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Made in us
Stalwart Strike Squad Grey Knight






Already went through some purchases so I have about 1K of some of this already and am still working towards 1500 to 2000. Some statements made before was I wasnt exactly taking the best advantage of the tactics for them, so I reworked a little and boosted the points, tell me what you think?

HQ
Master of the Forge - Conversion Beamer with The Armor Indominus

Techmarine - Full Servo Harness with 3 Servitors

ELITES
Ironclad Dreadnought - Ironclad Assault Launchers, DP

Ironclad Dreadnought - Ironclad Assault Launchers, DP

Assault Centurions(3) w/ Land Raider Crusader (DT)

TROOPS
Tactical Squad - (10) Marines, Multi-melta, Combi-Melta, DP (Veteran SGT)

Tactical Squad - (10) Marines, Plasma-gun, Combi-Melta, DP w/ Locator (NOT a Veteran SGT)

Tactical Squad - (10) Marines, Heavy Bolter, Combi-Plas (NOT a Veteran SGT)

FAST ATTACK
Stormtalon Gunship with Skyhammer Missiles

HEAVY SUPPORT
Vindicator w/ Seige Shield

Vindicator w/ Seige Shield

Thunderfire Cannon
2000 Points exactly
   
Made in ca
Judgemental Grey Knight Justicar





Ontario, Canada

I think the MotF would benefit better from being put on a bike, sure he doesnt have an invul but a bump in toughness helps, and you can always move him around to get jink. also gives options to runaway or get farther back for stronger shot, while with that armour your paying for a 2+ armour save you already have (and the whole special invul for a turn is meh IMHO )


also, why in the first squad do you have a multimelta instead of a meltagun? he'll be forced to snap shot when he comes in and then is forced to stay close the pod if he wants his full BS

and why have a heavybolter in the one tact squad? I still say missles are much better

lastly, try to get an odd number of droppods, it helps with droppod assault rules

I have half a mind to kill you, and the other half agrees 
   
Made in us
Stalwart Strike Squad Grey Knight






 BewareOfTom wrote:
I think the MotF would benefit better from being put on a bike, sure he doesnt have an invul but a bump in toughness helps, and you can always move him around to get jink. also gives options to runaway or get farther back for stronger shot, while with that armour your paying for a 2+ armour save you already have (and the whole special invul for a turn is meh IMHO )


also, why in the first squad do you have a multimelta instead of a meltagun? he'll be forced to snap shot when he comes in and then is forced to stay close the pod if he wants his full BS

and why have a heavybolter in the one tact squad? I still say missles are much better

lastly, try to get an odd number of droppods, it helps with droppod assault rules


Really the reason I wanted to go with the armor is it allows him to move and also fire the Conversion Beam, otherwise its a heavy. The armor not only gives the 2+ Invul for one phase of my choosing, a normal +6 Invul, which is what my HQ is lacking is a Invul save. I will look into the bike but Im not a big bike fan although they are picking up steam in most lists I see now. That added to the FNP6+ and IWND rule for characters/vehicles, I wanted to make him a little harder to drop and make him more of threat. (Note: I understand the armor is expensive for what it does, maybe drop the 2nd HQ slot and add some servitors to him)

I will re-look the weapons, looked around and unless I plan for them to camp the closets objective, like I do for one of the three tac squads, then specials probably outweigh the usefulness of the heavy snapshots.

I thought I had a odd number, lol, so I will figure out how I messed that up. Might even have to move some points around to fit that extra 35 back in there.
   
Made in gb
Brigadier General





The new Sick Man of Europe

Needs some predators.

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in us
Stalwart Strike Squad Grey Knight






I think I might have calculated this wrong...going back to the Codex...will repost..sigh

Ok reworked this, I do have some questions:

HQ (IRON HANDS) 170
Master of the Forge
Conversion Beamer
The Armor Indominus


ELITES (IRON HANDS) 800
Ironclad Dreadnought (Heavy Flamer / Storm Bolter) *Drop First Round after Tac Squad 2*
Ironclad Assault Launchers
Drop Pod

Ironclad Dreadnought (Heavy Flamer / Storm Bolter) *Drop First Round after Tac Squad 2*
Ironclad Assault Launchers
Drop Pod

Assault Centurions(3)
Land Raider Crusader (DT)


TROOPS (IRON HANDS) 560
Tactical Squad 1(10) *Rear D*
Multi-melta
Combi-Melta

Tactical Squad 2(10) *Drop First Round w/ Locator*
Plasma-gun
Combi-Plasma
Drop Pod w/ Locator

Tactical Squad 3(10) *Drop Second Round towards Locator*
Flamer
Combi-Plasma
Drop Pod


FAST ATTACK (IRON HANDS) 125
Storm talon Gunship
Sky hammer Missiles

HEAVY SUPPORT 345
Vindicator
Siege Shield

Vindicator
Siege Shield

Hunter
Storm Bolter

Now the questions I have is how to improve upon this? I am stuck on that HQ unit, besides I already have this, and if that Chapter Relic isnt good, meaning The Armor Indominus, what would be good? Or, how would you use this armor to better results, it seems almost made for Techmarines?
I left the points on the main sections only to let you see what I'm putting into each one. I also put besides the Tac Squads, I know this might go a little into tactics, but I am trying to make it the best list possible.
I am not hell-bent on anything really except the HQ and at least one Ironclad. I would like to utilize the Land Raider, do you think some Hammer/Shield Terms would do better for the cost? They are 200pts instead of the 190 for the Assault Centurions...
I cant fit a 5th DP in the list as it is, and I know I need to for the First Round 3 drop---reserve 2...any ideas?

This message was edited 2 times. Last update was at 2013/10/01 23:37:28


 
   
 
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