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Made in ca
Slippery Scout Biker




Toronto

I really like idea of this unit as a keystone for an Iron Hands demi company.

Command Squad on bikes (260 points)
-apothecary
-melta bombs x4
-storm shield x4
-grav guns x4

The question is about the Captain who would go with the above Command Squad. Do you give him a melee weapon for challenges or do you give him a grav-gun so you have that many more shots coming from this unit? It seems if he's got a melee weapon and pistol he won't be doing much (besides looking awesome) most of the time. Thoughts?

Here is the Captain's loadout:
-Artificer armor
-storm shield
-bike

What do you recommend for Captain's weapons?

1850 
   
Made in fi
Fully-charged Electropriest






A Thunder Hammer for sure. Upgrade him to Chapter Master too, get rid of the Storm Shield and get the Shield Eternal instead.

7000 pts 1000 pts 2000 pts 500 pts 3000 pts
 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in de
Experienced Maneater






^ What he said. That's basically every IH army's auto-include.
If you want to save a few points, drop the Meltabombs.
   
Made in fi
Fully-charged Electropriest






My bad, I actually read the IH as IF. If you are playing Iron Hands, you definitely should use the Raukaan supplement (it is totally legal, don't worry) and get the Gorgon's Chain instead. That way you don't lose a weapon slot and can get a Lightning Claw if you have the points. The Chain is ridiculously good too, way better than the regular Shield Eternal.

This message was edited 1 time. Last update was at 2015/11/04 09:45:12


7000 pts 1000 pts 2000 pts 500 pts 3000 pts
 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in ca
Slippery Scout Biker




Toronto

Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?

1850 
   
Made in fi
Fully-charged Electropriest






MeanAss_Demasoni wrote:
Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?


Why would you want to NOT be in close combat with this character? There is barely anything in the whole game that can stand toe to toe (apart from GCs or Knights) with this build. Read through this page, it should answer your questions.

7000 pts 1000 pts 2000 pts 500 pts 3000 pts
 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in ca
Slippery Scout Biker




Toronto

 Lammikkovalas wrote:
MeanAss_Demasoni wrote:
Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?


Why would you want to NOT be in close combat with this character? There is barely anything in the whole game that can stand toe to toe (apart from GCs or Knights) with this build. Read through this page, it should answer your questions.


But then is there any value in having the 4 vets with relentless grav-guns?

1850 
   
Made in us
Ruthless Interrogator





MeanAss_Demasoni wrote:
 Lammikkovalas wrote:
MeanAss_Demasoni wrote:
Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?


Why would you want to NOT be in close combat with this character? There is barely anything in the whole game that can stand toe to toe (apart from GCs or Knights) with this build. Read through this page, it should answer your questions.


But then is there any value in having the 4 vets with relentless grav-guns?


Oh yes definitely. But I'd actually run them as White Scars instead. The loss of the +1FNP is negated by the +1 to jink rolls + you get hit and run+ you get access to a 20pt relic that grants ignores cover to the entire unit.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in ca
Slippery Scout Biker




Toronto

Reading the link.

I see you would just break him off the shooty command squad to engage enemies that get too close. Wouldn't Thunderwolf Cavalry be a problem with S10 attack negating the FNP?

I like being competitive, but I'd hate for people to not want to play against me either.

1850 
   
Made in us
Decrepit Dakkanaut




 DoomShakaLaka wrote:
MeanAss_Demasoni wrote:
 Lammikkovalas wrote:
MeanAss_Demasoni wrote:
Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?


Why would you want to NOT be in close combat with this character? There is barely anything in the whole game that can stand toe to toe (apart from GCs or Knights) with this build. Read through this page, it should answer your questions.


But then is there any value in having the 4 vets with relentless grav-guns?


Oh yes definitely. But I'd actually run them as White Scars instead. The loss of the +1FNP is negated by the +1 to jink rolls + you get hit and run+ you get access to a 20pt relic that grants ignores cover to the entire unit.

I completely disagree. White Scars might have better Bikers as a whole, but the Command Squad is a different story. 4+++ is too good, and people are going to be looking to ignore cover against them anyway.

Plus with the OP wanting a beatstick character, they can have their Chapter Master end up with a 3+++.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Slippery Scout Biker




Toronto

 DoomShakaLaka wrote:
MeanAss_Demasoni wrote:
 Lammikkovalas wrote:
MeanAss_Demasoni wrote:
Thanks guys.

As for tactics. What is your reasoning for the weapon choices? With the thunderhammer, he will mostly not be using it as the squad will be avoiding close combat. Would it be more of a deterrent from being charged by the enemy?


Why would you want to NOT be in close combat with this character? There is barely anything in the whole game that can stand toe to toe (apart from GCs or Knights) with this build. Read through this page, it should answer your questions.


But then is there any value in having the 4 vets with relentless grav-guns?


Oh yes definitely. But I'd actually run them as White Scars instead. The loss of the +1FNP is negated by the +1 to jink rolls + you get hit and run+ you get access to a 20pt relic that grants ignores cover to the entire unit.


Thanks for your input, I appreciate it.

I do like the White Scars Mongolian Horse Archers on bikes style. But I will stick with Iron Hands for the fluff.

As far as tactics with this unit, how do you like to engage the enemy?

1850 
   
 
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