I've been playing my Iron Hands with the Space Wolves codex for the past couple of years so I was very excited with the Iron Hands getting their own rules with the new codex. Tired this list out last night, but rolled very poorly (6

's for my termis in one turn) but I still feel it's a pretty solid list. Still need to figure out where to put my last 15pts.
Here is my progress on painting them
http://www.dakkadakka.com/dakkaforum/posts/list/546397.page HQ Chapter Master
-Terminator Armor
-Thunder Hammer
-Shield Eternal
Master of the Forge (
oop Iron Father Model)
-Power Ax
Elite Assault Terminator Squad (5)
-
TH/
SS X5
-Landraider Crusader
DT -Extra Armor
-Multi-melta
Dreadnaught
-Drop Pod
Troops Tactical Squad (10)
-Vet Sgt w/ Power ax
-Plasma Gun
-Missile launcher w/ Flakk missiles
-Rhino
DT Tactical Squad (10)
-Vet Sgt w/ Power ax
-Plasma Gun
-Missile launcher w/ Flakk missiles
Tactical Squad (10)
-Vet Sgt w/ Power ax
-Plasma Gun
-Missile launcher w/ Flakk missiles
Heavy Support Predator Annihilator
-Lascannon Sponsons
Predator Annihilator
-Lascannon Sponsons
Hunter
-Storm bolter
TOTAL = 1985 Chaper Master going with the termi's in the Raider and they push forward with the Rhino squad, foot squads go for a different objective/hold home. The Dread pods in and targets what ever the biggest enemy vehicle on the board is. Pred's target armor/heavy infantry while Hunter does what skyfire does.
MotF stays near the pred's/hunter to keep them up. Still not sure what to spend my last 15 points on.