Tweaking the Daemonhunters
Thursday, March 19th, 2009    Subscribe To Our FeedI’m trying to get my Daemonhunter 40k army up to snuff for competitive play. This in itself is generally considered a challenge, especially with the age of the codexes involved begining to show. Still, there is a lot of good stuff to be had and I think it can be done.
I modified the list I used last time, mostly tweaking what I took in the form of Allied Sisters of Battle. Consolidated a few things and got the squads a bit more focused. then today, I got in a game with the tweaked list against some daemons. Appropriate
The end result was pretty good. A draw in Sieze Ground with 4 objectives. By the game’s end after turn 5, no one claimed anything and only 1 objective was being contested. However, odds were looking very good to claim an objective for myself next turn while keeping the daemons from being able to do the same.
Some lessons learned:
*Remember to make daemons test for difficult terrain when assaulting grey knights. Those bloodcrushers would have gone last, if they made assault at all.
*Be more prepared to sacrifice the non-troop Sisters. They’re more expendable in an objective game and can yield a lot of faith points to power up the troop squad to clear and hold an objective in enemy territory
*I fielded 3 anti-tank dreads and they did well. I do think I need 2-3 to make them work though, since that’s about how many it took to ding the enemy soulgrinders down (though my luck wasn’t very good on the rolls either)
*Double the Melta, double the fun. 4 meltas in a squad vs the 2 meltas I’ve run in normal squads is just night and day. They actually pack enough firepower to bring down what they shoot at.
Possible ideas for the future include trading in a couple units I field now and instead bring in some inducted guard. A couple cheap armored fist squads and a lemun russ and/or sentinel squadron could be nice.
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