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Made in gb
Ork Boy Hangin' off a Trukk





England

Ok, so I know that this will go down like a sack of gak in a WAAC game and has no flier defence at all (but I DO have a helldrake, so that could be sorted), but it's mainly for my local gw and cousin, so nyeh nyeh nyeh.

Chaos Lord w/ P.Fist, MoN and Combi-melta - 115
Warpsmith w/ Meltabombs - 115

Cultists X20 w/ Autoguns and 2 Stubbers - 120
Cultists x20 w/ 2 flamers - 100

Chaos Space Marines x10 w/ 2 meltaguns, a P.fist and MoN - 220

2 Hellbrutes - 200
Maulerfiend - 125

General strategy is to let the brutes, fiend and cultists dash forward with the warpsmith (who'll be fixin' the brutes) to wreck stuff, with the normal marines following suit to wreck what's left.
I'm not good at this.

Bad luck?! Schmad luck!
 Kain wrote:


WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.

Thus ending the true and grandest conflict of 40k.

The contest of thievery between the Blood Ravens and Trazyn.
 
   
Made in gb
Longtime Dakkanaut






hmm... i always picture iron warriors as a siege-based army, so a vindicator with ram is a must-have to really fit in the army. cultists i don't see being in there too much, but i'm an old-school chaos player

warpsmith's fluffy, i'd have an aegis in there to keep it fluffy, maulerfiend and helbrutes are quite good but I'd prefer a forgefiend myself, i've seen maulerfiends immobilised and, well, that was the end of their usefulness.

mark of nurgle, well, it works for competitivity, but i always thought of iron warriors as relying on, well, iron rather than magical iconography.

so my advice, if you're wanting to go walkers and whatnot, bring 2 maulerfiends if you're set on them, run them both together, it'll scare the hell out of your opponent. bring some heavy firepower to bring down tanks, meltaguns are too easily avoided, and the new eldar eat through AV12 like there's no tomorrow. i'd suggest a barebones landraider instead of the helbrutes, or a forgefiend. landraider's got lascannons, and has AV14, it's my preference for tank-cracking.
You're lacking in flier-removal services, i'd suggest an aegis with a quad gun for the home objective sitters to fire.

footslogging marines will tend to be destroyed, unfortunately, even with mark of nurgle. the cultist will offer little resistance ot any decent infantry-clearing, and toughness 5 isn't that survivable without feel-no-pain to back it up. plus everyone does it, don't be boring
so you'd be wanting either a transport for them, or plague marines - they can survive. but they you're deviating away from the iron warriors - shame on you for considering such a thing!

i'd go for 2 lots of 10 CSM, no marks, one to escort the warpsmith (he's dead if you don't) one to escort the lord. if the smith is fearless (i don't remember) then that's 2 fearless squads to dart from cover to cover. 2 maulerfiends up the flank shock your opponent into castling in one corner, bring the heavy firepower to bear on them by deploying your ranged firepower to see this corner. use the maulerfiends ability to disregard terrain to your advantage, and don't hide in cover if it doesn't block line of sight, you have a 5++ anyway. moving and running, the maulerfiends are fast enough to slam into their lines even if they do hide from them.


hope this helps somewhat!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Ork Boy Hangin' off a Trukk





England

 some bloke wrote:
hmm... i always picture iron warriors as a siege-based army, so a vindicator with ram is a must-have to really fit in the army. cultists i don't see being in there too much, but i'm an old-school chaos player

warpsmith's fluffy, i'd have an aegis in there to keep it fluffy, maulerfiend and helbrutes are quite good but I'd prefer a forgefiend myself, i've seen maulerfiends immobilised and, well, that was the end of their usefulness.

mark of nurgle, well, it works for competitivity, but i always thought of iron warriors as relying on, well, iron rather than magical iconography.

so my advice, if you're wanting to go walkers and whatnot, bring 2 maulerfiends if you're set on them, run them both together, it'll scare the hell out of your opponent. bring some heavy firepower to bring down tanks, meltaguns are too easily avoided, and the new eldar eat through AV12 like there's no tomorrow. i'd suggest a barebones landraider instead of the helbrutes, or a forgefiend. landraider's got lascannons, and has AV14, it's my preference for tank-cracking.
You're lacking in flier-removal services, i'd suggest an aegis with a quad gun for the home objective sitters to fire.

footslogging marines will tend to be destroyed, unfortunately, even with mark of nurgle. the cultist will offer little resistance ot any decent infantry-clearing, and toughness 5 isn't that survivable without feel-no-pain to back it up. plus everyone does it, don't be boring
so you'd be wanting either a transport for them, or plague marines - they can survive. but they you're deviating away from the iron warriors - shame on you for considering such a thing!

i'd go for 2 lots of 10 CSM, no marks, one to escort the warpsmith (he's dead if you don't) one to escort the lord. if the smith is fearless (i don't remember) then that's 2 fearless squads to dart from cover to cover. 2 maulerfiends up the flank shock your opponent into castling in one corner, bring the heavy firepower to bear on them by deploying your ranged firepower to see this corner. use the maulerfiends ability to disregard terrain to your advantage, and don't hide in cover if it doesn't block line of sight, you have a 5++ anyway. moving and running, the maulerfiends are fast enough to slam into their lines even if they do hide from them.


hope this helps somewhat!

I can see what you mean, but to address the cultist bit, these are the only models I have, and there was always a thing about the Iron Warriors using slave soldiers and human labour!
And I was hoping to make the Iron Warriors just look tough to justify the MoN (as I don't have many models :<. Also about the Warpsmith, I was planning on using him in a squad of marines if I cut some stuff (cultists and MoN) and to have the brutes stick close to him, so they get fixed'n' Junk. Flier removal, you're right, and I'm not sure whether to go totally douchey and use a Helldrake, or be boring and use some cultists and a quadgun.... But I really don't like Rhinos or Vidicators, and LandRaiders (though awesome, fluffy, and a prime transport system for my lord and his cronys) is INCREDIBLY expensive, and though I can get my hands on 2 Maulerfiends (forgefiends just seem to expensive for what they do, but I can totally see why I should get them)
So a revised list would be the 2 smiths, 2 squads of CSM with a cultist squad to shoot stuff, some brutes and maulerfiend (maybe 2 if no land raider)
Sound good? (but what Special wepaons for the CSM squads?)

Bad luck?! Schmad luck!
 Kain wrote:


WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.

Thus ending the true and grandest conflict of 40k.

The contest of thievery between the Blood Ravens and Trazyn.
 
   
Made in gb
Longtime Dakkanaut






well the helbrutes, maulerfiends and whatever you bring to hurt fliers will be enough anti-vehicle that if you lose it, you've probably lost already, so i'd bring infantry killing stuff on the CSM - remember the rest of the squad has to shoot the same thing, so perhaps plasmaguns to add some punch to the infantry-killing capabilities.

i will say from experience, however, that any AV12 vehicles will probably not be losing hullpoints or weapons, usually they're outright destroyed nowadays. if you have the helbrutes already, by all means try them, it could just be my bad luck and inability to play competitively with anything but orks

heldraks aren't douchey if you take a hades autocannon instead of the baleflamer, it's the S6 torrent AP3 flamer that people hate, having an AV12 flier with a 4 shot gun is a nicely balanced unit, and will deal with fliers nicely, potentially 2 per turn.

if you can, get daemonic posession for the landraider and a cheap unit of cultists to sit inside it and get eaten during the battle, it could free up a warpsmith for other things. they can also be spewed out at the games closing turns to claim a home objective. it'd be cheap, effective and make use of your models (if only as landraider-gro).


Automatically Appended Next Post:
I'll also suggest the skyshield is a good platform for a better vantage point and a 4+ invuln, so the eldar shenanigans can't bypass it. could work well for keeping any long range shooting (EG forgefiend) alive.

This message was edited 1 time. Last update was at 2013/08/18 14:54:47


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Ork Boy Hangin' off a Trukk





England


Well, here's what I've got (or thinking of getting) now! roughly...kinda....
HQ warpsmith and Warsmith
Troops are 1 9man squad of marines to sit in a rhino with the Lord, and one 15 man cultist with autoguns to sit on home objective
Elites= 2 brutes, who the warpsmith stands behind, so they block of LoS (maybe have the Rhino block the LoS from the other side)
heavy 2 Maulerfiends
Fast Attack= If I have enough points left over (and I'll cut and scrape them somehow...) I'll get a DakkaDrake (but I need to be clear on vector strike rules first)
General tactics= rush everything forward, scare the daylights outa the enemy, shoot/wreck everything hope cover and daemon saves keep me from getting wrecked by a strong/serious army.
Sound better?

Bad luck?! Schmad luck!
 Kain wrote:


WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.

Thus ending the true and grandest conflict of 40k.

The contest of thievery between the Blood Ravens and Trazyn.
 
   
 
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