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Made in us
Drone without a Controller





So what does the Dakka community think about bring Tau as allies for anti-air? I was thinking Shadowsun for some infiltrating anti-tank with a couple of body guards with fusion/plasmas, kroot snipers for some cheap troops with a sting, and a couple of misslesides for anti-air. Iron Hands would bring ven dreadnoughts and tactical squads, Master of the Forge. I feel like the broadsides would be a great addition as well as the anti-tank and plasmas, and kroot snipers are nasty and I can upgrade their cover with bolster. Thoughts? Obvious issues?

Huge work in progress list, throw ideas at me..

Primary Detachment: Iron Hands

HQ:

Master of the Forge - 90

Troops:

10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215
10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215

Elites:

5 assault termies w/ TH/SS in Land Raider - 475
Venerable Dreadnought w/ plasma cannon -135
Venerable Dreadnought w/ plasma cannon -135

Heavy:

Venerable Dreadnought w/ lascannon and missile launcher - 160

Allied Detachment: Tau

HQ:

Shadowsun- 135
2 bodygaurds w/ target lock, fusion/plasma - 134

Troops:

16 Kroot w/ sniper rounds -112

Heavy:

2 Broadsides w/ HYMP, SMS, Velocity Trackers - 170

Total: 1976

This message was edited 1 time. Last update was at 2013/12/03 05:10:12


 
   
Made in us
Storm Guard





Iowa

Dont bring them in as bodyguards. bodyguards are only really useful in non-farsight suit spam or if they are equipped with advanced targeting array, for some 5+ precision shots.
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

 Commander_Nightflier wrote:
Dont bring them in as bodyguards. bodyguards are only really useful in non-farsight suit spam or if they are equipped with advanced targeting array, for some 5+ precision shots.


I have to disagree with this for I'm planning to do the same with thing with Shadowsun. IMO don't bother with precision shots with such a unit it is mainly an anti-tank unit that can target high value units that are usually small and/or alone (ex. wraithknight, C:SM termis). As for anti- air I do believe that the Iron Hands have access to space marine anti-air, though missilesides are very good they do get costly in points and not knowing the points for the SM anti-air can't give an answer to which is better. Kroot should be ok.

One more thing with broadsides I would say go with SMS because plasma rifles have a short range and would not be IMO the best option. The SMS allows you more shots and better able to target more units as with missiles light to medium vehicles is all they will be able to take out.

This message was edited 1 time. Last update was at 2013/12/02 20:21:55





 
   
Made in fr
Warning From Magnus? Not Listening!





Melbourne, Australia

Hammerhead with Longstrike.
Also take an ADL with quad-gun and a Cadre Fireblade to shoot it

This message was edited 1 time. Last update was at 2013/12/02 20:21:31


My P&M blog

DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ 
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

Brother Payne wrote:
Hammerhead with Longstrike.
Also take an ADL with quad-gun and a Cadre Fireblade to shoot it


But longstrike only works against IG, man what did those poor IG do to piss off the Iron Hands




 
   
Made in us
Drone without a Controller





Commander_Nightflier wrote:Dont bring them in as bodyguards. bodyguards are only really useful in non-farsight suit spam or if they are equipped with advanced targeting array, for some 5+ precision shots.


Only problem with this is using the elite spot, I could bring a riptide or more suits.

Gunhead1 wrote:
 Commander_Nightflier wrote:
Dont bring them in as bodyguards. bodyguards are only really useful in non-farsight suit spam or if they are equipped with advanced targeting array, for some 5+ precision shots.


I have to disagree with this for I'm planning to do the same with thing with Shadowsun. IMO don't bother with precision shots with such a unit it is mainly an anti-tank unit that can target high value units that are usually small and/or alone (ex. wraithknight, C:SM termis). As for anti- air I do believe that the Iron Hands have access to space marine anti-air, though missilesides are very good they do get costly in points and not knowing the points for the SM anti-air can't give an answer to which is better. Kroot should be ok.

One more thing with broadsides I would say go with SMS because plasma rifles have a short range and would not be IMO the best option. The SMS allows you more shots and better able to target more units as with missiles light to medium vehicles is all they will be able to take out.


I would bring HYMP and SMS on them. With that volley I should be able to take down some flyers. I realize they have access to anti-air tanks, aircraft, and flakk missiles, but I feel like the broadsides could be well suited to do this and also be able to take out ground forces with their number of shots. Plus I get two of them for about the cost of a flyer with upgrades or two anti-air tanks who specifically have sky fire, so I get more versatility.

Gunhead1 wrote:
Brother Payne wrote:
Hammerhead with Longstrike.
Also take an ADL with quad-gun and a Cadre Fireblade to shoot it


Hammerheads are good, but I really like the Ionhead. Pie plates are devastating from this guy. ADL is always a great option as well but the point is to take use of what Tau can offer, I can take an ADL with Iron Hands.

   
Made in us
Bounding Dark Angels Assault Marine




Iowa

Broadsides are very good at being able to be a jack of all trades. Though I would like to see your list to get an idea of what your doing it sounds interesting and I would also like to know what benefits the Iron Hands give you.




 
   
Made in us
Drone without a Controller





 Gunhead1 wrote:
Broadsides are very good at being able to be a jack of all trades. Though I would like to see your list to get an idea of what your doing it sounds interesting and I would also like to know what benefits the Iron Hands give you.


Here it is, kinda heavy on points and I still have to work out quite a bit. Iron hands are being used for a mechanized list and to make the troops and vehicles a little more resilient.

Primary Detachment: Iron Hands

HQ:

Master of the Forge - 90

Troops:

10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215
10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215

Elites:

5 assault termies w/ TH/SS in Land Raider - 475
Venerable Dreadnought w/ plasma cannon -135
Venerable Dreadnought w/ plasma cannon -135

Heavy:

Venerable Dreadnought w/ lascannon and missile launcher - 160

Allied Detachment: Tau

HQ:

Shadowsun- 135
2 bodygaurds w/ target lock, fusion/plasma - 134

Troops:

16 Kroot w/ sniper rounds -112

Heavy:

2 Broadsides w/ HYMP, SMS, Velocity Trackers - 170

Total: 1976
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

 Disturb3d wrote:
 Gunhead1 wrote:
Broadsides are very good at being able to be a jack of all trades. Though I would like to see your list to get an idea of what your doing it sounds interesting and I would also like to know what benefits the Iron Hands give you.


Here it is, kinda heavy on points and I still have to work out quite a bit. Iron hands are being used for a mechanized list and to make the troops and vehicles a little more resilient.

Primary Detachment: Iron Hands

HQ:

Master of the Forge - 90

Troops:

10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215
10 man tac squad with plasma cannon, plasma gun, combi-plasma in rhino - 215

Elites:

5 assault termies w/ TH/SS in Land Raider - 475
Venerable Dreadnought w/ plasma cannon -135
Venerable Dreadnought w/ plasma cannon -135

Heavy:

Venerable Dreadnought w/ lascannon and missile launcher - 160

Allied Detachment: Tau

HQ:

Shadowsun- 135
2 bodygaurds w/ target lock, fusion/plasma - 134

Troops:

16 Kroot w/ sniper rounds -112

Heavy:

2 Broadsides w/ HYMP, SMS, Velocity Trackers - 170

Total: 1976


Don't have the new SM codex, but there are still some things that I can help you with. On point level aim for your groups point level, but here I would say aim for 1850pts these are the games that my group plays the most and they are IMO the most fun that I have played. On the dreadnoughts they are not as good as they once were and with 6th edition rules for vehicles they will not last long. So I would say look somewhere else for your heavy hitting. Take them if you just playing for fun, but if you want to play competitive then try some thing else. Also plasma is great but to much on the tac squads plasma has a bad habit of blowing up in your face so keep the plasma gun and the combi but lose the cannon. Maybe think of taking more SM troops they are not as durable as they once were and kroot die quick. The assault tremis and land raider are good. For SM heavy look at some of your other options there are some great options there.

P.S. with troops I find that you want to invest enough points to make them good, but not to many as they are the main target for they are your scoring units.

This message was edited 1 time. Last update was at 2013/12/03 05:51:20





 
   
Made in us
Drone without a Controller





 Gunhead1 wrote:

Don't have the new SM codex, but there are still some things that I can help you with. On point level aim for your groups point level, but here I would say aim for 1850pts these are the games that my group plays the most and they are IMO the most fun that I have played. On the dreadnoughts they are not as good as they once were and with 6th edition rules for vehicles they will not last long. So I would say look somewhere else for your heavy hitting. Take them if you just playing for fun, but if you want to play competitive then try some thing else. Also plasma is great but to much on the tac squads plasma has a bad habit of blowing up in your face so keep the plasma gun and the combi but lose the cannon. Maybe think of taking more SM troops they are not as durable as they once were and kroot die quick. The assault tremis and land raider are good. For SM heavy look at some of your other options there are some great options there.

P.S. with troops I find that you want to invest enough points to make them good, but not to many as they are the main target for they are your scoring units.


Good points, I guess with Venerable and the Iron Hands tactics giving dreads IWND I was just expecting them to be more durable, theres only one way to find out I guess. I might instead run grav and combi-grav in those squads instead. Melta and combi-melta could be effective too, what should I outfit them with? I am now considering more reliability whereas with the plasmas I was just going for mass destruction and being able to take out 8 troops or a vehicle in a turn of shooting. I was also riding on the FNP 6+ to help with that a little.

This message was edited 1 time. Last update was at 2013/12/03 06:38:21


 
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

 Disturb3d wrote:
 Gunhead1 wrote:

Don't have the new SM codex, but there are still some things that I can help you with. On point level aim for your groups point level, but here I would say aim for 1850pts these are the games that my group plays the most and they are IMO the most fun that I have played. On the dreadnoughts they are not as good as they once were and with 6th edition rules for vehicles they will not last long. So I would say look somewhere else for your heavy hitting. Take them if you just playing for fun, but if you want to play competitive then try some thing else. Also plasma is great but to much on the tac squads plasma has a bad habit of blowing up in your face so keep the plasma gun and the combi but lose the cannon. Maybe think of taking more SM troops they are not as durable as they once were and kroot die quick. The assault tremis and land raider are good. For SM heavy look at some of your other options there are some great options there.

P.S. with troops I find that you want to invest enough points to make them good, but not to many as they are the main target for they are your scoring units.


Good points, I guess with Venerable and the Iron Hands tactics giving dreads IWND I was just expecting them to be more durable, theres only one way to find out I guess. I might instead run grav and combi-grav in those squads instead. Melta and combi-melta could be effective too, what should I outfit them with? I am now considering more reliability whereas with the plasmas I was just going for mass destruction and being able to take out 8 troops or a vehicle in a turn of shooting. I was also riding on the FNP 6+ to help with that a little.


Don't rely on the FNP here for it is a 6+ and that is only going to save a few rarely. Don't throw out plasma all together its still very good. Can't tell you on the grav guns, but from what I hear they are good. How you outfit units is up you, but remember this its all about synergy if your units don't work together than it is going to fail, also make sure you don't have units stepping on each other and by this I mean that they all trying to do the same thing. Make sure you keep your units doing what they are good at and don't try to make them a jack of all trades or try to get them to do something they are not good at, because it won't work.

P.S. What does IWND stand for, because for the life of me I can't think of it right now or its new and for the Iron hands only.




 
   
Made in us
Drone without a Controller





 Gunhead1 wrote:


Don't rely on the FNP here for it is a 6+ and that is only going to save a few rarely. Don't throw out plasma all together its still very good. Can't tell you on the grav guns, but from what I hear they are good. How you outfit units is up you, but remember this its all about synergy if your units don't work together than it is going to fail, also make sure you don't have units stepping on each other and by this I mean that they all trying to do the same thing. Make sure you keep your units doing what they are good at and don't try to make them a jack of all trades or try to get them to do something they are not good at, because it won't work.

P.S. What does IWND stand for, because for the life of me I can't think of it right now or its new and for the Iron hands only.


Yeah, I can see that too, I think I will stick with the plasma and combo then. IWND is It Will Not Die which I think is an awesome ability that could definitely make the dreads more useable.
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

It can, but remember it only works at the end of the phase so if they die before the end of the phase it doesn't work.





 
   
Made in us
Drone without a Controller





 Gunhead1 wrote:
It can, but remember it only works at the end of the phase so if they die before the end of the phase it doesn't work.



Yeah, I guess I will just try it out a few times and see how it goes.
   
Made in us
Bounding Dark Angels Assault Marine




Iowa

Go for it hope it works for you




 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Massed Plasma is really always good so I'd keep the squad with full plasma. Dreadnoughts aren't good but they are very fun.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
 
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