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Old 03-24-2007   #1 (permalink)
Lord Commander Erus..
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Default The Tailwein Radicals (My Radical Daemonhunters)

Here it is, the much anticipated radical daemhunters list. DAMN YOU STITCH!

3,00 Points of Radical Filth:

Inquisitor Lord Asireloth du Taliwein: 283
"Dur-amarath" (counts as a Force Weapon), Psycannon, Holocaust. refractor field, targeter, frag grenades. Books of Pain (or Grimoire Pandaemonica depending on army faced.)

Retinue:

Acolyte(2x)
Close Combat Weapon, bolt pistol, frag grenades, power armor

Imperial Guard Veteran
Flamer, Frag Grenades, Krak Grenades, Targeter

Mystic(2x)
Close Combat Weapon, Laspistol

Sage
Close Combat Weapon, Laspistol

Huestos, the Vessel of the Damned
Daemonhost (85 pts.)

Inarion, the Shadow Priest: 105 pts.
Culexus Assassin. : Animus Speculum, Etherium, Psy-out Greandes.

Coven of Mor-Toloth: 120 pts.
Death-Cult Assassin(3x)
Close Combat Weapon, Power Weapon

The Tailwein (individual pieces will be named later): 440 pts. a piece

Infantry Platoon

Command Squad
:

Junior Officer:
Close Combat Weapon, Laspistol


Guardsman(4x per Command Squad):
Lasgun

Heavy Weapon:
Autocannon


Infantry Squad(5x per platoon)


Sergeant(1x per squad):
Close Combat Weapon, Laspistol

Guardsman(9x per squad):
Lasgun

Heavy Weapon (1x per squad. There is one las cannon per platoon.):
Autocannon

The Olath Kyorl du Asireloth(203 Pts. a piece. 3x)

Inquisitorial Stomtroopers:

Veteran:
Hellgun, frag grenades, targeter

Chimera:
Heavy Bolter, extra armor, smoke launchers (one sqaud has just a search light, no smoke launchers, and the other has multi laser rather than heavy bolter).

Stormtrooper (9x)
Hellgun, Frag grenades

The Venorik Elghinn (232 pts.)

Sentinel Squadron:

Sentinel(2x):
Lascannon, Armoured Crew compartment, extra armor, searchlight, smoke launchers.

Sentinel (1x):
Autocannon, Armoured Crew compartment, extra armor, searchlight, smoke launchers.

Sarnor Su'aco (83 pts.)

Rough Riders:

Sergeant:
hunting lance, laspistol

Rough Rider(9x):
Hunting lance, Lasgun

Lac'nala d' Ssussun (165 pts.)

Leman Russ Battle Tank:
Battle Cannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour, Searchlight, Smoke Launchers





there it is, fully detailed and named, and ready for critique! Please, tear it apart, as I have NEVER used guard before, and am only going off the IAL from GW for validity. Thanks guys!
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Old 03-24-2007   #2 (permalink)
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hehehe! why thank-you

well, overall i like the look of it as there's a good balance of offense & defense, not to mention a good deal of speed when it's called for!
however, some things to look into;

- the retinue. it's well worth the 50pts to have a pair of heavy bolter servitors... coupled with the psycannon you can lay down some serious BS4 anti-infantry firepower. the flamer is nice for those moments when a good 'ol fashioned counter-attack is needed!
oh, and remember to keep this unit at least 4" from any of your units when using the books of pain.

- the stormies really, really need some special weapons... hellguns suck honestly. (wow, ap5?! so they use a duracell battery instead of a rayovac...)
plasma guns are decent options due to the stormies heavier armour and BS4, but also having a 6 man squad with 2 meltaguns in a chimera is a great little tank-hunting unit.

as for the guard elements;
- the command squad really comes into it's own when used as a mini special weapons squad as each guardsman can potentially have a special weapon!
a favoured set-up for a general all-purpose list would be: JO w/plasma pistol, 3 guardsmen w/plasma guns & vet medic to handle a couple over-heats...
i also like the Ld booster + counter-attacker: JO w/power toy + 2 guardsmen w/flamers & mortar team. they can sit safely out of sight and fire their mortar and if the enemy reaches your lines, then you've got a pair of flamers for dishing out the hurt!
then there's the hot lead set-up: JO w/power toy & storm bolter, 2 guardsmen w/grenade launchers & heavy bolter team. that's a total of 5 ap4 shots and 2 ap5 shots each turn at 24"! enough to blunt smaller units of infiltrators like scouts or put the hurt on a lighter assault unit like banshees...

- as for the infantry, i suggest giving them some special weapons... grenade launchers are fun for throwing around some S6 ap4 krak grenades and they will become damn annoying too! (i always seem to kill space marines with krak grenades to the head over plasma or such?!!)
avoid plasma with the guard! you honestly have a better chance of killing yourself than you do of hurting the enemy... if a squad is ment to advance, give them a meltagun for some anti-meq power or else a flamer for general crowd control.

- never use a squad of 3 sentinels... once 2 die, they give up half their cost in VP's and they no longer count as a scoring unit. drop the autocannon one and stick with the tank-hunting lascannons as daemonhunters are generally hurting in that department anyways!

- i'd drop the rough riders down to 8 men as they are really a one-shot wonder type of unit. (those lances only work once sadly...)
one fun trick though - give the sergeant the honorifica and he'll get 4 attacks with the lance the first time he charges! of course, giving him the shiny medal means you can't use it on your JO and having Ld9 with guard is quite handy... (yes, it's a bloody tough descision to make!)

well, that's all the blather i've got for now!
hope it helps, and again welcome to the darker side!
cheers!
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Old 03-24-2007   #3 (permalink)
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Originally Posted by experiment 626 View Post
hehehe! why thank-you

well, overall i like the look of it as there's a good balance of offense & defense, not to mention a good deal of speed when it's called for!
however, some things to look into;

- the retinue. it's well worth the 50pts to have a pair of heavy bolter servitors... coupled with the psycannon you can lay down some serious BS4 anti-infantry firepower. the flamer is nice for those moments when a good 'ol fashioned counter-attack is needed!
oh, and remember to keep this unit at least 4" from any of your units when using the books of pain.

Since I will take your advice on dropping the auto-cannoned sentinel, I will add on the recommended second servitor. Should I modify anything else?

- the stormies really, really need some special weapons... hellguns suck honestly. (wow, ap5?! so they use a duracell battery instead of a rayovac...)
plasma guns are decent options due to the stormies heavier armour and BS4, but also having a 6 man squad with 2 meltaguns in a chimera is a great little tank-hunting unit.

[color="Red"] This is true, but I had just been thinking numbers. Editing it now, with the removal of a sentinel and 2 rough riders, It had enough to tool up each squad with 2 flamers/2 meltas/2 plasmaguns, unless you think I should drop the flamers from the one squad and add in more plasma or melta? 40 pts. still to play with at this point./COLOR]

as for the guard elements;
- the command squad really comes into it's own when used as a mini special weapons squad as each guardsman can potentially have a special weapon!
a favoured set-up for a general all-purpose list would be: JO w/plasma pistol, 3 guardsmen w/plasma guns & vet medic to handle a couple over-heats...
i also like the Ld booster + counter-attacker: JO w/power toy + 2 guardsmen w/flamers & mortar team. they can sit safely out of sight and fire their mortar and if the enemy reaches your lines, then you've got a pair of flamers for dishing out the hurt!

then there's the hot lead set-up: JO w/power toy & storm bolter, 2 guardsmen w/grenade launchers & heavy bolter team. that's a total of 5 ap4 shots and 2 ap5 shots each turn at 24"! enough to blunt smaller units of infiltrators like scouts or put the hurt on a lighter assault unit like banshees...

I don't seem to have the option, with inducted guard, to include a medic, and in order to keep my heavy weapon, I need two lasgun wielding guardsmen. I have removed the heavy weapons, but still can't seem to find where Inducted Guard can have medics.

- as for the infantry, i suggest giving them some special weapons... grenade launchers are fun for throwing around some S6 ap4 krak grenades and they will become damn annoying too! (i always seem to kill space marines with krak grenades to the head over plasma or such?!!)
avoid plasma with the guard! you honestly have a better chance of killing yourself than you do of hurting the enemy... if a squad is ment to advance, give them a meltagun for some anti-meq power or else a flamer for general crowd control.

This can't be done without sacrificing the rough riders, which I will have to do. I have also downgraded the Lord Asireloth to a power toy. If I can wiggle it out later to be a force weapon again, I will. I also removed the heavy weapons from the command squad so I can better tool them and the infantry. So far three squads of regular infantry have 1 meltagun apiece, three have 1 grenade launcher apiece, and 4 squads have one flamer apiece. to tool the last platoon, I sacrificed one sage, as Asireloth and his retinue pack enough of a punch to hurt any sneaky little squad. I also stripped the sentinels of their tasty little armoured crew compartments, and came in with two 'hot lead' option squads, and one with meltas in it.

- never use a squad of 3 sentinels... once 2 die, they give up half their cost in VP's and they no longer count as a scoring unit. drop the autocannon one and stick with the tank-hunting lascannons as daemonhunters are generally hurting in that department anyways!

Duely noted, and done! Thanks.

- i'd drop the rough riders down to 8 men as they are really a one-shot wonder type of unit. (those lances only work once sadly...)
one fun trick though - give the sergeant the honorifica and he'll get 4 attacks with the lance the first time he charges! of course, giving him the shiny medal means you can't use it on your JO and having Ld9 with guard is quite handy... (yes, it's a bloody tough descision to make!)

Again, I have no such wargear options, so I don't believe Inducted Guard can have an honorifica. I am considering removing these boys so I can tool up my regular guardsmen to fit the ideas you have above, and therefore be a bit more effective. Thoughts there? that, or remove the Culexus, which I am rather attached to know that I've proxied a small game with him in it.

well, that's all the blather i've got for now!
hope it helps, and again welcome to the darker side!
cheers!
Overall, I am 4 pts. under, and very much more toughened up I think. I will post a detailed and edited list later, the family is over for dinner now!
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Old 03-24-2007   #4 (permalink)
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Just a note. I figured out how to get the veteran medic in. Just an oversight on my part. The list now resembles this:


Inquisitor Lord Asireloth du Taliwein: 283

"Dur-amarath" (counts as a Power Weapon), Psycannon, Holocaust. refractor field, targeter, frag grenades. Books of Pain (or Grimoire Pandaemonica depending on army faced.)


Retinue:


Acolyte(2x)
Close Combat Weapon, bolt pistol, frag grenades,

Gun Servitor(2x)
Heavy Bolter, Frag & Krak Grenades, Targeter

Imperial Guard Veteran
Flamer, Frag Grenades, Krak Grenades, Targeter

Mystic
Close Combat Weapon, Laspistol

Sage
Close Combat Weapon, Laspistol



Huestos, the Vessel of the Damned

Daemonhost (85 pts.)


Inarion, the Shadow Priest: 105 pts.
Culexus Assassin. : Animus Speculum, Etherium, Psy-out Grenades.



Coven of Mor-Toloth: 120 pts.

Death-Cult Assassin(3x)
Close Combat Weapon, Power Weapon



The Tailwein (individual pieces will be named later):



Infantry Platoon X (512 pts.)


Command Squad:

Junior Officer:
Close Combat Weapon, Plasma Pistol


Guardsman(3x):
Plasmagun

Veteran(1x):
Medic, Lasgun.

Infantry Squad(5x per platoon)

Sergeant(1x per squad):
Close Combat Weapon, Laspistol

Guardsman(8x per squad):
Lasgun

Guardsman(1x per squad):
Meltagun(3x), Flamer(2x)

Heavy Weapon (1x per squad excepting command.):
Autocannon(4x), Lascannon(1x)



Infantry Platoon Y & Z (407 pts.)


Command Squad:

Junior Officer:
Powerweapon, Stormbolter


Guardsman(2x):
Grenade Launcher

Guardsman(2x):
Lasgun.

Heavy Weapon:
Heavybolter

Infantry Squad(5x per platoon)

Sergeant(1x per squad):
Close Combat Weapon, Laspistol

Guardsman(8x per squad):
Lasgun

Guardsman(1x per squad):
Grenade Launcher(3x), Flamer(2x)

Heavy Weapon (1x per squad excepting command.):
Autocannon(4x), Lascannon(1x)



The Olath Kyorl du Asireloth(Inquisitorial Stormtroopers)



Squad Alpha (214 pts.):

Veteran:
Hellgun, frag grenades, targeter

Chimera:
Heavy Bolter, extra armor, smoke launchers search light

Stormtrooper (7x)
Hellgun, Frag grenades

Stormtrooper (2x)
Flamer, Frag Grenades
[b][u]


Squad Beta (223 pts.):

Veteran:
Hellgun, frag grenades, targeter

Chimera:
Multilaser, extra armor, smoke launchers search light

Stormtrooper (7x)
Hellgun, Frag grenades

Stormtrooper (2x)
Meltagun, Frag Grenades
[b][u]


Squad Gama (214 pts.):

Veteran:
Hellgun, frag grenades, targeter

Chimera:
Heavy Bolter, extra armor, smoke launchers search light

Stormtrooper (7x)
Hellgun, Frag grenades

Stormtrooper (2x)
Flamer, Frag Grenades



The Venorik Elghinn (116 pts. pts.)



Sentinel Squadron:


Sentinel(2x):
Lascannon, smoke launchers.



Lac'nala d' Ssussun (165 pts.)


Leman Russ Battle Tank:

Battle Cannon, Heavy Bolter, Heavy Bolter Sponsons, Extra Armour, Searchlight, Smoke Launchers
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Old 03-25-2007   #5 (permalink)
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hmm...well let me think about this a little while. well first things first, most people think that CC inquisitors/CC retinues aren't worth a thing. i sort of agree, but if you're making the HQ with a power weapon for fluff reasons [which i think you are] then i say go for it. a good balance of fluff and practicality is more fun than powergamier lists. :]

hmm..the daemonhost is cool. risky, but cool, as are the death cult assasins...any plans on how to get them to engage in CC? i've heard of people just footslogging them behind a tank or two, keeps them out of LOS :]

did you remove the riders? i don't remember seeing them in the second list. hmm just wondering. the culexus should be fun. a little pricey though, but if you work 'em out right the assasins will do great.
i actually really like the IG stormtroopers...so cheap pointswise [especially after having to pay 14-15 points/infantry model in our ol' chaos and marine armies haha]

that's all i an think of right now. i might come back later though, good luck erus! :]
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Old 03-26-2007   #6 (permalink)
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death cults can infiltrate and get lucky, deamonhosts can teleport.
i think the fun of using deamonhosts is the unreliability and randomness that they have.

stormtroopers are definatly kinda useless without special weapons. i like them with meltaguns or grenade launchers.

a heavy weapon platoon with lascannons might actually be cheaper than sentinals. not sure.
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Old 03-26-2007   #7 (permalink)
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death cults can infiltrate and get lucky, deamonhosts can teleport.
i think the fun of using deamonhosts is the unreliability and randomness that they have.

stormtroopers are definatly kinda useless without special weapons. i like them with meltaguns or grenade launchers.

a heavy weapon platoon with lascannons might actually be cheaper than sentinals. not sure.
well, inducted guard can't take heavy weapon platoons sadly, so sentinels and/or platoon command squads are the only option for the anti-tank guns...

i personally prefer plasmas or meltas on storm troopers as those are the real 'urty guns that benifit the most from the stormies better BS.
also, plasma guns aren't quite as risky to use as you have a 50/50 chance of surviving any over-heating mishaps!

as for the deathcults, they're great when you slap all 3 into the same squad at once! that's a total of 12 power weapon attacks on the charge - hopefully enough to deal with smaller meq squads like devastators or command squads... (just avoid base-to-base contact with the IC leading it!)

cheers!
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Old 03-26-2007   #8 (permalink)
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Good, sound advice m'friends. Now, my question is... Is Assassin truly necessary. True, he is nice, but those points could go elsewhere, namely upping the effectiveness and goodies of my other troops. Good idea or bad idea?
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Old 03-27-2007   #9 (permalink)
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well, generally i find that the culexus is great for some psychological warfare... he's not overly expensive, and he'll likely draw your opponent's attention for a turn or two.
the only time he really sucks when there's no cover for him to infiltrate into, thus denying him the chance to set-up within 12" of an enemy unit... (line of sight doesn't apply to 'soulless')

with the advent of the target priority test and the clarification of 'fearless' protecting only against moral & pinning tests, the culexus has become a great little tool for hampering that one annoying long-ranged heavy weapon your opponents always pack!

cheers!
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Old 03-27-2007   #10 (permalink)
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alright i have made a hard copy of your list please allow a day or two of studying i will then return with my evaluations. also please let us know what you normally fight against to better critique your list
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Old 03-27-2007   #11 (permalink)
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aye sir! *chuckles*

My usual opponents are A Night Lords player (fairly CC heavy raptor wise, a missle launcher/autocannon dread, tri-las pred, a termie lord and sorcerer lieutenant). My fiancees Eldar (Ummm... I helped create this list, so it is really balanced to take all comers... a lot of dire avengers, harlequins, autarch on jetbike wirth reaper eq, wraigth guard, rangers, swooping hawk, S*** load of guardians, scropions, banshees, warp spiders, wraith lord, war walkers, fire prism- the works).

I've recently been playing against a rather small (400 pt combat patrol) Blood Angels force of jus10's, and may in the future play against Space Wolves (no idea of his force), and a genestealer 'nids (he uses extended carapce 'nids as shield wall with gobs behind it, and some warrirors with barbed stranglers and I think venom cannons. He has a carnifex or some other big gribbly too).

Also, there is the odd chance I could play against my mentors Emperors Children, but if I do I don't plan to win, just survive to annoy. Since first edition back in the day, through Epic and everything, he has never lost a game. The man has played space hulk as space marines and 'nids and never lost... You just can't touch him! His list is pretty much mine, although he uses a different daemon prince set up, and usually less points. I could also possibly go up against Tau or IG, though these would be rare!


Thanks!
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Old 03-28-2007   #12 (permalink)
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umm i gonna have some trouble punching through this list. you field your men out pretty well. you dont devote your self to heavly to one weapon. you take almost all of the heavy weapons (mind you i said almost) however theres not that much low ap weapons. i would suggest using the stormtroopers last in the shooting range so as to not allow your enemies to use guess weapons (at least thats how i read it)


your list is really good although i would suggest losing the daemonhost as his powers are to random to be of any good effect and get rid of the sentinels and maybe get a basilsk.
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Old 03-28-2007   #13 (permalink)
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umm i gonna have some trouble punching through this list. you field your men out pretty well. you dont devote your self to heavly to one weapon. you take almost all of the heavy weapons (mind you i said almost) however theres not that much low ap weapons. i would suggest using the stormtroopers last in the shooting range so as to not allow your enemies to use guess weapons (at least thats how i read it)


your list is really good although i would suggest losing the daemonhost as his powers are to random to be of any good effect and get rid of the sentinels and maybe get a basilsk.
It is a radical list. Therefore I will have a daemonhost, lol. They are random, but more often than not most people seem so scared of what my daemonhost can do, they try to kill it. Plus, inducted guard have no access to basiliks, or I would have jumped upon it. Hence why the sentinels are there instead.

Only heavy support we get inducted type get is a good old russ. I have thought of perhaps adding a bit more AP weaponry, but wasn't sure where or how to field it.

Last edited by Lord Commander Erus..; 03-28-2007 at 11:10 PM.
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Old 03-29-2007   #14 (permalink)
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hmm sorry about that. lets see then your list is pretty tight.although now that i think of it maybe think of getting rid of the sentinels and getting the lance strike orbital bombardment.

just pick a big terrain piece call it in then watch as it almost insta kills everything that it hits once every turn. and since it has no model it cant be killed and your opponent can not get victory points off of it in any way!


(i do not mean that units without models cannot be targeted (however weird that might sound) i simply mean that the orbital bombardment has no tangible target to be shot at as it is all the way up in space unable to be targeted by your enemies)
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Old 03-29-2007   #15 (permalink)
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for some ap2 firepower, i'd swap the storm troopers flamers for plasma guns... flamers are generally a waste an high BS troops as they hit automatically - save them for the BS3 guard!
though your guard can't deep strike or such, having a remnent squad w/flamer and/or throwing a flamer into an armoured fist squad is always fun! (the rements can run up behind a tank to stay out of sight...)

cheers!
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Old 03-29-2007   #16 (permalink)
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for some ap2 firepower, i'd swap the storm troopers flamers for plasma guns... flamers are generally a waste an high BS troops as they hit automatically - save them for the BS3 guard!
though your guard can't deep strike or such, having a remnent squad w/flamer and/or throwing a flamer into an armoured fist squad is always fun! (the rements can run up behind a tank to stay out of sight...)

cheers!
I'm also not seeing the ability to include remnant squads...
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Old 03-29-2007   #17 (permalink)
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I'm also not seeing the ability to include remnant squads...
pg44 codex imperial guard. bottom of the "Infantry Platoon" entry, see the paragraph under Special Rules for the rules about including remnents in your infantry platoons!

cheers!
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Old 03-29-2007   #18 (permalink)
Lord Commander Erus..
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Originally Posted by experiment 626 View Post
pg44 codex imperial guard. bottom of the "Infantry Platoon" entry, see the paragraph under Special Rules for the rules about including remnents in your infantry platoons!

cheers!
Now see, if only I had a current edition of that there fancy book.
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