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Made in au
Ork-Hunting Inquisitorial Xenokiller





So with the new supplement out I have redesigned my Iron Hands army (dropping the LOTD). This army is suppose to be semi-competitive, but mainly fluffy (Not many vehicles but fits with the fluff I am writing). A few points to start with:

1. I am unsure if command squad apothecaries can take additional upgrades (eg. storm shield, specialist weapons etc) thus, I am just equipping him stock not buying upgrades (it is not clear about upgrades after reading a lot on this site, so it is better to be on the safe side and not bother).
2. I did want to take 2x Techmarines as part of my Demi-company\Core choice (eg the free 1-3 Techmarines for 1 HQ choice. I was going to take a Chaplain in my Demi company and add 2x Techmarines for the free slots in my Fist of Medusa Strike Force, to add the IC bubble for feel no pain and to increase the fluffiness. However, again this seems contentious after reading on this site so have dropped them and added a captain).
3. I am just getting back into 40k. Therefore, I am designing my army for pick up games against people I do not know or maybe tourneys in the future. I want to get a list nutted out that is semi-competitive (not a roll over for opponents, but also not to cheesy).
4. I am currently stripping all my old models and re-painting, so any advice on the list: Viability, Is it legal in a normal format, is it under-powered etc, before I re-paint to much more.

And to the List:

IRON HANDS 1850

Fists of Medusa Strike Force (1560)

Core: Battle-Demi Company
Auxiliary: Honoured Ancients
Command: Strike Force Command

Combined Arms Detachment (288)

1x HQ, 2x Troops, 1x Fast Attack

________________________________________________

Fists of Medusa Strike Force

CORE: Battle-Demi Company

Chaplain

3x Assault Centurions: 2x Meltas, all Hurricane bolters. Vet- omniscope
5x Command Squad: 3x Meltas, 1x Flamer, 4x Storm shields, Apothecary, Drop pod

10xTactical Squad: 1x Plasma Gun, 1x Heavy bolter. Vet- Power weapon, Melta bombs, Razorback: Lascannon, Twin-linked Plasma gun, Dozer Blade
10xTactical Squad: 1x Flamer, 1x Heavy bolter. Vet- Power weapon, Melta bombs, Rhino: Dozer Blade
5x Tactical Squad: 1x Plasma Cannon. Vet- Storm bolter, Melta bombs

5x Devastator Squad: 2x Missile Launchers (2x flakk), 1x Lascannon

AUXILIARY: Honoured Ancients

1x Dreadnought: Plasma cannon, Drop pod

COMMAND: Strike Force Command

Captain: Thunder hammer, Bike, The Gorgon’s Chain


Combined Arms Detachment
HQ
Techmarine: Conversion beamer, Bike
TROOPS
5x Scouts: 4x Sniper rifles, 1x Missile launcher
5x Scouts: 4x Sniper rifles, 1x Missile launcher
FAST ATTACK
1x Drop Pod


Soldiers: 50
Vehicles: 6 (1+5 transports)
Units: 13 (+3 Characters)
Secure Units: 12 (11+1 Characters)

Tactics:
1. The Assault Centurions will be in a FA drop pod with the Chaplain. Moreover, this drop pod will drop on my first turn with the Command squad for draw fire and anti-armor etc attack (The Chaplain providing extra FNP hopefully to both squads).
2. The third drop pod is just there to make sure the first two come down together on my first turn. With the other drop pod (one with dread) I will either have my dread deploy at the start and have an empty pod come down later (also gives me the option if I want to drop pod my dread) or I was thinking of giving this pod to my 5 man tac squad and not deploy them in the pod, because it gives me an empty pod for securing objectives etc.
3. The captain is just to help out where need and provide 12" bubble for FNP and machine spirit (maybe drop bike and attach to Razorback squad. I really wanted the 2x Techmarines instead of him but arh well). If suggest a Librarian instead, that option is so anti-Iron hands fluff that, that option is not even in the stratosphere.

Honestly the army looks a bit weak to me. However I want some opinions of others before progress to much further. As said before would like advice on:
Viability, Is it legal in a normal format, is it under-powered etc.

Cheers
SC

14k Generic Space Marine Chapters
20k Deathwatch
10k Sisters of Battle
3k Inquisition
4k Grey Knights
5k Imperial Guard
4k Harlequins
8k Tau



 
   
Made in us
Regular Dakkanaut




why have squads of 10 marines hmwhen you can take 5 and have more free transports?

   
Made in gb
Death-Dealing Devastator




Bournemouth

Grief wrote:
why have squads of 10 marines hmwhen you can take 5 and have more free transports?


The Fist of Medusa doesnt give free transports.

WH40K
Iron Wardens 11k (Iron Hands Clan Raukaan with Blood Angels Allies)
Guard PDF 1.5k
Hive Fleet Celesta 3.5k
Irontoof Guttasnarks's Warghband 0k in development 
   
Made in au
Ork-Hunting Inquisitorial Xenokiller





Grief wrote:
why have squads of 10 marines hmwhen you can take 5 and have more free transports?


As Iron_Warden has replied, I don't get free transports in The Fists of Medusa Strike Force. You are thinking of the Company Support Gladius Strike Force (A Gladius strike force that consists of 2x Battle Demi-Companies as core choices).

The Fists of Medusa Strike force gives: +1 to FNP (models) and machine spirit (vehicles) to all Iron Hands models/vehicles etc that are within 12" of an Independent Character (Only effects models and vehicles from The Fists of Medusa Strike Force). Moreover, an extra warlord trait if it is your primary detachment.

Cheers,
SC

14k Generic Space Marine Chapters
20k Deathwatch
10k Sisters of Battle
3k Inquisition
4k Grey Knights
5k Imperial Guard
4k Harlequins
8k Tau



 
   
 
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