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[2000] - Iron Hands - First Ever Army List  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




So some quick background first, I'm pretty new to the hobby, only having gotten into it pretty recently and I have yet to purchase any models. I wanted to create an army list before I bought anything so I could have a clear idea of what I'm going to buy. I'm not that concerned if my army list is competitive or not, but I would like to know if it would stand up in more casual games.

For the army itself, I wanted to do a mechanized infantry build with mostly close range shooting for quickly contesting and holding objectives. I chose Iron Hands due to their buff to unit survivability and synergy with vehicles.



Warlord: Primaris Captain Chapter Master with Master of the Codex warlord trait and The Ironstone relic (130 pt)


HQ:

Iron Father Feirros (160 pt)
Primaris Techmarine with Fortis-Pattern Data Spike SIW and Adept of the Omnissiah warlord trait (80 pt) (Relic of the Chapter and Paragon of Iron stratagems)


Troops:

20 Intercessors with auto bolt rifles (400 pt)
5 Heavy Intercessors with hellstorm bolt rifles and 1 hellstorm heavy bolter (150 pt)


Elites:

Redemptor Dreadnought with All Flesh is Weak warlord trait (185 pt) (March of the Ancients and Hero of the Chapter stratagems)
Wargear: Macro Plasma Incinerator; Icarus rocket pod


Heavy Support:

Repulsor Executioner (375 pt)
Wargear: heavy laser destroyer; ironhail heavy stubber; Icarus rocket pod


Transports:

Impulsor with ironhail heavy stubber and Shield Dome x4 (520 pt)


What I would do specifically with this army is I would cram all the Intercessors into the Impulsors to quickly get to the objectives and then have Feirros, the Chapter Master and the Heavy Intercessors support the dreadnaught as it goes and gives backup wherever it's needed. For the techmarine, I would have him stay with the Repulsor as it acts as anti-tank.

This is my first time creating an army list so I know that I will end up having to change some things around based on y'all's feedback, but I do want to keep with the general idea of mechanized infantry.
   
Made in us
Longtime Dakkanaut





I invite actual iron hands marine players to comment on if this is good or bad, what I have here. I ain't played much ironhands since eighth edition.

ok. So I would do some different stuff.

captain on bike with iron stone. He swings a relic blade. 120 points. Being on bike means he can keep pace with the transport swarm that is your army -- and still protect the repulsor with his iron stone's effect.
he escorts the repulsor. NOT exceutioner, just repulsor, its much better that way.
repulsor (lastalon +5; onslaught gatling cannon+15; icarus rocket pod, ironhail heavy stubber; 2 krakstorm grenade launchers; 2 storm bolters; twin lascannon (+10); hunter-slayer missile; auto launchers). 345 This tank shoots FOUR shots of lascannon grade (or slightly better) weaponry, compard to TWO shots on the excutioner. Which, I note, doesn't get any real use out of its S14 powerful weaponry that you can't get out of a twice as many lascannon shots. Ferrios can make it all fire at +1, its a much better tank than the RE, and it has 10 cargo -- enough to bring a real force up the middle of the board. When first introduced, executioner turret weapons could be fired twice a turn -- so it was better firepower than the normal repulsor -- but the enhanced accuracy is a poor trade for shotcount in an army where ferrios can make it all more accurate anyway.
inside the repulsor you find... ((
ferrios (when he gets out, he gives it a +1 to hit, and any local troops a 5++ invulnerability shield)
3 bladegaurd (because they are going to the center of the board with the big tank. Trust me, you will find something for them to do there.)
There is one seat left, and you can bring either a guy who lets you shoot back as you are being shot, or who brings guys back from the dead.
company ancient (option) on a 4+, a bladegaurd swings again, a hellblaster shoots again -- potentially 3 shots of s7/-4/2 firepower!
or
apothecary (option)
He heals the sick and helps bring back the dead. The feel no pain an apothecary grants is a bit wasted in ironhands cause the whole army has a 6+++ feel no pain built in.
5 hellblasters because... Hellblasters shoot lots of plasma. You can configure them weaker or stronger to make the army more or less competitive against marines (15 shots of s7/-4/2) or less competitive (1 shot each with a heavier gun, which I feel is weaker in a moment when many, many people are bringing armies made up of many marines. Both are valid choices though.). ))
This big tank and its contents goes right up the center of the board, basically, to join middle field impulsor, and boom, unload. A bit slower to get out of the tank than their intercesser buddies may be, but a powerful and compact force that can address a wide range of threats when they do step out at the begining of turn 2..

The main troop body is similar -- but trimmed down a bit (since we added 9 bodies inside the new tank)
5 intercesser with thunderhammer on sarge
5 intercesser with thunderhammer on sarge
5 intercesser with thunderhammer on sarge
Each group has an impulsor, and they go left, right, and center up the board. Perhaps one hangs back on an objective in your home field area.
impulsor with shield dome
impulsor with shield dome
impulsor with shield dome


redempter dreadnaught as you have it (plasma incinerator et al, 185 points)
techmarine supporting it as you have him.(80 points)

This last bit is a walkabout support now, picking off enemy armor vehicles or elite infantry with equal aplomb, or going in to a specific area to help out. Useful.


Another possible option (rather than an ancient or an apothecary) would be 2 packs of each 4 servitors following the techmarine around, they could basically sit in the backfield and hold terrain and objectives and pray not to die, while the big bad marine elements motor forward to victory. If you want to try your luck, pay 5 or 10 points per group to give them each 1 or 2 heavy bolters, but they don't shoot real accurate if not right by the techmarine, and they are pretty fragile. Still, why not!!?

Anyway, I hope you find this helpful.

This message was edited 7 times. Last update was at 2021/03/06 10:16:04


Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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