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![[Post New]](/s/i/i.gif) 2013/09/17 20:18:08
Subject: Iron Hands 1850 List!
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Slippery Scout Biker
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HQ:
Chapter Master - 240 Points
- Artificer Armor
- The Shield Eternal
- Thunder Hammer
- Digital Weapons
- Boltgun
Honour Guard (10) - 300 Points
Chapter Champion
- Thunder Hammer
- 3 Power Mauls
- 3 Power Swords
- 3 Power Axes
- Chapter Banner
Troops:
Tactical Squad (10) - 210 Points
- Lascannon
- Grav Gun
- Drop Pod (Ran empty)
Tactical Squad (10) - 175 Points
- Lascannon
- Grav Gun
Tactical Squad (10) - 175 Points
- Lascannon
- Grav Gun
Elites:
Sternguard Veteran Squad (10) - 285 Points
- Combi Flamer (2)
- Drop Pod
Ironclad Dreadnought - 180 Points
- Heavy Flamer (2)
- Seismic Hammer
- Drop Pod
Heavy Support:
Stalker - 80 Points
- Storm Bolter
Stormraven Gunship - 205 Points
- Extra Armour
Not sure if this is good or not but the general gist:
Drop the Ironclad and Sternguard Turn 1 next to priority targets and force a target priority change on the opponent, make them decide if they want to deal with my Scoring units, or have an Ironclad and Sternguard in their face for another turn.
The Chapter Master and Honour Guard will be in the Stormraven and "hopefully" come in on Turn 2 to create yet another target priority problem for my opponent.
Stalker is just a toy to deal with the inevitable Night Scythe and Heldrake Spam.
Any thoughts?
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![[Post New]](/s/i/i.gif) 2013/09/17 21:06:17
Subject: Re:Iron Hands 1850 List!
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Shas'ui with Bonding Knife
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I think that is a real "Plane of Pain" you got there. kudos.
My worry would be having 745 points of the army in reserve.
Also if someone was able to pop that raven its a LOT of points to lose.
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/09/17 21:27:40
Subject: Iron Hands 1850 List!
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Agile Revenant Titan
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nice list. why ten sternagurd with only 2 combi weapons? it seams alot of people are doing that now, and i dont see why. theres a glass cannon, and after coming in well die. why not take 5 with like 3-4 combis? more effective, and they save points.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/09/17 21:34:28
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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I feel the Sternguard are more of an Anti Infantry tool now, their AV Ability comes at too high of a price, be it combi Meltas or straight Melta Guns, they become this 200+ point bomb to kill at most what? A tank before they get alphastriked to dust? The Specialist ammo allows me to answer more non vehicle threats for a more efficient point value, be it a Riptide, Wraithknight/Wraithlord, Daemon Prince, or Greater Daemon.
But yeah, my hope is that being Iron Hands my Stormraven doesn't go boom boom before it can get some guys dropped off and work done. Because let's face it, a Stormraven with Feel No Pain and It Will Not Die seems pretty silly.
Thanks for the feedback, still a work in progress.
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![[Post New]](/s/i/i.gif) 2013/09/17 21:41:34
Subject: Iron Hands 1850 List!
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Prophetic Blood Angel Librarian
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I like it! Quick question though. You sure vehicles benefit from FnP? If so ive been running by BA mech the wrong way for a very long time!
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![[Post New]](/s/i/i.gif) 2013/09/17 21:52:04
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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Codex explicitly state All Models, vehicles are models.
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![[Post New]](/s/i/i.gif) 2013/09/17 22:02:04
Subject: Iron Hands 1850 List!
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Proud Triarch Praetorian
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actually, wrong.
The Vehicles do not gain the FNP, as the second rule of CT:IH says includes vehicles.
Therefore, they are not eligible for the FNP...
Sorry about popping that bubble, its otherwise a good list.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2013/09/17 22:29:15
Subject: Re:Iron Hands 1850 List!
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Perfect Shot Ultramarine Predator Pilot
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Since you are going that way, i would prefer to shave off 50 pts and put the HG in a Land Raider.
As it is, they might see some action by turn 3-4. In the raider, they will be in assault by turn 2, worst case scenario..
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![[Post New]](/s/i/i.gif) 2013/09/17 22:55:05
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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The amount of DE, and Eldar, and Nid players in my regions meta running Lance weapons is pretty high and thus Land Raiders just kind of explode the first turn they get shot at here. :(
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![[Post New]](/s/i/i.gif) 2013/09/18 00:27:02
Subject: Re:Iron Hands 1850 List!
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Perfect Shot Dark Angels Predator Pilot
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Hektik wrote:Codex explicitly state All Models, vehicles are models.
I so hope this is true.
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![[Post New]](/s/i/i.gif) 2013/09/18 01:18:30
Subject: Re:Iron Hands 1850 List!
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Bounding Dark Angels Assault Marine
Memphis,TN
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How would fnp work on a tank anyway?
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![[Post New]](/s/i/i.gif) 2013/09/18 07:04:28
Subject: Iron Hands 1850 List!
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Proud Triarch Praetorian
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it isnt true, as FNP is granted from the first half of the rule, and it is the second half of the rule which explictly states includes vehicles despite them not having CT
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2013/09/18 07:17:37
Subject: Re:Iron Hands 1850 List!
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Shas'ui with Bonding Knife
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CT:IH states IIRC:
all infantry models gain the FNP (6+) special rule
then states
all vehicles gain the "It Will Not Die" Special rule.
i also believe characters gain both of these rules.
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/09/18 08:02:00
Subject: Iron Hands 1850 List!
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Ultramarine Chaplain with Hate to Spare
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Regardless of whether vehicles get FnP (they don't) it would do nothing for them as FnP only ever discounts wounds and I doubt your SR will ever take any wounds...
As for the list:
Not convinced the CM is allowed that many weapons my codex is in the car so I haven't checked yet. But he has to swap weapons and I didn't think the boltgun was a may take.
Honour guard I would drop the swords for mauls. With 5 attacks each meq are going down any way and the maul is superior against all other targets. Also the total for their points is 320 not 300.
I don't get why the Gravgun is on what appear to be static gun lining tactical marines. It only has an 18" range (9" if you move) so as is those Tac squads are 175 points for a single lascannon...
Dropping in a 285 point meq unit with naught for company except an Ironclad will see them die. Also why just 2 combi-meltas? You'll probably not kill a tank with that so why not take 3 or 0? As for efficiency against Riptides that's 250 points (we'll ignore the drop pod) shooting at 225 points. Let's assume the Riptide fails spectacularly and doesn't kill any Sternguard (against Tau most of the time your Sternguard die before they ever shoot) that's 2 melta shots which is 1.33 hits 1.11 wounds 0.74 unsaved wounds. Then 16 boltguns shots which is 10.67 hits 8.89 wounds 1.48 unsaved wounds for a total of 2.22 unsaved wounds meaning 1.48 wounds suffered after FnP. Even shooting marines out of cover you kill just 6.444 marines hardly 250 points of damage.
Ironclad has the same issue dropping him solo means he gets targeted and destroyed and you've paid 180 points for 1 melta shot...
You are very light on AA a single Raven and Stalker will not cut it against multiple drakes. You could face up to 4 at this point level.
Having 765 points in one AV12 hull as your only flyer also causes you real problems. It is a mighty deathstar but it is quite fragile and if I kill your SR the turn it comes on you've basically lost the game as your CM will survive with just 1 or 2 mates in the middle of no mans land.
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![[Post New]](/s/i/i.gif) 2013/09/18 08:46:48
Subject: Iron Hands 1850 List!
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Killer Klaivex
Oceanside, CA
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FlingitNow wrote:
Having 765 points in one AV12 hull as your only flyer also causes you real problems. It is a mighty deathstar but it is quite fragile and if I kill your SR the turn it comes on you've basically lost the game as your CM will survive with just 1 or 2 mates in the middle of no mans land.
How is it again that you kill the storm raven with everyone on board?
I've been flying in 36" in the movement phase. I deep strike out along my path during the movement phase, as per the storm raven rule. At the end of the movement phase, you fire interceptors, and the storm raven is empty.
-Matt
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![[Post New]](/s/i/i.gif) 2013/09/18 08:53:46
Subject: Iron Hands 1850 List!
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Ultramarine Chaplain with Hate to Spare
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Good point Matt forgot that you could DS out of it
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![[Post New]](/s/i/i.gif) 2013/09/18 12:10:31
Subject: Iron Hands 1850 List!
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Shas'ui with Bonding Knife
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Yes but i thought anything that did took dangerous terrain tests when they did so?
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/09/18 14:13:09
Subject: Iron Hands 1850 List!
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Ultramarine Chaplain with Hate to Spare
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DT is irrelevant on 2+ save models these days...
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![[Post New]](/s/i/i.gif) 2013/09/18 16:30:03
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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It's 2 Combi-Flamers, not Combi-Meltas, my explanation of not taking 8 Combi weapons was a bit up stating Sternguard are essentially an Anti Infantry beatstick these days. hence the 2 Combi-Flamers in case I'm dropping them next to IG Squads, or Pathfinders to get rid of Markerlights easier.
Chapter Master does have that many choices, you can Swap out his bolt pistol for a Boltgun, and since He's using The Shield Eternal which counts as a storm shield he cannot gain an extra attack due to having 2 close combat weapons, so I swapped his pistol out for a standard Boltgun, and that Eternal Warrior saved his ass 3 different times 1 game, Stray Melta shots got through my invul save, would have otherwise killed him.
Each Honour Guard is 25 points extra per model at 7 more that's another 175 Points on top of the base 85, plus 25 for the Chapter Banner, and 15 for the Chapter Champions Thunder hammer, making it 300 points on the dot.
Reason I have the Grav Guns is in either overwatch, or when that Daemon Prince inevitably gets too close to my firing line to try and charge in, the Salvo 3 from standing there in the back line does a lot of work, Played a game yesterday against a Nurgle Chaos list, and those Grav guns forced quite a few saves on Greater Daemons, and a Daemon Prince I otherwise wouldn't have even scratched. In all fairness a SM Firing line is absolutely sad compared to any other shooty armies line, They are out ranged, and out classed on weapons by almost every other codex, let's not beat around the bush, Bolters are absolutely horrible guns, and Marines should feel bad for using them.
Although I am realizing a single Stalker isn't much, especially against like a Valkyrie, lack of Interceptor is kind of painful, might make tweaks to drop in 2 Hunters instead.
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![[Post New]](/s/i/i.gif) 2013/09/18 17:19:39
Subject: Iron Hands 1850 List!
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Ultramarine Chaplain with Hate to Spare
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Chapter Master does have that many choices, you can Swap out his bolt pistol for a Boltgun,
So what two weapons did he swap for the Thunder Hammer and Eternal shield?
I brain farted on the HG points... Sorry.
I think you'd get more use from plasmaguns if you're gun lining with tactical squads. Boltguns aren't that bad only Tau really have a superior side army and are the only guys that out range marines. The problem is marines volume fire is all 24" range as they don't really have a massed S7 unit like Havocs, Lootas, Broadsides etc Grav Centurions fill this void with even better weapons but only a 24" range. Rifle Dreads are marines S7 but dreads are not very strong right now.
Yeah more AA is a good idea.
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![[Post New]](/s/i/i.gif) 2013/09/18 17:27:23
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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His entry says he just May take items from the Chapter Relics, Ranged Weapons and Melee Weapons codex Entry. You swap his chainsword out for the Thunder Hammer, and The Shield Eternal is a Chapter Relic which has no swap over requirement.
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![[Post New]](/s/i/i.gif) 2013/09/18 17:29:58
Subject: Iron Hands 1850 List!
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Ultramarine Chaplain with Hate to Spare
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Read the Chapter Relics entry you do indeed need to swap weapons page 159.
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![[Post New]](/s/i/i.gif) 2013/09/18 17:33:03
Subject: Re:Iron Hands 1850 List!
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Slippery Scout Biker
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To be honest I avoid actually shooting their guns, the entire HG Unit has Boltguns, but I can't charge after firing them because they're not relentless (unfortunately). So if I'm wrong on the gun on the Chapter Master it wont be any skin off my back. Automatically Appended Next Post: I'd look but I don't bring my Codex to work with me. I'll check when I get home. Although I'm noticing a trend in my community of Eldar Wave Serpent Spam (because GW thought the Serpent Shield was a great idea), IG Tank spam, and Armor 13 Necron lists, I might switch over to a multi-melta Ironclad and plasma guns on my Marine squads..
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This message was edited 1 time. Last update was at 2013/09/18 17:42:41
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![[Post New]](/s/i/i.gif) 2013/09/18 18:25:47
Subject: Re:Iron Hands 1850 List!
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Secretive Dark Angels Veteran
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Hektik wrote:
Reason I have the Grav Guns is in either overwatch, or when that Daemon Prince inevitably gets too close to my firing line to try and charge in, the Salvo 3 from standing there in the back line does a lot of work, Played a game yesterday against a Nurgle Chaos list, and those Grav guns forced quite a few saves on Greater Daemons, and a Daemon Prince I otherwise wouldn't have even scratched. In all fairness a SM Firing line is absolutely sad compared to any other shooty armies line, They are out ranged, and out classed on weapons by almost every other codex, let's not beat around the bush, Bolters are absolutely horrible guns, and Marines should feel bad for using them.
Hmm well I think that if you are using a 15 point weapon incase of over watch you need to rethink your gun line, which should hopefully not get charged much lol
When the prince lands and kills 1 unit you just annihilate him. Hes really not that scary if you have the right answers. As far as using the grav vs him it wounds him on a 3+ right? A plasma wounds him on a 2+. It also has a further range and get the same amount of shots on the move as grav with a further range.
IMHO the only time you should be using grave is on bikes as relentless makes them very efficient. Otherwise, especially in a gun line type list I would never take them over plasma at the same cost. I see your reasoning but I dont think its totally accurate. Plasma are more efficient vs most target who are almost always wounded on 2+ with no save. I think grav has its place, but not in this list, at least not how presented.
The stalker needs to go. Its got no interceptor and only armor 12 makes it Poo...
You should shave some points and turn it into a T fire cannon. Your a gunline with almost no way to kill hoards... I would defintely consider this. As far as AA the storm raven is pretty boss. If you dont think he is going to survive most times anyway then maybe you shouldnt take him.
Also a boulster ruins would go a long way for you tacticals. You could take an aline with an icaerus or a quad if you wanted more AA.
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This message was edited 1 time. Last update was at 2013/09/18 18:27:44
~Ice~
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