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Deamon hunters codex
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=127&t=14634
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Author:  Bomberman [ Wed Jan 21, 2009 1:21 am ]
Post subject:  Deamon hunters codex

Hi there, the title spells it out really. Im thinking of buying the codex and some of the minnis as i think they are super nice, but ive heard that the codex is obsolete in quite a few places. How much truth is in these rumours?

Author:  Lion in the Stars [ Wed Jan 21, 2009 6:16 pm ]
Post subject:  Deamon hunters codex

It's got some interesting quirks to it, that's for sure.

your best bet for all things space marine (just ignore the high-pitched whine coming from the Dark angels and Chaos areas, they're *still* mad about their codexes...) is the Bolter and Chainsword forum.  They've got several good tactica threads for playing Daemonhunters of any level of GK-ness, and several threads covering the quirks of the DH Codex and FAQ Rules As Written, as opposed to Rules as Intended.

Be warned, though.  Grey Knights in power armor are expensive, points-wise (and often seen as overly so), so a pure GK force is challenging to play in a competitive environment like a tournament.

Author:  Lord Inquisitor [ Wed Jan 21, 2009 8:03 pm ]
Post subject:  Deamon hunters codex

I don't think there's any chance of a new Daemonhunters codex within a year, so if you want to field Grey Knights, go for it. Yes, it's an OLD codex. I think, barring Dark Eldar, they're now the oldest codex. So there are issues with it, but honestly, nothing that's too much of a problem.

As an army, they're still viable, particularly if you want to go heavy on the Grey Knights. Much of the really cool stuff in there (daemonhosts, assassins, etc) isn't terribly competitive under the new 5th ed environment, but Grey Knight Terminators in Land Raiders are nastier than ever. Inquisitors and Stormtroopers are overpriced but can be very useful.

So: the models are still awesome and the codex, while antiquated, is servicable. It does have some issues as it is a 3rd edition codex in a 5th edition world, but these can mostly be solved by downloading the FAQ/errata from GW's website (which seems to be down right now or I'd give you a link). This doesn't solve all of the problems, so I would heartily recommend the Adepticon FAQ

This is NOT official, but it is good and without any kind of decent errata from GW, it's at least a reasonable starting point in terms of how to deal with oddities (particularly how Grey Knights and Daemons interact these days with the new Codex.)




Author:  CyberShadow [ Wed Jan 21, 2009 9:07 pm ]
Post subject:  Deamon hunters codex

You could look at the recent Forge World books, too.

Author:  Bomberman [ Fri Jan 23, 2009 4:13 pm ]
Post subject:  Deamon hunters codex

Thanks alot for the pointers. I have always loved the assasins, ever since they first apeared in their own codex years back, and they are the primary reason why i would buy the codex really. I will look to the different FAQ's and forums you suggested, though forgeworld books are a bit further of in the future for my part. Thanks again.

Author:  Lord Inquisitor [ Fri Jan 23, 2009 5:34 pm ]
Post subject:  Deamon hunters codex

Well, assassins are still just as cool as they ever were. The only major issue with them (particularly the death-cultists) is that they give up a Kill Point each, but then that's a problem with the Kill Point rules (which are awful for many reasons) not so much the assassins.

I see the Calidus most often on the table, largely for her "a word in your ear" rule (which can be fantastic) and the fact that she can turn up anywhere makes her a useful little troubleshooter.

Author:  Bomberman [ Sat Jan 24, 2009 9:03 pm ]
Post subject:  Deamon hunters codex

And then she can assault on the turn she turns up, and do 4 attacks ws5 s4 with no saves of any kind...me like!

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