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![[Post New]](/s/i/i.gif) 2015/04/04 12:40:55
Subject: [1750] - Space Marines - Mech Iron Hands
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Dakka Veteran
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Looking for some help with my first loyalist space marines list - I need to figure out what the final 150 points are doing. My most common opponents are space marines, eldar serpent spam, dark eldar and battlesuit-heavy tau. Tacticals combat squad up, leaving the missile launchers at home, MotF rides with the sternguard to jump out and flame exposed eldar.
Master of the Forge + Combi-flamer - 100
5 Sternguard + 2 Heavy Flamers - 140
Razorback + Twin Lascannon - 75
Dreadnought + 2 Twin Autocannon - 120
Dreadnought + 2 Twin Autocannon - 120
10 Tactical Marines + Combi-Plas + Plasma gun + Missile Launcher - 180
Razorback + Twin Lascannon - 75
10 Tactical Marines + Combi-Plas + Plasma gun + Missile Launcher - 180
Razorback + Twin Lascannon - 75
10 Tactical Marines + Combi-Plas + Plasma gun + Missile Launcher - 180
Razorback + Twin Lascannon - 75
Predator + Twin Lascannon + Lascannons - 140
Predator + Twin Lascannon + Lascannons - 140
Any comments would be appreciated - particularly wondering about the loadouts on the tac squads, razorbacks vs rhinos, and what to do with the final 150 pts.
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Why must I always choose beween certain death and probable death. |
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![[Post New]](/s/i/i.gif) 2015/04/04 13:19:30
Subject: [1750] - Space Marines - Mech Iron Hands
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Judgemental Grey Knight Justicar
Northern Texas, USA
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why give the MotF a combi-flamer, he already has a servo harness. Plus, since the heavy flamers will fire separately, the close targets will probably be dead so you may as well just fire the plasma cutter.
As for the dreads, I'd look into the mortis pattern for some AA.
The tac squads are fine if you like razorbacks. It's a lot of points for weapons, and you arent' going to get much out of a lone missile launcher sitting back, where only 1/5 guys in the squad can do anything... just cut the squads down to 5 in the razorback.
I'm not huge on predators since they're not fast, they'll have a hard time re-positioning and bringing all their weapons to bear effectively, but YMMV.
A pair of Hunters may do you well to cover AA and also wave serpents or other skimmer problems. Plus, they're cheap.
Hope that helps!
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![[Post New]](/s/i/i.gif) 2015/04/04 18:59:03
Subject: [1750] - Space Marines - Mech Iron Hands
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Dakka Veteran
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The combi-flamer on the motf was because the harness allows you to fire the flamer and a held weapon, so I figured another flamer would be more use against a horde target than the plasma cutter. Though I can see how that may be overkill.
A mortis dread is definitely a good call, though I'll pass on the hunter - I very rarely come up against flyers as it is.
I've had a lot of use out of preds in my chaos armies, mainly because with two of them you can cover a swathe of the board with your guns, and they're good at thinning out parking lots.
I shall go back to the drawing board shortly
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Why must I always choose beween certain death and probable death. |
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![[Post New]](/s/i/i.gif) 2015/04/04 19:14:18
Subject: [1750] - Space Marines - Mech Iron Hands
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Dakka Veteran
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If you haven't bought anything I suggestion some bikes with grav guns. They can immobilize and take on most things.
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![[Post New]](/s/i/i.gif) 2015/04/05 21:51:27
Subject: [1750] - Space Marines - Mech Iron Hands
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Dakka Veteran
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I was trying to avoid the bikes route- they're not overly fluffy for the Iron Hands and everybody uses them.
However, I am considering some allied Skitarii, so maybe some tracked praetorians counts-as-bikes could be cool...
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Why must I always choose beween certain death and probable death. |
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![[Post New]](/s/i/i.gif) 2015/04/06 15:04:05
Subject: [1750] - Space Marines - Mech Iron Hands
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Member of the Malleus
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I have had good succsess with MSU Iron Hands. Typically run them with Assault Cannon Razorbacks and 5 man with special and combi. Depending on point limit I run 3-5.
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I make bad decisions and think they are good.
Team No Bueno
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