tanks. If hes going tank heavy, I would ditch them for more AT weaponry (probably more IST).
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Post by mardaddy on Jan 31, 2008 16:41:19 GMT -5
Hey, I am neck deep in that learning curve, and appreciate ANY advice on how to approach different foes.
I can see the value in this application for an almost all-stormie list, and am kicking myself in the rear for overlooking the Dreadnought especially…
Orbital Bombardment, well, in the three times I’ve tried it (vs Eldar, Dark Eldar, and IG) I’ve never scored one hit, much less a wound or glance on ANYTHING; it’s value may be more a matter a *perception* of the threat for inexperienced players, as those who know about it know also how rarely it actually hits anything.
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 31, 2008 16:59:58 GMT -5
About the Orbital Bombardment, that is true that it is very inaccurate. But its more of an area denial weapon than anything. When your entire list consists of 8-10 tanks, getting one hit by it is certain death so most will move them out of its impact range just as a precaution. The only time I will take it is when I want make sure he moves out his deployment zone. EDIT: Hope my first post didnt sound too harsh or arrogant. It was about 6:30 in the morning before I went to work and I was still groggy and a bit cranky as I'm getting old. ;D I was simply speaking matter of factly from years of experience and hundreds of games against all opponents. One other I learned which was really odd was that DH do much better against Xenos than they do against Chaos, go figure.
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Post by mardaddy on Jan 31, 2008 17:18:13 GMT -5
Is it that whole sustained assault rule when vs DH, and the fact that Chaos starts as the cheesiest assault and just gets even more harrowing with the wargear??
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angelusmortis
Captain
Courage is resistance to fear, mastery of fear - not absence of fear. -Mark Twain
Posts: 210
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Post by angelusmortis on Jan 31, 2008 17:57:44 GMT -5
Is it that whole sustained assault rule when vs DH, and the fact that Chaos starts as the cheesiest assault and just gets even more harrowing with the wargear?? Its not that DH do poorly against Chaos, its that they just do awesome against Xenos. Think about it like this. Psycannons both ignore most Xenos armor at AP4, then ignore any invulnerables they have, then insta kill most models they have at T3. Dark Eldar have that Archon with the 2+ Invulnerable save wargear and a 4+ regular save. One Psycannon bolt and its bye bye Archon. Incinerators wont instakill, but they ignore their standard armor, then ignore invulnerables, then ignore cover saves, and usually wound them on 2s. Psycannon bolts for the leaders/Dreads/Vehicles, same deal. No save, no invulnerable. Then the assault just gets ugly. Holocaust FTW! Kind of reminiscent of the Tour de France 1940, or in other words, pretty one sided. EDIT: For the record, sustained assault is totaly gay and I will lay money on it that its out of the next codex. Kind of defeated the purpose of DH when they are supposed to be good vs. Chaos. Bloodletter/Daemonettes with without number was just a stupid idea and totally unbalancing. Lol, as if 20 pt models all with power weapons and rending that could deepstrike without error and assault when they did wasnt. Lol.
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Post by mardaddy on Jan 31, 2008 22:12:41 GMT -5
One of the tricks I use is to take the Psy-Bolt upgrade on the twin linked HB for the Landraider. Since on most "Weapon Destroyed" results, the opponent wants to take out the anti-armor sponsons, the "Ignore Invuln" survives for a while...
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Post by ghostmaker on Jan 31, 2008 22:57:40 GMT -5
Nice army ... like it ...DH can do fine if luck is on your side my Grand Master killed 5 Russ's by him self and lived and drawed the game. It was intense they can do ok againist tanks cause DH is a great Anti Horde Army and now a good anti tank ....lot of good ideas in this good job
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