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Salt mine is closed. (And Iron Hands also got FAQed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ru
Been Around the Block




No more character dreadnought spam. Stratagem now is only once per game.

[Thumb - WxrFnb-SPxo.jpg]

This message was edited 1 time. Last update was at 2019/10/17 15:16:58


 
   
Made in de
Automated Rubric Marine of Tzeentch



Netherlands

This wasn't even anywhere close to enough to close the salt mine.

14000
15000
4000 
   
Made in us
Deadshot Weapon Moderati




MI

This is Dakka Dakka. The mine will always be open
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

 ikeulhu wrote:
This is Dakka Dakka. The mine will always be open


...and with Dakkanauts staggering into the vertical shaft.

This message was edited 1 time. Last update was at 2019/10/17 16:12:32


It never ends well 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

The Iron Hands FAQ has been updated.
   
Made in ru
Been Around the Block




beast_gts wrote:
The Iron Hands FAQ has been updated.


Now it is close for good.
   
Made in ch
The Dread Evil Lord Varlak





EricDominus wrote:
beast_gts wrote:
The Iron Hands FAQ has been updated.


Now it is close for good.


It is closed when csm 1,1 gets a propper update.
Until then the NaCl must flow.
   
Made in us
Longtime Dakkanaut





Oof Feirros losing his invuln bubble for vehicles is really painful. Everything else is pretty reasonable nerfing. I do wish the ironstone activation was when the unit was selected as a target though. Plus now there’s really no reason it has to be 3” and not 6”.

This message was edited 1 time. Last update was at 2019/10/17 16:59:54


 
   
Made in ru
Been Around the Block




Not Online!!! wrote:
EricDominus wrote:
beast_gts wrote:
The Iron Hands FAQ has been updated.


Now it is close for good.


It is closed when csm 1,1 gets a propper update.
Until then the NaCl must flow.


Nah, CSM own their own salt quarry.
   
Made in us
Ragin' Ork Dreadnought




Whelp, GW continues to show that they don't know how to nerf things properly. Dread spam, which wasn't winning any tournaments, got nerfed. Reforge, a psychic power that I've not heard anybody actually talking about, got nerfed. Feirros's main synergy with vehicles got completely removed, and his ability to repair got kneecapped because of the stratagem, pretty much removing any reason to take him over a Chapter Master. Rather than fixing the Iron Stone they made it completely unuseable.

The super-doctrine, though, got pretty much ignored and Thunderfire Cannons still haven't been fixed, so the main things that keep the Iron Hands dominant aren't going anywhere.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Quasistellar wrote:
Oof Feirros losing his invuln bubble for vehicles is really painful. Everything else is pretty reasonable nerfing. I do wish the ironstone activation was when the unit was selected as a target though. Plus now there’s really no reason it has to be 3” and not 6”.

Now his ability is in line with Azrael's. He lost the ability to give vehicles an invul save when Codex: Dark Angels dropped. Personally I think the IH nerfs are good and they are still playable, if not nearly as strong as they were.

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Made in us
Ragin' Ork Dreadnought




 ZergSmasher wrote:
Quasistellar wrote:
Oof Feirros losing his invuln bubble for vehicles is really painful. Everything else is pretty reasonable nerfing. I do wish the ironstone activation was when the unit was selected as a target though. Plus now there’s really no reason it has to be 3” and not 6”.

Now his ability is in line with Azrael's. He lost the ability to give vehicles an invul save when Codex: Dark Angels dropped. Personally I think the IH nerfs are good and they are still playable, if not nearly as strong as they were.

Firstly: No, it's not. Azrael gives a 4++ and affects bikers.

Secondly: Why does it matter if his ability is in line with Azrael's? Azrael also gives a command point, the Chapter Master buff, is almost as good at shooting, and is far more deadly in CQC. He's a *much* stronger character. He's also 70 more points. Comparing the two is apples and oranges.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

EricDominus wrote:
Not Online!!! wrote:
EricDominus wrote:
beast_gts wrote:
The Iron Hands FAQ has been updated.


Now it is close for good.


It is closed when csm 1,1 gets a propper update.
Until then the NaCl must flow.


Nah, CSM own their own salt quarry.

Quarry? No. We own the Pacific and we're going to boil it down until we get good legion traits.
   
Made in it
Longtime Dakkanaut





I like the way that the iron daddy was nerfed.

He now offers a buff to infantry, repairs vehicles and has a buff which can affect both, but is best on vehicles.

This way he is now good in a combined arms list, where you have both infantry to protect and vehicles to buff/repair.

For his cost, that is about right.

The iron stone nerf is also spot on.
It was a no brainer in the previous incarnation, now at least it is a nice relic that you take if you have a huge priority target to defend, and are willing to dedicate a techmarine to babysit it.
   
 
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