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![[Post New]](/s/i/i.gif) 2013/11/13 06:25:11
Subject: 1850 Iron Hands featuring drop cents
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Locked in the Tower of Amareo
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Captain on Bike w/EW shield/power fist/artificer armor
5 x Bikers w/2 x grav guns, combi grav
5 X Bikers w/2 X grav guns, combi grav
5 X Bikers w/ 2 X plasma gun, combi plasma
5 man tac squad, lascannon
5 man tac squad, lascannon
Aegis line w/comms relay
Ironclad dread w/ dual heavy flamer in drop pod
Storm talon w/ skyhammer
Storm talon w/ skyhammer
Stormraven w/ heavy armor, searchlight, sponsons
Dev centurions w/ grav cannons and hurricane bolters, omniscope
Trying to combine bikers, air cav and drop cents. I have dropped all pretense of allying with BA. Comments please.
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This message was edited 1 time. Last update was at 2013/11/13 06:27:33
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![[Post New]](/s/i/i.gif) 2013/11/13 06:39:14
Subject: 1850 Iron Hands featuring drop cents
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Boom! Leman Russ Commander
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I would drop the plasma for more grav. On bikers, grav will simply outperform plasma 90% of the time.
Not totally sure that iron hands tactics wins out over white scars, but you are in a borderline place, so if you like IH better, try it out.
I am missing the thunderfire cannon. I feel it is an important part of marine lists. It gives anti-horde, forces the opponent to spread out, and most important, it can snipe. When you are up against a screamer-star, you will be very happy for the possibility to knock out that damn herald with the grimoaire.
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![[Post New]](/s/i/i.gif) 2013/11/13 08:18:07
Subject: Re:1850 Iron Hands featuring drop cents
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Executing Exarch
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Hey martel I had 2 questions.
1) Are you able to use this FW supplement in your meta?
http://www.forgeworld.co.uk/Downloads/Product/PDF/F/FWchaptertactics.pdf
2) What are you trying to go for in this list?
As blind comments I would say replace the plasma with grav unless you have a huge amount of daemons players to face. Change 1 TAC marine squad with LC for a TFC.
I would try to strip some upgrades to get the captain up to a chapter master. Getting an extra 2 wounds on that beast is incredibly worthwhile.
Otherwise it is a pretty good looking list.
If you can play forgeworld then you can actually play a really cool list with double hand flamers and all.
I am also still convinced that there should be a way to enhance the BA strengths and cover their weaknesses with the correct chapter tactics/units from SM codex.
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![[Post New]](/s/i/i.gif) 2013/11/13 14:41:46
Subject: 1850 Iron Hands featuring drop cents
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Locked in the Tower of Amareo
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No FW.
Maybe I could take out a Stormtalon for a TFC. That just changes which model I need to pick up. I've heard there are 3rd party TFCs.
Captain only has one less wound than a chapter master.
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This message was edited 1 time. Last update was at 2013/11/13 14:42:08
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![[Post New]](/s/i/i.gif) 2013/11/13 19:24:29
Subject: Re:1850 Iron Hands featuring drop cents
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Trustworthy Shas'vre
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Solid base list Martel.
Did you give the Storm Raven Extra Armor? I'd Drop it. I would not recommend dropping a Storm Talon for a Thunderfire Cannon, as nice as they are.
As to Chapter Tactics, I think you would fair better with White Scars, but it is a toss up, you are given nice survivability with Iron Hands.
There is really no reason to not put Grav on your Bikes over Plasma. Plasma is better everywhere else.
If you can find the points, a Chapter Master brings much more to the table with that set up.
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![[Post New]](/s/i/i.gif) 2013/11/13 19:34:52
Subject: 1850 Iron Hands featuring drop cents
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Locked in the Tower of Amareo
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I've read several reports where having extra armor saved a raven from crashing. It's only 5 pts anyhow.
I know White Scars is more optimal, but I've got bionic legs and arms coming in and I really like the Iron Hands. I'll probably do Iron Hands/ BA when the BA codex drops.
I figured there might be situations where the plasma is better than grav, but maybe it's not worth the gets hot and all that.
I tried hard to squeeze in a chapter master, but I'd have to lose the comms relay which makes me a sad panda. I do NOT trust raw reserves rolls.
I'm gonna use my leftover points to get Hunter Seeker missiles for the dread so it can extend its wound pool twice in the game. If it lives past initial drop
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![[Post New]](/s/i/i.gif) 2013/11/13 20:26:54
Subject: 1850 Iron Hands featuring drop cents
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Executing Exarch
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It doesn't change the modeling but you should try the extra armour and then drop the extra armour to upgrade to a chapter master.
If you have 10 extra points then a TAC squad + LC plus one of the combi would give you a TFC. The TFC would be a great help to snipe out ethereals and heralds.
What do your upgrades on the stormraven mean? Extra armour and hurrican bolters?
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![[Post New]](/s/i/i.gif) 2013/11/13 21:03:36
Subject: Re:1850 Iron Hands featuring drop cents
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Trustworthy Shas'vre
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I noticed you do not have a locator beacon on your Drop Pod. It's necessary to reduce the risk of Dropping your Centurions.
Plasma loses out on bikes. You gain six inches of potential range, but at a risk with 1/3 the firepower of Grav vs most targets. The Rapid Fire range is a trap on Bikes. Stay at 18" and use your mobility to its fullest.
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![[Post New]](/s/i/i.gif) 2013/11/13 21:07:32
Subject: 1850 Iron Hands featuring drop cents
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Boom! Leman Russ Commander
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The extra armour on the raven is a bargain for 5pts. Stunned fliers are extremely easy to autokill for your opponent simply by moving (turbo, run, battlefocus etc) units where he knows the poor flier will be next turn. Take extra armour on the raven each and every time.
I`m not sold on the shield eternal on your captain. He is kind of "almost" tough and "almost" cheap, not the best combo IMO. I think you should go cheap or super tough, and in your list, cheap is IMO the better option.
Wraithknights are pretty much all that ID`s him from afar (that you actually see on the field), and those few shots can be knocked over to a biker with a jink save or in worst case be taken on the halo. More stuff can squish him in close combat, but then again, he only has three wounds, so I`m not sure you are really buying yourself that much more time.
Against helldrakes, he can tank just fine with the artificer armour, IWND, FNP and 3W.
I think I would drop one talon for the thunderfire. Doing this and the shield leaves you 75pts, and if you are open to dropping one of static tac squads (I can see one being nice to hold home objectives etc, but IMO, their damage output seems too low to bring them just for that), leaving you with a cool 165pts to play with. Enough to put another real threat in your list, like a good drop unit (LotD/sternguard/tacs/ironclad), another unit of bikes etc.
Probably going to try the drop cents myself in a small 1500pts tourney this weekend.
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This message was edited 2 times. Last update was at 2013/11/13 21:09:16
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![[Post New]](/s/i/i.gif) 2013/11/13 21:29:49
Subject: Re:1850 Iron Hands featuring drop cents
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Locked in the Tower of Amareo
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Zagman wrote:I noticed you do not have a locator beacon on your Drop Pod. It's necessary to reduce the risk of Dropping your Centurions.
Plasma loses out on bikes. You gain six inches of potential range, but at a risk with 1/3 the firepower of Grav vs most targets. The Rapid Fire range is a trap on Bikes. Stay at 18" and use your mobility to its fullest.
I paid for the locator beacon and forgot to list it.
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