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Made in us
Fresh-Faced New User





++ Vanguard Detachment +1CP (Imperium - Space Marines)

[b]**Chapter Selection**:
Iron Hands

+ HQ +

Captain in Gravis Armor [6 PL, 108pts]: All Flesh is Weakness, Auto-Medicae Bionics, Boltstorm gauntlet, Iron Resolve, Master-crafted power sword, Warlord

Iron Father Feirros [6 PL, 110pts]

+ Elites +

Aggressor Squad [10 PL, 185pts]: 4x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

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

Primaris Apothecary [3 PL, 60pts, -1CP]: Father of the Future, Healer's Aegis, Stratagem: Chief Apothecary, The Aegis Ferrum, Warlord

+ Fast Attack +

Inceptor Squad [14 PL, 246pts]: Assault bolter x2, 5x Inceptor, Inceptor Sergeant

+ Heavy Support +

Centurion Devastator Squad [24 PL, 410pts]
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Lascannons

Centurion Devastator Squad [24 PL, 410pts]
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Lascannons

1973 points total. I know its cp starved but i thought this would be fun. This army should be tough to shift, plenty shooty and pack a punch in close combat. Not sure how to optimize this but the idea was to go for all the gravis armored guys along with centurions. Im going to kit bash some centurion devs with aggressors.
   
Made in us
Regular Dakkanaut





K, so this list is nasty but this list below is how I would (more or less) do it.
Spoiler:

lose the incepters. 246 points to play with, enough to buy

+1 ancient with flag (They have one in a terminator armor suit that would work really nicely, on a 40mm base). (gives a dying model near him a 4+ chance ot shoot immediately one shot or attack. Your models with lascannons can bring down enemy tanks or medium armor that way. Your models with heavy dakka batteries like the hurricane bolter can rip holes in formations of light enemy infantry.
+1 more primaris apothecary. So you can potentially heal or bring back models in 2 separate units.

That's probably about 160 points, I guess, leaving some 87 to play with.

Now your army has currently
14 aggressors in 3 squads
2 PA
1 ancient
10 centurions in 2 squads.
To each squad of centurions, add in one grav gun wielding centruion model (or change one of the 5 models to be a grav gun wielder). Thus you have
2 lascannon + hurricane bolter
2 lascannon + hurricane bolter
grav amp cannon (2 of them I think) + hurricane bolter
2 heavy bolters + hurricane bolter
2 heavy bolters + hurricane bolter.

Stop and picture some poor basterd fighting this and getting hung up on the fact your injured lascannon when it dies shoots one of his tanks, and then another does the same, and then the grav amp cannon ..
vs a horde where a hurricane bolter each starting at the bottom works up, shooting.

I don't know if this is an improvement or not, but the ability to snap shots BACK at the enemy when he has quite possibly brought a character forward with an eye to charging you, and sudenly that character is closest to your model, and you have this lascannon guy whose dying wish is a dead character ... maybe he starts his charge already down 4 wounds!

so .. from the top. *this is the "how I might do it suggestion" but I honestly have no idea if its better or worse than yours. Just my own style, I guess.
Spoiler:
Captain gravis 108
IFFeros 110
6 man aggressor squad with all dakka aggressors
6 man aggressor squad with all dakka aggressors 444
(That's 2 less but the squads are bigger, hopefully that lets them more likely to survive incoming fire and be able to patch a guy back to life or repair someone, or slink back out of LOS the next round to rebuild.)
2 primaris apothecary 2x60
1 ancient in terminator armor 1x? I dunno, he is probably like, 80, I am too lazy to look. If he can't take the relic for the larger bubble, then the primaris one instead.
That's a trim and lean 862ish points, but there are armies I know of who would NOT like to face them already.
Now add in.
3 hurricane/heavy bolter centurions 210
3 hurricane/heavy bolter centurions 210
4 lascannon/rocket launcher (subtle change there) centurions 440
You are up to 1722, by my math, so if you really WANT the incepters back in, you could get them, but oyu could also, for example, decide that 18 aggs are better than 12.
You could also, however, get 2 more of the most excellent lascannon/centurion missle launcher combo units to have
squad a .. six centurions
3 x (2 lascannon, 1 centurion missle launcher) dev centurion
3 x (2 heavy bolter, 1 hurricane bolter) dev centurion

squad b .. six centurions as well. Again, I am trying to make each squad big enough that an enemy army is unlikely to finish it off with one shooty phase when you factor in cover, 5++ shields, and fnp protection, and of course, the occasional use of transhuman physiology in a pinch. And if it survives being shot at, then a repair effort can bring something useful back.
3 x (2 lascannon, 1 missle) dev
3 x (2 heavy bolter, hurricane bolter) dev

If you keep the most nastiest of your guys near the company ancient and use the larger aura cheese on the ancient, and have your iron ferros running around to give people a 5++ aura, your infantry will be the suck for your opponent.
12 aggressors put out around 216 dakka a round, I believe, and 6 lascannon/missle centurions are enough firepower to delete a lot of tanks pretty fast. Chapter master proximity granting full rerolls, ignoring cover, both help them to be a greater threat than mere numbers indicated, as the enemy trying to take them down eats lascannon after lascannon from the ancient only to find the other unit still has 6 lascan + 3d3 missle shots to fire, and if he stops to try to kill them, its likely the primaris can bring 2 lascannon troops back from the dead (one per unit) to keep the good fight fighting. While you don't drop a pure horde as fast with this army, you drop more of an enmey armed entirely with tanks, which was your weak point, I think.

You are only a couple points shy of affording a lieutenant, which gives you reroll 1's on wounds, too. Perhaps I am wrong about the exact price of an ancient, or you could substitute a less expensive ancient for that one.

I think it would make a really tight little army, and drive a lot of people (gaurd) absolutely crazy trying to kill it with fire before they ran out of tanks.
Enemy tanks often have some resilience, some shields, or some healing and repair of their own. So you want to be able to start cutting enemy tanks out of the herd rather than just wounding 1 or 2 of them with your existing lascannons -- and 12 lascannon with full rerolls and 6d3 missle launchers start to be a real threat even to an unlucky enemy knight.

Anyway, that is the idea your list sparked off (I already own 3 of the lascanlascan/missle devs) and I am curious what somewhat more experienced iron hands players think of all this.

An "alternate alternate" plan might be to take those points and make a pair of smaller units, 111 points for 3 aggrssors (just a little split off unit to slouch along in cover and provide dakka) and 156 for 3 assault centurions. This isn't maybe the bestest use of the points but it would certainly give you a bit better ability to spread out and nab objectives -- and the 3 assault centurions might be a bit gimped moving but make an excellent little countercharge to gaurd the other, shooty dev ones. Because rememebr, dev centurions can't melee, while assault centurions can punch holes in knights.




This message was edited 3 times. Last update was at 2020/06/14 01:26:30


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




Thats a heck of a response my friend! I like the idea of clapping shots back when the centurions die and then bring them back to life the next round. I like the inceptors as a deepstriking unit to keep people on their toes.

I would keep the aggressors because they are pretty quick, being able to advance and shoot. Ih dont have a delivery method for assault centurions.

I wanted the big units of centurions so i could buff them up and make them as unkillable as possible. I will work up a new list with you input in mind.


Automatically Appended Next Post:

++ Vanguard Detachment +1CP (Imperium - Space Marines) [97 PL, 1,993pts, -2CP] ++

+ Configuration +

**Chapter Selection**: Iron Hands

+ HQ +

Captain in Gravis Armor [6 PL, 108pts]: All Flesh is Weakness, Auto-Medicae Bionics, Boltstorm gauntlet, Iron Resolve, Master-crafted power sword, Warlord

Iron Father Feirros [6 PL, 110pts]

+ 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

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

Primaris Ancient [4 PL, 69pts, -1CP]: Standard of Righteous Hatred, Stratagem: Chapter Ancient

Primaris Apothecary [3 PL, 60pts, -1CP]: Father of the Future, Healer's Aegis, Stratagem: Chief Apothecary, The Aegis Ferrum, Warlord

+ Heavy Support +

Centurion Devastator Squad [24 PL, 490pts]
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Centurion missile launcher, Two Lascannons

Centurion Devastator Squad [24 PL, 490pts]
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Centurion missile launcher, Two Lascannons

++ Total: [97 PL, -2CP, 1,993pts] ++

Hows this?

2 6 man centurion devestator blobs with a centurion missile launcher, 4 lascannons, 8 heavy bolters and 5 hurricane bolters per. With feirros, company ancient, and father of the future apothecary they should be ridiculously frustrating to deal with at range.

This message was edited 1 time. Last update was at 2020/06/14 19:04:33


 
   
Made in us
Regular Dakkanaut





I am greatly approving this list its scary. There is however one little tweak. Don't put the centurion as a lascannon guy.
You are either planning to remove anti-armor people (on the left side of the L.L.m.h.h.h list OR you are planning to first remove people from the right side (if you are killing scions with plasma, for example).

The missles should be in a different model than the lascannon, so that you have an extra chance to fire back at enemy armor or heavy units. The centurion sarge should be in the middle -- position 4 in a 5 man squad -- armed with 2 heavy bolters and a hurricane bolter. He has an all important ability to strip the enemy of all its cover in his omnispex scanner, so you want him dying last. I suspect you will find 2 hurricane bolters worth of centurions will unmake a lot of horde before you get to him, and in an extreme crisis you can remove
1 LAS/hurri
2 LAS/hurri
3 Heavy bolters/hurri (I would probably do whatever I had to to get a third lascannon armed regular with a hurricane bolter)
4 Sargent .. cheapest loadout. 2heavy bolter + hurricane bolter ..
5 heavy bolter/hurri
6 heavy bolter/hurri.

Order of death are
vs enemy armor
1,2,3,5,6,4 .. so it starts with lascannon, and potentially fires three of them or 2+1 missle back at the foe. AP-3 or ap-2 weapons firing at things like enemy centurions or tanks in cover will greatly appreciate their 2+ save becoming a 6+ instead of a 5+, even though its not as awesome as the effect on infantry below. Still, make the sarge die last!

vs enemy light horde of some kind
6,5,1,2,3,4
so it starts with hurricane bolter, and shoots 4 of them back, + the guy before the sargent, ALL using the sarge's strip cover (and if you are shooting at sisters of battle in cover, that doubles your kill rate right there)

I personally currently only own 3 centurions, all devastators, and they aren't ideally designed (I made them lascannon/missle devs back in the day) .. but I got to thank you for giving me an interesting thing to think about on a boring slow covid avoiding sunday.

This message was edited 1 time. Last update was at 2020/06/15 01:49:04


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




I really appreciate that duke! I absolutely agree with what you said about priorities for death. I will make the tweak for the individual centurions loadouts.

I have some models to buy and im trying to get a nice little list before i commit to buying. I am looking forward to the kitbashing aggressors and centurions.

   
Made in de
Prophetic Blood Angel Librarian






Germany

While the army is scary, and hard to kill, its also slow. You wont get to any objective markers in the opponents deployment zone. Only the inceptors are able to deepstrike.
   
Made in us
Fresh-Faced New User




I agree which is why i wanted to keep those around. The aggressors will be moving 6-11 inches each turn though so not as slow as it could be. Thats why i chose aggressors over assault centurions.
   
Made in us
Regular Dakkanaut





It will be interesting to see how the new terrain rules interact with all this list's slumping forward towards the foe.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in de
Prophetic Blood Angel Librarian






Germany

Kabbady wrote:
I agree which is why i wanted to keep those around. The aggressors will be moving 6-11 inches each turn though so not as slow as it could be. Thats why i chose aggressors over assault centurions.


Aggressors are only 1" faster than centurions. Thats like nothing.
   
Made in us
Fresh-Faced New User




Except they can advance and shoot without penalty so thats averaging twice as fast.
   
Made in us
Regular Dakkanaut





Dont forget they lose half their shots when the move, cause they fire twice only when sitting still. Pretty big penalty.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in de
Prophetic Blood Angel Librarian






Germany

Kabbady wrote:
Except they can advance and shoot without penalty so thats averaging twice as fast.


True, but 8.5" average isnt really fast.
   
Made in us
Fresh-Faced New User




Aggressors moving and advancing around 8.5 inches plus firing 36+6d6 strength 4 shots is still pretty good. Honestly i dont plan on them staying still because they are the only unit that will be able to get to objectives. Moving and advancing up to 11” and firing off a minimum of 42 shots is still scary IMO. Also, they will still double tap for auspex scan and overwatch. If they were to wind up in a good spot to stay still they could do so. I just dont plan on it.

Thanks for the input guys! Im going to tweak this just a hair and see what I can do with the mobility problem.


Automatically Appended Next Post:

++ Vanguard Detachment +1CP (Imperium - Space Marines) [102 PL, 2,000pts, -1CP] ++

+ Configuration +

**Chapter Selection**: Iron Hands

+ HQ +

Captain [6 PL, 105pts]: Jump Pack, Master-crafted boltgun, Power fist, The Gorgon's Chain

Iron Father Feirros [6 PL, 110pts]

+ 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

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

Primaris Apothecary [3 PL, 60pts, -1CP]: Father of the Future, Stratagem: Chief Apothecary, The Aegis Ferrum, Warlord

+ Fast Attack +

Inceptor Squad [7 PL, 123pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

Inceptor Squad [7 PL, 123pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

Inceptor Squad [7 PL, 123pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant

+ Heavy Support +

Centurion Devastator Squad [12 PL, 210pts]
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Heavy Bolters

Centurion Devastator Squad [24 PL, 480pts]
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Lascannons
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion: Hurricane bolter, Two Heavy Bolters
. Centurion Sergeant: Hurricane bolter, Two Heavy Bolters

[b]++ Total: [102 PL, -1CP, 2,000pts]

I had to lose a few centurions to fit in more deepstriking inceptors and a cap with powerfist and jump pack to go with them. Its a small element, but its tough and packs a little punch.

I dont like losing the 2 large centurion units in favor of the 2 uneven units. It feels a bit more vulnerable. But this way would give a bit more to think about to my opponent. Inceptors can wash an objective clean pretty quick. What do yall think?

This message was edited 1 time. Last update was at 2020/06/16 13:49:05


 
   
 
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