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[1999] - ironhands - 2tank, 2dread tourney  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





ferrios with his retinue of commanders
lieutenant jumppack axe of medusa
librarian (can +1 to hit an iron hand unit or can heal d3 points same, or smite)
phobos captain with chaptermastery and warlord trait "deny a psyker"

5 infiltrator
5 scouts in a squad
5 scouts in another squad
3 aggressors (bolter variety)
3 aggressors (bolter variety)
contempter dreadnaught with assault cannons, frag grenades
contempter dreadnaught with assault cannons and frag grenades
3 eliminaters (2 lasfusil, 1 instigator bolt)
3 suppressors
2 really big tanks (repulsor executioners) with lascannon and anti-flyer rocket loadout

so, its an iron hand list and I built it over a 3 day period, finishing the models around 3 am friday night, for a saturday tournament. The aggressors rode in the tanks, in retrospect a poor choice becuase it was several hundred points not used immediately.

The list lacked the raw firepower to rubble the opposition (nergal's poxwalkers gave it real trouble with some bad dice, and the dark eldar outshot and outmaneuvered it easily, for example. The scouts lacked survivability and any units I placed outside the "bubble" were more or less DOA, while the contempter dreads were both too big to turn character and too small to be the superduper one everyone is afraid of.

So does anyone have any suggestions?
Things the list needs
long range antitank (I usually play gaurd and this felt a bit like it was just below critical mass. Resilience is only good if you also can affect your enemy)
mobility (once the 3 pathetic screens died, I had very little board control. VERY little)
screens (see above)
indirect fire (seriously, I didn't have any. I never realized how much I rely on that line of basilisks and wyvern to keep my opponent from getting comfy)

things it had

dead scouts, fragile eliminators that nobody should ever pick that lasfusil option in a small unit count army, and some impressive dakka from the 4 big mechs in the central bubble --- which, however, moved only 4 inches a turn and could not cope with LOS restricting terrain at all.

I ain't a marine guy, and I confess this was me thinking "I wish I could try marines" at the very lastest moment. So suggestions appreciated (for example, I now realize my keeping overwhelmingly nasty aggressors in the tanks to melee in case of a bad touch was a stupid habit given they FLY away from it, and still shoot. 222 points basically wasted waiting for the tanks to be slowly outshot from range!)

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in nz
Fresh-Faced New User




Hey mate i'm trying to build a high end Iron hands list right now as well, although I lack experience so take 2 grains of salt and wash it down with Brine. Scouts were all the rage in 8th because of first turn deep strike. But deep strike is turn 2 now. I would like my screen to be around on turn 2, so I am trying intercessors and Tactical marines. If your sticking with scouts I think they either sacrifice and move block knights or should be hiding in terrain. Aggressors seem great, I am using a them in a squad of 6 because I used the iron father 2+ BS on them and strat like overwatch on 4+ and auspex scan. I'm really not convinced eliminators are any good at all. I would go so far as to say they seem overpriced and terrible. Short range squishy lascannons? No thanks. Mobility is a problem with marines. A big problem because Iron hands are a castle. Range is important. I am trying 2 contemptors but with quad Heavy bolters. It's a lot cheaper and has 36" range. I feel like the lieutenant is there to give an aura, he can't fight very well. So no axe and no jump pack, save the pts/CP. Ferrios/Iron father is a repair master, so the librarian doesn't need to heal also, He can heal 6w for 1cp. Phobos captain? I don't know man he seems terrible. Give deny psyker to the librarian because he gets +1 to deny. I don't know much about this game, but TBH your list doesn't scare me, and if its a tournament list it should. Best thing in iron hands is the air force. 3x storm tallon murders everything on the ground and 3x stormhawk kills those dam 9x eldar flyers that can burn in hell. This is my Iron hands if I want to beat someone up. I'll let you know how it does. Note the Iron stone, its very good. And the Librarian holding it very hard to kill, which denies your opponent the victory point and maintains the stone. Use the rapid fire strat on the 10 man squad of Intercessors while they still have good numbers. There is very few CP in this list. Don't was't them on command re rolls, these CP are for shoot twice, overwatch on 4+, auspex scans or perhaps, and I stress perhaps, fell no pain on 5+ for the aggressors. They are not for failing a smite roll or some other crap that will be lucky to equal 1 wound.


++ Air Wing Detachment +1CP (Imperium - Space Marines) [24 PL, 492pts] ++

+ No Force Org Slot +

**Chapter Selection**: Iron Hands

+ Flyer +

Stormtalon Gunship [8 PL, 164pts]: Twin assault cannon, Two Heavy Bolters

Stormtalon Gunship [8 PL, 164pts]: Twin assault cannon, Two Heavy Bolters

Stormtalon Gunship [8 PL, 164pts]: Twin assault cannon, Two Heavy Bolters

++ Air Wing Detachment +1CP (Imperium - Space Marines) [27 PL, 477pts] ++

+ No Force Org Slot +

**Chapter Selection**: Iron Hands

+ Flyer +

Stormhawk Interceptor [9 PL, 159pts]: 2x Assault cannon, Icarus stormcannon, Two Heavy Bolters

Stormhawk Interceptor [9 PL, 159pts]: 2x Assault cannon, Icarus stormcannon, Two Heavy Bolters

Stormhawk Interceptor [9 PL, 159pts]: 2x Assault cannon, Icarus stormcannon, Two Heavy Bolters

++ Battalion Detachment +5CP (Imperium - Space Marines) [57 PL, -1CP, 1,031pts] ++

+ No Force Org Slot +

**Chapter Selection**: Iron Hands

+ HQ +

Iron Father Feirros [6 PL, 110pts]

Librarian in Terminator Armor [6 PL, -1CP, 118pts]: 1) Blessing of the Machine God, 2) Objuration Mechanicum, All Flesh is Weakness, Force stave, Storm shield, Stratagem: Paragon of Iron, The Ironstone, Warlord, Will of Iron

+ Troops +

Intercessor Squad [5 PL, 86pts]: Auxiliary Grenade Launcher, Bolt rifle
. 4x Intercessor
. Intercessor Sergeant

Intercessor Squad [10 PL, 103pts]: Auxiliary Grenade Launcher, Bolt rifle
. 5x Intercessor
. Intercessor Sergeant

Intercessor Squad [10 PL, 170pts]: Bolt rifle
. 9x Intercessor
. Intercessor Sergeant

+ Elites +

Aggressor Squad [10 PL, 222pts]: 5x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

Aggressor Squad [10 PL, 222pts]: 5x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

++ Total: [108 PL, -1CP, 2,000pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2019/10/07 06:59:25


 
   
Made in us
Quick-fingered Warlord Moderatus






@Liger404
Cancer on land, now cancer in the skies.

Though interesting enough, something like Nids, Orks, or GSC might be able to table that army by turn two. Just ignore the flyers and kill your five ground units and two characters.
   
Made in au
Fresh-Faced New User




Those aggressors are harder to kill than you might think. And a genesteeler or boyZ charge will end in tears. But mostly I would move block you with the flyers.
   
 
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