Updated list in first post.
Pahvivalmiste wrote:Hello
Hi! thanks for the feedback in advance!
The main problems with your special rules I see are that a) “Iron Within, Iron Without” gives a huge boost only in objective missions – this is hard to balance in tournaments, for example
Only when within actual scoring distance however and an assault is involved, and then it really only makes them roughly equivalent to Grey Hunters (who get Counterattack all the time and have the "better than Fearless"
ATSKNF), and the
IW's are still more expensive and have to pay for weapon upgrades and the like.
and b) “Siege Specialists” is rather dependent on available terrain (big forest/rock area vs. small barn)
True, but then not every special rule need be applicable in every situation. The Iron Warriors don't always fight their chosen fights.
and also makes “shoot from the back of the board” –style armies a no-brainer choice.
Not entirely, but moreso when compared with a typical
MEQ army, but considering the
IW's style of combat I feel it is appropriate. If any
CSM army is going to play as a gunline, it is the Iron Warriors. I know many people *hate* this style of play, but many people also like it. I don't want to make this a
MEQ version of
IG, but I also don't want it to be another "all rhino rush, all the time"
MEQ army if that makes sense?
When combined with choices like Slaves...
I'm adjusting them in the updated version. They are more expensive, their "meatshield" ability applies only to Infantry and not any
IW unit, and lost their fast running ability.
“Storm of Iron” might be too good when combined with small squads of Termies/Oblits, but dunno.
Perhaps, but I have a feeling not in this case, as the termi's don't have widespread access to "always on" 3++ invuls (they can pay 10pts for a 3++ in
CC/5++ for shooting wargear item, but if they want that and a powerfist they end up being 50pts and don't have a shooting weapon) and it's probably not a whole lot different than Loganwing or Deathwing Assault. I could be wrong, but that's my gut feeling about it. If one's also taking lots of the termi's/oblits, they aren't taking huge numbers of the big guns, bunkers, tanks or other such units also, and there's no Lash like ability to abuse in there thank god.
I understand you’d like something extra for IW, but I think you’ve added a lot of improvements in almost all areas in your Codex – unit costs, weapons, special rules etc. I do like the idea about giving them something special, though. Could one of these rule be enough – I suggest “Siege Specialists” as it’s perhaps not that huge after all?
Most of the new books have 2-4 army wide special rules (e.g. Mob Rule, WAAAGH, Furious Charge for orks), in addition to new weapons, reduced costs, etc. and most especially the 5E books.
SW's for example got humongously cheap, and have army wide Counterattack, Acute Senses, and
ATSKNF on almost every unit, while
BA's got "Red Thirst,
ATSKNF, Descent of Angels" and both got a bunch of special new rules and wargear. These
IW's didn't get much cheaper, if at all (reference newest draft here) for the most part, and have "IWIW,
SS, and SOI" for army wide special rules, though they generally got more options and some more esoteric, if not always directly combat related, wargear.
I'm basically hoping that this list will be compared with
BA and
SW's primarily, because those are the two armies I'm looking at for comparison. The pre-2008 books didn't really have the army-wide special rules the way they do now.
The issue with “Iron Reaper” as I see it is that it’s too versatile. To illustrate: would you equip a Warsmith with any other weapons instead of it and a Servo-arm?
Here's my thought process on that weapon. It's meant to be a showpiece, 1 per army weapon to help encourage the view of the army as competent in
CC, but thriving on durability and shooting. So in a sense it is sort of mean to be an almost default option, but it's also not so cheap as to *always* be included all the time. As to why one would take different weapons? If one wanted a combi-melta to help combat enemy armor (as a BS5 melta weapon is usually pretty sweet), then an Iron Reaper would be out. Granted a combi-
plas or flamer is probably a less optimal choice but its also cheaper. The Servo arm only grants a single I1 S8 powerweapon attack, if you don't take another
CC weapon, then the Warsmith's other attacks are no better than that of a basic grunt aside from
Init and
WS.
Servo Arm, Iron Reaper, and Dual Lightning Claws with Favor of Khorne would probably be the killer non-termi loadout methinks.
While there are restrictions, you’ve also given benefits you ignored here: 12-man squad can take 3rd special/heavy. This is a huge benefit. It might also make Havocs redundant and thus perhaps illustrates the point I made about the Bunkers (e.g. splitting special stuff and putting it into bunker).
It is a big benefit, but it also means that you likely will have easier to kill individual troops squads and they'll cost a lot. For normal 10man squads with current typical equipment, Troop
IW's should cost exactly what they do now in the current
CSM army. I've also adjusted the cost of the Havocs and their options downward a bit more towards
BA/
SW level, and made the bunker 50% more expensive now (75pts as opposed to 50pts) making them a bit more attractive in comparison to trying to spam basic Troops units as "lite" Havoc squads.
I am not going argue about the Slave horde fluff in
GW fiction as I don’t read
GW fiction. I just find it a bit iffy that siege specialists waste resources, no matter how specialized they’re in logistics. If one starts to really think about it, the idea of teleporting terminators kind of makes the whole idea of siege warfare a bit redundant… as do space ships, but this is
WH40k after all
40k fluff never makes sense

I'm just trying to tie all the interesting elements of the Iron Warriors from their most well known portrayals and stuff it in a Fandex.
As an alternative to PotMS I would suggest a) price reduction, b) making specialized LR’s one-dimensional instead of multipurpose vehicles (either emphasizing the APC role or the fire support role). The reason Chaos Land Raider is not so good is IMO more linked to the Codex options as a whole than the lack of PotMS – C:CSM does not have a no-brainer killer CC unit to be delivered (Kharn and Berzerkers perhaps come close) and long-range combat options where LR could act as fire support are limited. Your Codex now has Bunkers (can be placed to obscure the LR) and Slaves (to protect it from deepstriking melta etc.), which makes the firebase option very viable IMO.
The slaves have just been changed so they can't take fire for the bunkers, which was silly

Thanks for pointing that out
BTW, I had been thinking in my head that it only applied to infantry, but I realized I had put "Units". I think you have a good point about
CSM's not having a killer
CC unit, but at the same time
CSM land raiders just aren't very useful as gun platforms either. They have multiple guns covering different arcs that are effective against different targets lose 2/3rds of the firepower when they move. Loyalist Land Raiders get
PotMS to basically get rid of this issue (so they can put their weapons to use against the most effective targets and against multiple targets and maintain mobility), but
CSM Land Raiders don't really have that option available. I didn't want to just yoink
PotMS, but I also haven't thought of a decent alternative.
As a sort of test thing and largely a Placeholder, I came up with a 5+ invulnerable save option ("Impossible Materials") for the normal land raider, predator and vindicator, and replacing
PotMS on the
LR Hammerfist, not sure if I like it in that manner, or if it should be there at all.
I changed the variant
LR into a dedicated gun tank, but it'll probably change again, I don't think I like it much.
So, I think this is basically your work and you do whatever you like. My main issue is the one mentioned earlier, namely the fact that you’ve basically improved everything.
I don't think I did everything, many things are identical, although I do think many things needed improving, both since the day the book came out and in the aftermath of the 5E
SM books, particularly Space Wolves (who basically function like a
CSM Undivided army, but 10-20% cheaper and with Counterattack and
ATSKNF)
There are a lot of ideas, I compliment that. Cybernetics might be good when reworked
I just ended up toning down their abilities and incorporating everything else into their rules and wargear, everything I tried felt like it could be just better done that way. Take a look at the entry now and lemme know what you think.
and I’d also suggest you’d think about the possibility of devising something special “chaosy”, like daemon engines (Fast or Heavy), to make this more distinctively “Chaos”.
I've been trying to think of a Chaos-y Daemon engine that isn't just a wannabe defiler or dread, or that would be better placed in Apocalypse.
FW released some, but most are basically dread knock-offs, except the Blight Drones which I just don't feel have a place amongst the
IW being fast flittery things.