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![[Post New]](/s/i/i.gif) 2016/04/17 14:51:59
Subject: [1850] - Iron Hands - Sheer Filth
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Resolute Ultramarine Honor Guard
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So, I hate myself a little for writing this.
Medusan Strike Force:
Battle Demi-Company:
Captain - Shield Eternal, Thunder Hammer, Artificer Armour, Bike, WARLORD - 210
Command Squad - 4x Storm Shields, 4x Grav-Guns, Apothecary, Bikes - 240
Tactical Squad - 5 Marines, Gravcannon, Rhino - 140
Tactical Squad - 5 Marines, Gravcannon, Rhino - 140
Tactical Squad - 5 Marines, Gravcannon, Rhino - 140
Land Speeder Squad - Landspeeder - 45
Devastator Squad - 2x Gravcannons, Drop Pod - 175
COMMAND:
Strike Force Command:
Chapter Master - Gorgons Chain, Thunder Hammer, Lightning Claw, Bike, Artificer Armour - 260
Librarius Conclave:
Librarian: Level 2, Bike, Force Axe, Auspex - 115
Librarian: Level 2, Bike, Mindforged Staff - 125
Librarian: Level 2, Bike, Force Axe, Auspex - 115
AUXILIARY:
Honoured Ancients:
Dreadnought: Multimelta, Heavy Flamer, Drop Pod - 145
TOTAL: 1850
So, first, the Warlord Choice; I picked the Captain rather than the Gorgons Chain Master because the Captain can fish for the extra point of feel no pain on the Iron Hands table (since I expect 1+ FNP to get nerfed by ITC now that it is easily possible, if they haven't already and I've missed it), giving both the Captain and the Chapter Master a 2+ Feel No Pain. The Command Squad and Librarians will have a 3+, which can be boosted if one of the Librarians fishes for Endurance and hits it.
The Librarians (imo) should primarily be fishing for Invisibility (less of a need in ITC, but every shot that doesnt hit/wound is one less chance the dice can fail you), Veil of Time, Endurance/Sanctuary.
I thought about switching one of the tacticals to a pod, but it's not really a huge deal - change out the transports to preference. I picked Rhinos because they can zip around the back field and grab objectives, but so can pods that land on an objective. Choice is yours.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2016/04/17 15:22:18
Subject: [1850] - Iron Hands - Sheer Filth
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Servoarm Flailing Magos
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Honestly I don't think the ITC will nerf FNP so badly... unlike an invul save or a cover save (invisibility, looking at you!), FnP is much more easily negated. Simply doubling out toughness will do the trick, or using force weapons (which a lot of people will probably have now thanks to even more psychic toys). But I am excited that Iron Hands are worth taking again, even if their detachment has some drawbacks.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2016/04/17 17:36:24
Subject: [1850] - Iron Hands - Sheer Filth
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Regular Dakkanaut
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This list really isn't all that "filthy" if you are going for a competitive list.
I am interested to see how the ITC rules 1+ FNP now that it is more likely. One less random roll to get it.
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![[Post New]](/s/i/i.gif) 2016/04/18 02:57:31
Subject: [1850] - Iron Hands - Sheer Filth
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Pious Palatine
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Itc already ruled a long time ago. As for the list, solid but unremarkable. Obsec helps but you gots no killin and stomps or thunderwolves rek yo face. You'll frustrate the hell out of tau players though
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![[Post New]](/s/i/i.gif) 2016/04/18 03:18:28
Subject: [1850] - Iron Hands - Sheer Filth
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Hierarch
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I would take staves on the libbys over axes, because the chance to roll Iron Arm makes the ap2 worthless, and axes make warpspeed worse.
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Tamereth wrote:
We'll take your Magnus leak and raise you plastic sisters, take that internet.
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![[Post New]](/s/i/i.gif) 2016/04/18 04:10:08
Subject: [1850] - Iron Hands - Sheer Filth
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Resolute Ultramarine Honor Guard
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ERJAK wrote:Itc already ruled a long time ago. As for the list, solid but unremarkable. Obsec helps but you gots no killin and stomps or thunderwolves rek yo face. You'll frustrate the hell out of tau players though
After playing a few games with Knights, they don't seem that terrifying. I guess the opponent hitting a 6 on the stomp table would suck, but if they don't manage that, whatever that unit is punching will die.
Swampmist wrote:I would take staves on the libbys over axes, because the chance to roll Iron Arm makes the ap2 worthless, and axes make warpspeed worse.
Eh, honestly, I was thinking that whatever Librarian was channeling would probably have a better chance of getting the power from Librarius (2 S/T/I/A) rather than getting Iron Arm. I suppose if they do get Endurance, however, the entire unit having a 2+++ would be pretty silly...
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2016/04/18 16:32:36
Subject: [1850] - Iron Hands - Sheer Filth
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Frenzied Juggernaut
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6/10 list filthyness.
No Grav pod, no assassin, little regen, no repairs, zero survivability from a skyhammer and no INQ + sulls.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/04/18 17:40:08
Subject: [1850] - Iron Hands - Sheer Filth
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Pious Palatine
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xSoulgrinderx wrote:6/10 list filthyness.
No Grav pod, no assassin, little regen, no repairs, zero survivability from a skyhammer and no INQ + sulls.
He has a grav pod, just not centurions due to expense , No culexus is bad but not that big a deal(assuming itc), it's not like invis will do much more than slow you down, everything has IWND and I believe the iron hands detachement gives it bonuses. INQ+Skulls only matters if you're bad at placing pods because this list does not give a gak where you are on the board. Skyhammer literally CAN'T hurt either of the command squads. It would take 75 grav shots to do 1 wound before invis.
The list has some severe draw backs sure, just not any of these.
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![[Post New]](/s/i/i.gif) 2016/04/18 18:20:44
Subject: [1850] - Iron Hands - Sheer Filth
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Frenzied Juggernaut
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ERJAK wrote: xSoulgrinderx wrote:6/10 list filthyness.
No Grav pod, no assassin, little regen, no repairs, zero survivability from a skyhammer and no INQ + sulls.
He has a grav pod, just not centurions due to expense , No culexus is bad but not that big a deal(assuming itc), it's not like invis will do much more than slow you down, everything has IWND and I believe the iron hands detachement gives it bonuses. INQ+Skulls only matters if you're bad at placing pods because this list does not give a gak where you are on the board. Skyhammer literally CAN'T hurt either of the command squads. It would take 75 grav shots to do 1 wound before invis.
The list has some severe draw backs sure, just not any of these.
Where is the 75 grav shots to do 1 wound coming from? Some crazy math hammer if ive ever seen it =P
The grav in his list is useful, but he shouldnt spread it so thin. One unit of ultra death is best imho. The skyhammer will annihilate aux units. Def dont waste one on a command, thats a bad use on a players part. INQ skulls matter TONS. Infiltradtors and scouts can really hinder your game, to think otherwise is foolish. Its 35 pts btw for 3x skulls and an INQ. Any "competitive list" will cover their bases. No Cullexus is okay, sure, but at 175 (with pod) he is a daemon mashing monster. How will his grav deal with KDK/ CSM or daemon lists with no AV? Bolters? I think the Assassin would do wonders against his deathstar unit. Challenge accepted.... and his HQ blob is tied down for days while everything else gets housed. Pretty simple counters IMHO.
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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![[Post New]](/s/i/i.gif) 2016/04/19 16:38:06
Subject: [1850] - Iron Hands - Sheer Filth
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Servoarm Flailing Magos
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xSoulgrinderx wrote:ERJAK wrote: xSoulgrinderx wrote:6/10 list filthyness.
No Grav pod, no assassin, little regen, no repairs, zero survivability from a skyhammer and no INQ + sulls.
He has a grav pod, just not centurions due to expense , No culexus is bad but not that big a deal(assuming itc), it's not like invis will do much more than slow you down, everything has IWND and I believe the iron hands detachement gives it bonuses. INQ+Skulls only matters if you're bad at placing pods because this list does not give a gak where you are on the board. Skyhammer literally CAN'T hurt either of the command squads. It would take 75 grav shots to do 1 wound before invis.
The list has some severe draw backs sure, just not any of these.
Where is the 75 grav shots to do 1 wound coming from? Some crazy math hammer if ive ever seen it =P
The grav in his list is useful, but he shouldnt spread it so thin. One unit of ultra death is best imho. The skyhammer will annihilate aux units. Def dont waste one on a command, thats a bad use on a players part. INQ skulls matter TONS. Infiltradtors and scouts can really hinder your game, to think otherwise is foolish. Its 35 pts btw for 3x skulls and an INQ. Any "competitive list" will cover their bases. No Cullexus is okay, sure, but at 175 (with pod) he is a daemon mashing monster. How will his grav deal with KDK/ CSM or daemon lists with no AV? Bolters? I think the Assassin would do wonders against his deathstar unit. Challenge accepted.... and his HQ blob is tied down for days while everything else gets housed. Pretty simple counters IMHO.
One unit of ultra-death is only good if it can kill other units of ultra-death (aka deathstars). Otherwise it is better to spread them out and keep your opponent's deathstar running around. I'm mainly thinking of wolves or ravenwing here... Still, all your eggs being in one basket when the deathstar comes to town means you're gonna have a bad time. And grav is only useful against certain deathstars, so it's still useful to spread around. The alternative is taking plasma guns, which I personally can't stand, because I have horrible luck on Gets Hot rolls
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2016/04/19 16:47:21
Subject: [1850] - Iron Hands - Sheer Filth
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Frenzied Juggernaut
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Im all for mini death stars, but this list seems like it works best in one big death star. As well, the usefullness of the whirlwinds went up tons with the ignores LOS and cover. That pretty much breaks ITC no bigger than 7" no cover pies rule
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37,500 pts Daemon Army of the Gods
35,000 pts - X - Iron Tenth
15,000pts - Firehawks
10,000 pts - Nighthaunt
 
Dkok - 1850
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