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![[Post New]](/s/i/i.gif) 2013/11/14 00:30:31
Subject: Flexible Iron Hands 1850 - advice?
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Despised Traitorous Cultist
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I'm tossing around this list in my head trying to decide how it might work out.
The general idea is the scouts hold out at the front and loc beacon in the first 2 pods, and maybe the third if they live. Otherwise hunt characters with rifles or put wounds on MCs. Try to hold objectives.
Chapter Master and Hammers fly in and do what they do. Master drops Orbital mid-to-late game or at the end to try and bomb a squad off of an objective.
Vindi and Cannon drop pie plates everywhere.
Stormtalon hunts flyers or tank busts. Stormraven as backup once Hammers are down.
Sternguard dump plasma to hunt TEQ's or other tough troops then use special ammo on whatever seems appropriate.
I think with 5 troops with weak FNP I can hopefully survive the middle turns and run to some objectives late game.
Iron Hands Space Marines 1850
HQ
Chapter Master - 235
Terminator, Shield Eternal, Thunder Hammer
TROOPS
Scouts x 5 - 85
Camo cloaks, sniper rifles, melta bombs, loc beacon
Scouts x 5 - 80
Camo cloaks, sniper rifles, loc beacon
Scouts x 5 - 80
Camo cloaks, sniper rifles, loc beacon
Tactical x 10 - 205
Meltagun, Multimelta, Combi-melta, Drop pod
Tactical x 10 - 185
Flamer, melta bombs, Drop pod
ELITES
Hammernators x 5 - 225
Sternguard x 5 - 195
Combi-plasma x 4, Drop Pod
FAST ATTACK
Stormtalon - 125
Skyhammer missile launcher
HEAVY SUPPORT
Thunderfire cannon - 100
Stormraven - 205
Lascannon, Multimelta, Extra armor
Vindicator - 130
Dozer blade
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This message was edited 1 time. Last update was at 2013/11/14 00:31:32
Successful trades with zeke48, Uriels_Flame, brush_slip and Sekai. |
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![[Post New]](/s/i/i.gif) 2013/11/14 00:46:53
Subject: Flexible Iron Hands 1850 - advice?
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Legendary Master of the Chapter
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Your list looks all over the place but i see what your trying.
Honestly the bacons dont do much other than help out deepstriking hammernators.
IGS Drop pods shouldn't have any problems and as well you get 6" move out so you pretty much are in the place you wanted to be.
Id drop a squad or two of scouts. consoldate one into a full squad for combating,
give the tacticals a combi/special of the same type each
Get a full squad of sternguards with two heavy flamers + 3 combi-flameres for one half, and the other with plasma or melta (however you want depending on the meta.
a single vindicator wont do much. the two flyers is nice as they can buddy up. probably remove for more hammernators to keep that unit safe.
if you should have extra points, chuck a boat load of melta bombs on any available space. its pretty useful.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/11/14 01:27:34
Subject: Re:Flexible Iron Hands 1850 - advice?
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Despised Traitorous Cultist
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Good advice. I was thinking of the loc beacons before I decided to add the Stormraven when the Hammers were still going to Deep Strike, but I decided to go for the assault vehicle/anti-air combo of the Raven. I could drop a squad, drop the beacons and consolidate them into one squad and shave points that way.
The vindi was a throw in with the extra points I had. Now I am thinking of going for either more troops or a Thunderfire cannon and using the leftover points to fill out the squads with combi and power weapons?
I think maybe just drop the vindi and turn those points into more Stern and weapons. My only concern then would be only having 10 scouts and a Thunderfire cannon on the table makes me vunerable to shooty armies tabling me before the turn 1 pods come in.
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Successful trades with zeke48, Uriels_Flame, brush_slip and Sekai. |
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![[Post New]](/s/i/i.gif) 2013/11/15 00:21:45
Subject: Flexible Iron Hands 1850 - advice?
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Battlewagon Driver with Charged Engine
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In TDA, your Chapter Master won't be able to sweep. Very Important. You already have the Shield Eternal, so give him Artificier instead.
For Iron Hands, you are robbing yourself of laughs (and probably victories) by not including an Ironclad or two.
More Sternies, yes. But combi's should almost invariably be of the melta variety.
I dig scouts, but why not add a few Land Speeder Storms? Reserve them, then zoom on behind LOS blocking terrain to hold/contest late game.
TH/SS termies just aren't what they used to be. I'd drop them to faciliate some of the changes I outlined above. Ditto Vindicator.
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Rule #1 is Look Cool. |
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![[Post New]](/s/i/i.gif) 2013/11/15 00:27:38
Subject: Flexible Iron Hands 1850 - advice?
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Legendary Master of the Chapter
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I disagree about the THSS. there may be a lot of AP2 lately. but a 2+3++ is nothing to laugh at. As well having a 2+3++ IWND Eternal warrior to tank initial wounds will probably survive almost anything. it is also why i like him in TDA as it lets that unit Deep strike if need be.
I agree about the lulz that is IWND Ironclads.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/11/15 04:22:25
Subject: Re:Flexible Iron Hands 1850 - advice?
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Despised Traitorous Cultist
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I can drop the Vindi and pick up an Ironclad, but I think TDA for the CM is still my best bet. He will be attached to a group of TH/SS TDA so he won't be able to sweep either way, and in TDA he can Orbital and still charge.
I don't have any LS Storms is one main reason why I haven't considered them, lol
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Successful trades with zeke48, Uriels_Flame, brush_slip and Sekai. |
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