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Made in gb
Fresh-Faced New User





Iron hands Fist of Medusa strike force - 1838

++Battle Demi-Company - 943++

Captain
Cataphractii Terminator Armour
Thunder hammer
Lightning claw
Iron Halo
Gorgon's Chain

Tactical Squad 1
Marines x4 Veteran x1
Missile launcher

Tactical Squad 2
Marines x4 Veteran x1
Missile launcher

Tactical Squad 3 -
Marines x 4 Veteran x 1
Missile launcher

Centurion Devastator Squad (3)
1 Centurion Sergeant: Grav-cannon and grav-amp, Hurricane bolter
2 Centurion: Grav-cannon and grav-amp, Hurricane bolter
Drop pod

Dreadnaught
Assault cannon

Bike Squad
Veteran sergeant
Combi-melta
melta-bomb
grav-gun x 2

++Iron Guardians - 275++
Tactical Squad
Marines x 4 Veteran x 1
Missile launcher

Ironclad Dreadnaught
hunter-killer missiles x 2
Hurricane bolter
Chainfist with Melta-gun
Drop Pod

++Raptor wing - 315++
StormTalon gunship
Skyhammer Missile launcher

StormTalon gunship
Skyhammer Missile launcher

Landspeeder
Multimelta x 2

++Inquisition - 305++
ORDO XENOS INQUISITOR
Servo-Skull x 3
Power Armour

ORDO MALLEUS INQUISITOR
Terminator armour
Psycannon
Server Skulls x 3
The Liber Heresius

Followers
Acolylte x 6
Boltgun x 3
Plasma gun x 3
Carapace armour x 3
Servitor with multimelta x 2

Chimera - 70
2 x heavy bolter
Psybolt ammunition
Hunter-killer missile


My first attempt at an Iron Hands list, (im 90% sure I have made this correctly..) i've been working on Salamanders, but I really dont put enough use of their special rules to warrant using them as an army, however Iron Hands seems to match perfectly with how id like to play.

Main plan is the cents with the Captain and Termi-Inq jump in a pod together with the inquisitor rolling for split fire on their first shooting phase, Chimera with the Xenos inq provide firepower support and mobile AT hunting when needed in a fast transport (plus they can pop out to secure an objective hopefully!) and i'll be deploying the server skulls to provide a huge bubble for my pods and to counter any infiltrators.

Stormtalons to pester any fliers they may have with the Ironclad podding on anything that's going to be a pain and bikers taking on whatever they can.

Tac squads try and cap objectives and assist in MC / AT duties.

Any major flaws? I like this list alot better than any of the Salamanders ones I was recommended with, I feel like my Captain will provide enough of a distraction for my smaller units to hopefully move up on objectives / shoot unimpeded till he's dead. Should I swap the bikers to more meltas, or keep them grav? Also, should I use the extra 10 points to swap one of the Cents bolters for a missile launcher, this could help when I split fire them.

Any other insights?

This message was edited 1 time. Last update was at 2017/03/02 12:16:39


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Did you buy vet upgrades for all your sarges? Not worth it if you did.

You can’t just buy a pod for your cents. If you take one loose in a cad, any unit for that faction can start in it. But cent’s can’t take them as DTs.

The bike sarge should probably have a c-grav.

You seem a little light on boot on the ground, and those that you have are not very mobile. Could be a problem in objective games, particularly maelstrom.

   
Made in gb
Fresh-Faced New User





 Nevelon wrote:
Did you buy vet upgrades for all your sarges? Not worth it if you did.

You can’t just buy a pod for your cents. If you take one loose in a cad, any unit for that faction can start in it. But cent’s can’t take them as DTs.

The bike sarge should probably have a c-grav.

You seem a little light on boot on the ground, and those that you have are not very mobile. Could be a problem in objective games, particularly maelstrom.


No, squads are standard without any upgrades except the missile launchers. Would you suggest that I get rid of the termi-inquisitor and buy a couple of Rhinos then, that way i could swap the missile launchers on two squads with plasma/metla and have points left for more marines and damn didn't see that with the cent's! Will amend that then!
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I honestly haven’t read up on the inquisition stuff to comment on them. They look fine at a glance.

Overall you look to have a decent mix of firepower. Should do well on that front. But the majority of 40k games are objective based, and I feel you will struggle there. Not that you don’t have anything going on there; a handful of ObSec MSU squads can camp some objectives. But overall you have mobility issues.

You might be fine against some armies, and struggle against others. Really depends on the mission/opponent. But in my generic TAC lists, I like to see a little but more mobility. YMMV.

   
Made in gb
Fresh-Faced New User





Okay, made some amendments to add Rhinos and to correct the drop pod mistake:

Iron hands Fist of Medusa strike force - 1848

++Battle Demi-Company++

Captain - 185
Cataphractii Terminator Armour
Thunder hammer
Lightning claw
Iron Halo
Gorgon's Chain

Tactical Squad 1 - 85
Marines x4 Veteran x1
Missile launcher

Tactical Squad 2 - 115
Marines x4 Veteran x1
Melta-gun
Rhino

Tactical Squad 3 - 115
Marines x 4 Veteran x 1
Melta-gun
Rhino

Centurion Devastator Squad (3) - 240
1 Centurion Sergeant: Grav-cannon and grav-amp, Hurricane bolter
2 Centurion: Grav-cannon and grav-amp, Hurricane bolter

Dreadnaught - 110
Assault cannon

Bike Squad - 113
Veteran sergeant
Comni-grav
grav-gun x 2

++Iron Guardians++
Tactical Squad - 85
Marines x 4 Veteran x 1
Missile launcher

Ironclad Dreadnaught 190
hunter-killer missiles x 2
Hurricane bolter
Drop Pod

++Raptor wing++
StormTalon gunship - 115
Skyhammer Missile launcher

StormTalon gunship - 115
Skyhammer Missile launcher

Landspeeder - 85
Multimelta x 2

++Inquisition - 295++
ORDO XENOS INQUISITOR
Servo-Skull x 3
Power Armour

ORDO MALLEUS INQUISITOR
Terminator armour
Psycannon
Server Skulls x 3
The Liber Heresius

Followers
Acolylte x 6
Boltgun x 3
Plasma gun x 3
Carapace armour x 3
Servitor with multi-melta

Chimera - 70
2 x heavy bolter
Psybolt ammunition
Hunter-killer missile


Do you think that would be okay? Am i going to struggle with the lack of boots?

Also, would it be more beneficial to swap the inquisition to tau? I could fit 3 crisis suits, some FW's and a Cadre Fireblade. The suits could provide mobile AT / Anti MEQ while the FW's and Fireblade hold an OJ.

This message was edited 1 time. Last update was at 2017/03/01 20:30:38


 
   
Made in us
Infiltrating Broodlord




New York

I fight against fist of medusa iron hands almost every time I play (that's my friends main army)

I can tell you right off the bat which units I find to be toughest / most dangerous

- Chapter Master smashface. Bike + Gorgon Chain + Hammer
- Command Squad on bikes (attach smashface here)

Techmarine formations are strong.

- lots of independent characters to boost feel no pain to a 4+.

I feel like your list lacks some punch to it. Iron hands on bikes in general are really tough T5 and Feel no pain 4+ is ridiculous.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





 Akaiyou wrote:
I fight against fist of medusa iron hands almost every time I play (that's my friends main army)

I can tell you right off the bat which units I find to be toughest / most dangerous

- Chapter Master smashface. Bike + Gorgon Chain + Hammer
- Command Squad on bikes (attach smashface here)

Techmarine formations are strong.

- lots of independent characters to boost feel no pain to a 4+.

I feel like your list lacks some punch to it. Iron hands on bikes in general are really tough T5 and Feel no pain 4+ is ridiculous.


But smashface is in terminator armour, how can he take a bike? I looked into that option, but dont understand how he can do that? Does 'Cataphractii' not count like normal Termi armour?
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

If you are on a bike, artificer armor is just fine. Most of time it’s a better choice then terminator armor.

Capheracti TDA is good if you want to pull S&P tricks, and re-rolling 1s on the invuln makes him pretty tough.

   
Made in gb
Fresh-Faced New User





 Nevelon wrote:
If you are on a bike, artificer armor is just fine. Most of time it’s a better choice then terminator armor.

Capheracti TDA is good if you want to pull S&P tricks, and re-rolling 1s on the invuln makes him pretty tough.



Okay, I could replace the Inquisition then with a command squad with bikes, Apothecary and a couple of grav guns if i move things around. But that's one expensive unit, would they be worth that? Looks like they'd get a 5+ FNP?
   
Made in us
Infiltrating Broodlord




New York

I'm telling you to drop that terminator captain and put a chapter master on bike with artificier armor, gorgon chain and weapon of choice. He is a cc monster able to go toe to toe with most dedicated combat units.

I've been on the receiving end of smashface for the past 2 years and the FoM only made him a lot harder to kill off.


Automatically Appended Next Post:
T2X8 wrote:
 Nevelon wrote:
If you are on a bike, artificer armor is just fine. Most of time it’s a better choice then terminator armor.

Capheracti TDA is good if you want to pull S&P tricks, and re-rolling 1s on the invuln makes him pretty tough.



Okay, I could replace the Inquisition then with a command squad with bikes, Apothecary and a couple of grav guns if i move things around. But that's one expensive unit, would they be worth that? Looks like they'd get a 5+ FNP?


The entire command squad gets a 3+ FNP when smashface is with them.

5+ FNP for apothecary
4+ For being iron hands
3+ For being within 12" of an independent character (fist of medusa bonus)

Killing off a unit that has T5 and a 3+ fnp roll with a 3+ save and 4+ cover save is really really hard. If you bring a librarious conclave on bikes and attach this becomes even stronger.

As for smashface he will roll around with a 2+ FNP and a 2+/3++ save. If that isn't the hardest thing to kill then I don't know what is. He gains an extra +1 fnp for the gorgon chain

This message was edited 1 time. Last update was at 2017/03/01 21:00:49


1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





 Akaiyou wrote:
I'm telling you to drop that terminator captain and put a chapter master on bike with artificier armor, gorgon chain and weapon of choice. He is a cc monster able to go toe to toe with most dedicated combat units.

I've been on the receiving end of smashface for the past 2 years and the FoM only made him a lot harder to kill off.


Automatically Appended Next Post:
T2X8 wrote:
 Nevelon wrote:
If you are on a bike, artificer armor is just fine. Most of time it’s a better choice then terminator armor.

Capheracti TDA is good if you want to pull S&P tricks, and re-rolling 1s on the invuln makes him pretty tough.



Okay, I could replace the Inquisition then with a command squad with bikes, Apothecary and a couple of grav guns if i move things around. But that's one expensive unit, would they be worth that? Looks like they'd get a 5+ FNP?


The entire command squad gets a 3+ FNP when smashface is with them.

5+ FNP for apothecary
4+ For being iron hands
3+ For being within 12" of an independent character (fist of medusa bonus)

Killing off a unit that has T5 and a 3+ fnp roll with a 3+ save and 4+ cover save is really really hard. If you bring a librarious conclave on bikes and attach this becomes even stronger.

As for smashface he will roll around with a 2+ FNP and a 2+/3++ save. If that isn't the hardest thing to kill then I don't know what is. He gains an extra +1 fnp for the gorgon chain



Jesus.. Okay yeah im gonna ditch the allies lol
   
Made in us
Infiltrating Broodlord




New York

A librarian on bike with technomancy powers can really boost this unit if you get the power that increases the unit's toughness making them all T6 (thus immune to instant death from being hit with S10)

I have to bring S10 in my games just to deal with this crazy command squad. My friend has started bringing a librarious conclave and rolling on technomancy and well I can tell you from experience when he gets that power off, I pretty much ignore the unit lol they are unkillable at that point and can roam uncontested.

Just keep in mind it IS a point sink and you can and will lose on objectives if you don't play your trump card tactically.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





 Akaiyou wrote:
A librarian on bike with technomancy powers can really boost this unit if you get the power that increases the unit's toughness making them all T6 (thus immune to instant death from being hit with S10)

I have to bring S10 in my games just to deal with this crazy command squad. My friend has started bringing a librarious conclave and rolling on technomancy and well I can tell you from experience when he gets that power off, I pretty much ignore the unit lol they are unkillable at that point and can roam uncontested.

Just keep in mind it IS a point sink and you can and will lose on objectives if you don't play your trump card tactically.


Thanks so much for the tips! The gifts of the gorgon are so epic, im so tempted to go all out and give him Betrayer's bane and the axe of medusa as well, they sound awesome, would make him just shy of 300 points on his own though..
   
Made in us
Infiltrating Broodlord




New York

Can only take 1 relic per model.

Trust me the gorgon chain is all you'll need...believe me it makes you near unkillable. Any opponent that isn't prepared to take on 2+/3++ and 2+ FNP is screwed.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





 Akaiyou wrote:
Can only take 1 relic per model.

Trust me the gorgon chain is all you'll need...believe me it makes you near unkillable. Any opponent that isn't prepared to take on 2+/3++ and 2+ FNP is screwed.



Oh, my mistake!

So would you suggest something like this for him and the bike command squad:

Chapter master - 245
Artificer armour
Thunder hammer
Iron Halo
Gorgon's Chain
Bike
(+ a combi weapon / grav pistol?)

Command squad - 365
Bikes x 5
Apothecary, taking a narthecium
Grav gun x 4
Melta bombs x 5

Should i take a bunch of power weapons for them as well? I can drop the Iron Guardians and reduce the inquisition down to just a base Inquisitor with server skulls for their utility to pay for the bikers.

   
Made in us
Water-Caste Negotiator





You could, but the more points you sink into this unit the less coverage you're getting elsewhere. I think how you've got it set up now is just fine you might want to add a couple of storm shields to the veterans. I'm also not so certain that many melta bombs is necessary.

(Are those points values correct? Should it be 265?)

 
   
Made in gb
Fresh-Faced New User





 digital-animal wrote:
You could, but the more points you sink into this unit the less coverage you're getting elsewhere. I think how you've got it set up now is just fine you might want to add a couple of storm shields to the veterans. I'm also not so certain that many melta bombs is necessary.

(Are those points values correct? Should it be 265?)


265 is bare points without any upgrades, the grav guns etc bring up the cost, unless i'm mistaken
   
Made in us
Regular Dakkanaut




I play a Fist of Medusa force quite often and my list is very similar to what your end product list will look like (although I prefer the storm-lance demi company so I can disembark, fire, and reembark on razorbacks with my tactical squads). The only downside to my list is that I only have 1 IC which takes away from one of the Fist of Medusa benefits.

I typically run my Bike Command Squad as Follows -
1 Apoth
4 Veterens - SS/GravGun

You can throw in one specialty CC weapon (either axe or claws for me) if you like. It can help the squad to get through resilient foes if Chapter Master Smashface wiffs his attacks).

This unit is INSANELY resilient, as has been stated. Also if you have the points I'm a big fan of switching out the ironclad for a Contemptor Dreadnaught (though they are more expensive). The invul it gets really helps to get it into combat. Plus it is WS, BS 5 which is AWESOME!
   
Made in us
Infiltrating Broodlord




New York

My friend brings his command squad bare bones and it's a big enough threat as is. Adding grav guns does give it more shooting power but for the most part from what i've had it used against me, chapter master is all you need.

No stormshields needed just have him tank every wound make sure to park him upfront of the unit and hide the apothecary (he's important) the chapter master should be able to shrug off damn near everything. IF he gets wounded you still have IT WILL NOT DIE so yeah that unit doesnt need any added protection.

More offensive shooting power is entirely up to you i dont see it as a bad idea at all i think it can def help plenty. More melee power i think is not needed, you can rely on smashface to take out most units in close combat. Save your points to bring units to support this little deathstar. Cheap and effective.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





EldarExarch wrote:
I play a Fist of Medusa force quite often and my list is very similar to what your end product list will look like (although I prefer the storm-lance demi company so I can disembark, fire, and reembark on razorbacks with my tactical squads). The only downside to my list is that I only have 1 IC which takes away from one of the Fist of Medusa benefits.

I typically run my Bike Command Squad as Follows -
1 Apoth
4 Veterens - SS/GravGun

You can throw in one specialty CC weapon (either axe or claws for me) if you like. It can help the squad to get through resilient foes if Chapter Master Smashface wiffs his attacks).

This unit is INSANELY resilient, as has been stated. Also if you have the points I'm a big fan of switching out the ironclad for a Contemptor Dreadnaught (though they are more expensive). The invul it gets really helps to get it into combat. Plus it is WS, BS 5 which is AWESOME!


I was looking at getting one of those Dreadnaughts, I think the models look awesome as well! I'll take a look at the storm-lance demi company when I get in, that sounds awesome.




 Akaiyou wrote:
My friend brings his command squad bare bones and it's a big enough threat as is. Adding grav guns does give it more shooting power but for the most part from what i've had it used against me, chapter master is all you need.

No stormshields needed just have him tank every wound make sure to park him upfront of the unit and hide the apothecary (he's important) the chapter master should be able to shrug off damn near everything. IF he gets wounded you still have IT WILL NOT DIE so yeah that unit doesnt need any added protection.

More offensive shooting power is entirely up to you i dont see it as a bad idea at all i think it can def help plenty. More melee power i think is not needed, you can rely on smashface to take out most units in close combat. Save your points to bring units to support this little deathstar. Cheap and effective.


Okay thanks for the tips! That would save me some points that I could put into a Contemptor Dreadnaught as above, and could still include a couple of combi-gravs
   
Made in us
Regular Dakkanaut




 Akaiyou wrote:
My friend brings his command squad bare bones and it's a big enough threat as is. Adding grav guns does give it more shooting power but for the most part from what i've had it used against me, chapter master is all you need.

No stormshields needed just have him tank every wound make sure to park him upfront of the unit and hide the apothecary (he's important) the chapter master should be able to shrug off damn near everything. IF he gets wounded you still have IT WILL NOT DIE so yeah that unit doesnt need any added protection.

More offensive shooting power is entirely up to you i dont see it as a bad idea at all i think it can def help plenty. More melee power i think is not needed, you can rely on smashface to take out most units in close combat. Save your points to bring units to support this little deathstar. Cheap and effective.


I would run mine bare bones again if I could, but my friends (opponents) have gotten privy to the chapter master tanking everything and now use drop pods and outflanking units to ensure they can get in on my flanks. Losing any number of the command squad greatly nerfs their ability to help out the CM since you can only have 5 in a squad. I figure if you are gonna invest in a deathstar, might as well invest all in (to a certain degree).
   
Made in us
Infiltrating Broodlord




New York

Yep I agree, I've learned to try and circumvent smashface aswell that's why I pointed out that the apothecary is the second most important in that unit. Because that's the first person I try to target lol if I get rid of that 5+ FNP then they all get seriously nerfed and become manageable.

Outflanking, deep striking, or snipping (vindicare assassin was my first attempt at dealing with the unit)

But honestly just like I learned to target the unit more effectively, my opponent also learned to defend them better so it's a bit of a dance trying to see who makes the first mistake but really the only danger to that unit is shooting. In assault they have an overwhelming advantage as long as they aren't going up against something with S10 AP2

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





Just ordered the bikes to get smashface on a bike with his squad! Need to repaint my army this month now as alot of them are currently in Salamanders colours still as well. Aiming to test this army out next month, will let you guys know how I get on with the bike squad you recommended.
   
Made in us
Longtime Dakkanaut




It's worth noting that the command squad bikes cost 35 for the whole squad to get bikes, not 35 for each bike. Maybe that is how you got the unit to 300 something points?

Reading this makes me want to try out the below list the next time i play. I'm not sure the dread load-out is ideal, but the list still looks pretty strong to me.

The first couple turns the Razorbacks can all move 12" and still fire a weapon at full BS if they are within 12" of the Iron Hands ICs (which should be mostly doable), and after that the marines can jump in and out of the Razorbacks shooting and being generally annoying while the bikes wreck things and the Razorbackss, Devastators, Dread and Speeder shoot at stuff.

I realize you lose some range and shots by moving the Grav guns, but I'm not sure there is any helping that, and i don't really think any of the other gun options are better. Plus If they get to a good spot, they can always opt not to get back in the razorback and be set up for next turn.

Stormlance Demi-Company
Space Marine Captain, Chapter Master, The Gorgon's Chain, Artificer Armor, Bike, Thunder Hammer
Command Squad, Narthecium, Bikes, 4 Grav guns
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Land Speeder, Heavy Flamer, Multi-melta
Devistators, 2 Grav Cannons, Razorback, Las/Plas
Iron Guardians
Dreadnought, 2 twin-linked Autocannons (Sadly the Dread I have is stuck with these weapons, lol)
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Librarius Conclave
Librarian, Bike, Psyker Level 2, Force Axe
Librarian, Bike, Psyker Level 2, Force Axe
Librarian, Bike, Psyker Level 2, Force Axe

1850
   
Made in us
Infiltrating Broodlord




New York

Those are some pretty solid lists right there. I'm going up against Fist of Medusa this sunday he's bringing skyhammer down with some grav cannons and multi meltas in his list.

I'm using daemonkin so even when i die that's a win for me lol i'm sure that alpha strike will be brutal

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Fresh-Faced New User





jcd386 wrote:
It's worth noting that the command squad bikes cost 35 for the whole squad to get bikes, not 35 for each bike. Maybe that is how you got the unit to 300 something points?

Reading this makes me want to try out the below list the next time i play. I'm not sure the dread load-out is ideal, but the list still looks pretty strong to me.

The first couple turns the Razorbacks can all move 12" and still fire a weapon at full BS if they are within 12" of the Iron Hands ICs (which should be mostly doable), and after that the marines can jump in and out of the Razorbacks shooting and being generally annoying while the bikes wreck things and the Razorbackss, Devastators, Dread and Speeder shoot at stuff.

I realize you lose some range and shots by moving the Grav guns, but I'm not sure there is any helping that, and i don't really think any of the other gun options are better. Plus If they get to a good spot, they can always opt not to get back in the razorback and be set up for next turn.

Stormlance Demi-Company
Space Marine Captain, Chapter Master, The Gorgon's Chain, Artificer Armor, Bike, Thunder Hammer
Command Squad, Narthecium, Bikes, 4 Grav guns
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Land Speeder, Heavy Flamer, Multi-melta
Devistators, 2 Grav Cannons, Razorback, Las/Plas
Iron Guardians
Dreadnought, 2 twin-linked Autocannons (Sadly the Dread I have is stuck with these weapons, lol)
Tactical Squad, Combi-Melta, Grav-gun, Razorback, Las/Plas
Librarius Conclave
Librarian, Bike, Psyker Level 2, Force Axe
Librarian, Bike, Psyker Level 2, Force Axe
Librarian, Bike, Psyker Level 2, Force Axe

1850





Wait what? I read it as 35 points EACH, it's not?! Holy crap that makes things so much easier, in that case im going to try running with this:

Iron hands Fist of Medusa strike force - 1846

++Battle Demi-Company++ 1268

Battle Demi-Company

Chapter master
Artificer armour
Thunder hammer
Iron Halo
Gorgon's Chain
Bike

Command squad
Bikes
Apothecary, taking a narthecium
Company champion
Grav gun x 3
Melta bombs x 5

Tactical Squad 1
Marines x4 Veteran x1
Missile launcher

Tactical Squad 2
Marines x4 Veteran x1
Missile launcher

Tactical Squad 3
Marines x 4 Veteran x 1
Missile launcher

Centurion Devastator Squad (3)
1 Centurion Sergeant: Grav-cannon and grav-amp, Hurricane bolter
2 Centurion: Grav-cannon and grav-amp, Hurricane bolter

Ironclad Dreadnaught
hunter-killer missiles x 2
Hurricane bolter
Chainfist w/ melta gun
Drop Pod

Bike Squad -
Veteran sergeant
Combi-grav
grav-gun x 2

++Raptor wing++ 345
StormTalon gunship
Typhoon Missile launcher

StormTalon gunship
Typhoon Missile launcher

Landspeeder
Multimelta x 2


++Inquisition - 233++
ORDO MALLEUS INQUISITOR
Terminator armour
Psycannon
Server Skulls x 3
The Liber Heresius

Followers
Acolylte x 6
Boltgun x 3
Plasma gun x 3
Carapace armour x 3

Chimera - 60
2 x heavy bolter
Psybolt ammunition



Still really like the utility that an inquisitor with servo-skulls brings, I might dump the acolytes and chimera for razorbacks but will see how this performs.

This message was edited 1 time. Last update was at 2017/03/04 13:51:25


 
   
 
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