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Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

 obsidiankatana wrote:
Rule of cool is always a factor. If running him off the bike though, beamer is best left at home. Else he cannot move, and the rest of your army outpaces him.


I'm questioning the underlined part .. why can he not move if he's using the beamer? Bike grants relentless which means moving and shooting heavy weapons as if not having moved, does it not?
   
Made in au
Regular Dakkanaut






Rorschach9 wrote:
 obsidiankatana wrote:
Rule of cool is always a factor. If running him off the bike though, beamer is best left at home. Else he cannot move, and the rest of your army outpaces him.


I'm questioning the underlined part .. why can he not move if he's using the beamer? Bike grants relentless which means moving and shooting heavy weapons as if not having moved, does it not?


Read the quote again
   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

 PandaMango141 wrote:
Rorschach9 wrote:
 obsidiankatana wrote:
Rule of cool is always a factor. If running him off the bike though, beamer is best left at home. Else he cannot move, and the rest of your army outpaces him.


I'm questioning the underlined part .. why can he not move if he's using the beamer? Bike grants relentless which means moving and shooting heavy weapons as if not having moved, does it not?


Read the quote again


Ah .. I misread "off the bike" as "on a bike".. ok. carry on.
   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

endlesswaltz123 wrote:
Could you not drop a scout squad, maybe drop a speeder or two and build the chapter master of doom on a bike with the gorgons chain, AA and thunder hammer, this will help your master of the forge out as he can hide behind a razorback still, and he wouldn't be the biggest fish in the sea, along with making the chapter master the warlord as well, it won't be a case of giving up cheap VP for slay the warlord. Also, consider dropping one tactical squad to have a land raider as well, even better, hide the master of the forge behind that.


Simply put, I don't like chapter masters, captains, or Land Raiders. I don't think they make for interesting gameplay.

I don't dispute the validity of the advice, however, and it's certainly instructive for others reading the list looking for ideas for their own army.

   
Made in cn
Longtime Dakkanaut






I love this list. It's characterful and will be heaps of fun to play with, powerful, yet not spammy.

Given how powerful the physic phase and things like invisibility can be, is that a big worry? I guess the consensus is that bringing a single libby isn't really helping enough against magic spam and might just leave him home? This is what I am leaning for for my space wolves.

migs



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

 migsula wrote:
I love this list. It's characterful and will be heaps of fun to play with, powerful, yet not spammy.

Given how powerful the physic phase and things like invisibility can be, is that a big worry? I guess the consensus is that bringing a single libby isn't really helping enough against magic spam and might just leave him home? This is what I am leaning for for my space wolves.

migs


This list was made before the psychic phase, but yes. Space Marines are not really a strong psyker army. I think it's better to just roll with the punches.

   
Made in us
Perturbed Blood Angel Tactical Marine





Indiana

Since your MOTF is rolling on a harley now, you could change a group of scouts into bike scouts. With look our sir rolls it is like giving him a bunch of wounds.
   
Made in ru
Fully-charged Electropriest






Varying cities in the North

I disagree, I think the list looks like great fun as it is. I'd love to play it.
   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

This is my current iteration of this list, posted for comment and so people can see how it's evolved after a year of play.

HEADQUARTERS

master of the forge on motorcycle w/ the gorgon's chain, ironstone, conversion beamer & auspex
210 pts

TROOPS

5x tactical marines w/ meltagun
techmarine w/ combi-melta & auspex
sergeant w/ combi-melta
infernum razorback w/ storm bolter & dozer blade
230 pts

5x tactical marines w/ meltagun
techmarine w/ combi-melta & auspex
sergeant w/ combi-melta
infernum razorback w/ storm bolter & dozer blade
230 pts

5x scouts w/ camo cloaks & bolters
veteran sergeant w/ bolter
landspeeder storm w/ multi-melta
120 pts

5x scouts w/ camo cloaks & bolters
veteran sergeant w/ bolter
landspeeder storm w/ multi-melta
120 pts

5x scouts w/ camo cloaks & bolters
veteran sergeant w/ bolter
landspeeder storm w/ multi-melta
120 pts

5x scouts w/ camo cloaks & bolters
veteran sergeant w/ bolter
landspeeder storm w/ multi-melta
120 pts

FAST ATTACK

stormtalon w/ skyhammer missile launcher
125 pts

stormtalon w/ skyhammer missile launcher
125 pts

HEAVY SUPPORT

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

This message was edited 2 times. Last update was at 2015/05/24 20:32:22


   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

Updated for the 7th edition SM codex. Technically RAW states that I cannot bring two Fire Raptors without taking a MOTF (which no longer exists as a unit) but I haven't yet run into an opponent who insisted on playing that way, as I am taking two techmarines to "fulfill" the Keeper of Relics role. If anyone has an issue with that, I do also own two Storm Ravens that could be used in a similar but lessened role and in the same FOC slots for a similar points cost. Focus of the list has shifted slightly and I'm now including terminators to reinforce the tactical squads with techmarines mounted in the Razorbacks and the scouts in the LSSes, but the basic idea of this list remains the same. It struggles with AV14 but I find that AV14 can usually be safely ignored or fed small units as a sacrifice to tie it up.

HEADQUARTERS

techmarine w/ servo harness, power axe, bolt pistol, teleport homer, melta bombs, auspex
105 pts

techmarine w/ servo harness, power axe, bolt pistol, teleport homer, melta bombs, auspex
105 pts


ELITES

5x tactical terminators w/ assault cannon
195 pts

5x tactical terminators w/ assault cannon
195 pts

TROOPS

5x tactical marines w/ plasmagun
sergeant w/ combi-plasma
razorback w/ assault cannon, storm bolter, & dozer blade
180 pts

5x tactical marines w/ plasmagun
sergeant w/ combi-plasma
razorback w/ assault cannon, storm bolter, & dozer blade
180 pts

5x scouts w/ bolters
sergeant w/ combi-flamer
landspeeder storm w/ heavy flamer
105 pts

5x scouts w/ bolters
sergeant w/ combi-flamer
landspeeder storm w/ heavy flamer
105 pts


FAST ATTACK

stormtalon w/ skyhammer missile launcher
115 pts

stormtalon w/ skyhammer missile launcher
115 pts


HEAVY SUPPORT

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

This message was edited 1 time. Last update was at 2015/09/09 22:18:20


   
Made in us
Fresh-Faced New User




If you're struggling with AV14, how about some melta sternguard instead of the termies? They are plenty shooty.

This message was edited 2 times. Last update was at 2015/09/10 20:22:38


 
   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

Spy_Smasher wrote:
If you're struggling with AV14, how about some melta sternguard instead of the termies? They are plenty shooty.


Mostly because I don't have them modelled yet.

But I am planning to make the switch.

   
Made in us
Ork-Hunting Inquisitorial Xenokiller




Strike Cruiser Vladislav Volkov

I realize RAW states that I cannot bring two Fire Raptors without taking a MOTF (which no longer exists as a unit) but I haven't yet run into an opponent who insisted on playing that way, as I am taking two techmarines to "fulfill" the Keeper of Relics role. If anyone has an issue with that, I do also own two Storm Ravens that could be used in a similar but lessened role in the same FOC slots for an identical points cost.

Focus of the list has shifted slightly (due to the ambiguous wording and multiple interpretations of IH chapter tactics) and I'm now including sternguard (which replace the terminators from the previous list) to melt vehicles in an alpha strike or reinforce the tactical squads mounted in the drop pods (formerly razorbacks, but pods are just cheaper - the savings allowed me to add an extra tactical squad!) and the scouts in the LSSes, but the basic idea of this list remains the same. I like using pods and speeders like this because it gives me a large variety of deployment options, and I can attach the techmarines to either sternguard or tactical squads depending on my opponent.

HEADQUARTERS

techmarine w/ servo harness, power axe, bolt pistol
90 pts

techmarine w/ servo harness, power axe, bolt pistol
90 pts


ELITES

5x sternguard w/ combi-meltas & drop pod
195 pts

5x sternguard w/ combi-meltas & drop pod
195 pts

TROOPS

5x tactical marines w/ plasmagun, sergeant w/ combi-plasma, drop pod
130 pts

5x tactical marines w/ plasmagun, sergeant w/ combi-plasma, drop pod
130 pts

5x tactical marines w/ plasmagun, sergeant w/ combi-plasma, drop pod
130 pts

5x scouts w/ bolters, sergeant w/ combi-flamer, landspeeder storm w/ heavy flamer
105 pts

5x scouts w/ bolters, sergeant w/ combi-flamer, landspeeder storm w/ heavy flamer
105 pts


FAST ATTACK

stormtalon w/ skyhammer missile launcher
115 pts

stormtalon w/ skyhammer missile launcher
115 pts


HEAVY SUPPORT

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

fire raptor gunship w/ independent twin-linked autocannon turrets
225 pts

This message was edited 1 time. Last update was at 2015/09/21 22:41:39


   
 
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