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![[Post New]](/s/i/i.gif) 2016/06/07 14:06:30
Subject: [1500] - Iron Hands - Input Wanted
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Regular Dakkanaut
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Iron Hands CAD
Captain (jump pack, power fist, lightning claw, artificer's armour)
Tacticals x2 (10 man, melta, combi-melta, multi-melta, rhino)
Assaults (10 man, jump packs, flamer x2)
Devastators (10 man, lascannon x4)
Command Squad (5 man, melta x4, drop pod)
Ironclads x2 (heavy flamer x2, drop pod)
The Captain goes with the Assault Squad. Both Dreds come in first turn to allow the Tactical Squads some breathing room to position. The Command Squad drops on w/e needs to be blown up with meltas. Devs are for back line AA and fire support for the Dreds.
I play against lots of Nids and a Typhus recently, figured this may work well against their numbers and MCs. What do you guys think?
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This message was edited 1 time. Last update was at 2016/06/07 14:07:22
Iron Warriors
Grey Knights
Iron within, iron without! |
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![[Post New]](/s/i/i.gif) 2016/06/07 14:56:56
Subject: [1500] - Iron Hands - Input Wanted
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The Marine Standing Behind Marneus Calgar
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If you are worried about MCs, grav might be a better choice then melta.
It might be worth putting the tacs in pods themselves.
In general, bikes are better the jump packs.
I generally limit my assault and dev squads to 5 men. For devs, the larger squad gives more ablative wounds, but also raises the price per shot for the big guns. For assault marines, larger squads make for a larger footprint. Harder to maneuver, keep behind cover, etc. So more end up getting shot off the table before they get anywhere.
You are very close to a battle demi co. IMHO it would be worth the minimal trades to take advantage of the free rules. You will need to cut a dread and add another tac squad. If you wanted to go a step farther, you could take a gladius or the IH special detachment from AoD. The second option would be nice because then you can take loose dreads to fulfill your aux choice.
Heck, looking into it, all you would need to do with your currant list to switch to a Fist of Medusa would be to take the 5 bolter boys from your dev squad and call them a 3rd tac squad.
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![[Post New]](/s/i/i.gif) 2016/06/07 15:42:18
Subject: [1500] - Iron Hands - Input Wanted
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Pious Palatine
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mrstimpson wrote:Iron Hands CAD Captain (jump pack, power fist, lightning claw, artificer's armour) Tacticals x2 (10 man, melta, combi-melta, multi-melta, rhino) Assaults (10 man, jump packs, flamer x2) Devastators (10 man, lascannon x4) Command Squad (5 man, melta x4, drop pod) Ironclads x2 (heavy flamer x2, drop pod)
The Captain goes with the Assault Squad. Both Dreds come in first turn to allow the Tactical Squads some breathing room to position. The Command Squad drops on w/e needs to be blown up with meltas. Devs are for back line AA and fire support for the Dreds. I play against lots of Nids and a Typhus recently, figured this may work well against their numbers and MCs. What do you guys think? It's very rare that running more than 5 marines in a squad is either necessecary or useful. Assault marines SUCK unless you're ravenguard and even then they're mostly just for fun. Dreadnoughts are also bad, if you're going to take them far and away the best one is the contemptor with the kheres assault cannon. So here's one build you can use at 1500 that will give you a solid chance to win the majority of your games against non-tailoring opponents. All squads are minimum number unless specified Fist of Medusa(Battle Company, Stike force command, Dread Aux) Battle Company 1xCataphracti captain with powerfist shield eternal 1xAttack Bike with MM 1xCommand Squad( Apoc, 2SS, 4grav, Bikes) 2x Tac Squads in LazPlas Razorbacks(1 Plasma gun each) 1x Tac Squad melta/combi-melta in a pod 1x Dev Squad 2 grav 2 multimelta in a pod (More grav would be mathematically better but this loadout is still deadly as all hell and saves points) Strike force Command 1XChapter Master Powerfist( LC only if you have the points) Gorgon's chain, Bike Dread Aux. 1x Contemptor with kheres autocannon Make the cataphracti captain your warlord and roll on SM table and strategic table, if you get a 3 on the SM table he instantly jumps up to 3+ FNP. For the Razorbacks, if they're within 12 of either captain they can move 6 and shoot both guns at full BS or move 12 and shoot 1. Avoid/kill anything with S10 or SD and most armies won't even be able to touch the command squad at 1500 edited to make it sound less conceited.
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This message was edited 1 time. Last update was at 2016/06/07 20:09:05
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![[Post New]](/s/i/i.gif) 2016/06/07 18:08:39
Subject: [1500] - Iron Hands - Input Wanted
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Steadfast Ultramarine Sergeant
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ERJAK wrote: mrstimpson wrote:Iron Hands CAD
Captain (jump pack, power fist, lightning claw, artificer's armour)
Tacticals x2 (10 man, melta, combi-melta, multi-melta, rhino)
Assaults (10 man, jump packs, flamer x2)
Devastators (10 man, lascannon x4)
Command Squad (5 man, melta x4, drop pod)
Ironclads x2 (heavy flamer x2, drop pod)
The Captain goes with the Assault Squad. Both Dreds come in first turn to allow the Tactical Squads some breathing room to position. The Command Squad drops on w/e needs to be blown up with meltas. Devs are for back line AA and fire support for the Dreds.
I play against lots of Nids and a Typhus recently, figured this may work well against their numbers and MCs. What do you guys think?
It's very rare that running more than 5 marines in a squad is either necessecary or useful. Assault marines SUCK unless you're ravenguard and even then they're mostly just for fun. Dreadnoughts are also bad, if you're going to take them far and away the best one is the contemptor with the kheres assault cannon. So here's what you do at 1500 if you want to win.
All squads are minimum number unless specified
Fist of Medusa(Battle Company, Stike force command, Dread Aux)
Battle Company
1xCataphracti captain with powerfist shield eternal
1xAttack Bike with MM
1xCommand Squad( Apoc, 2SS, 4grav, Bikes)
2x Tac Squads in LazPlas Razorbacks(1 Plasma gun each)
1x Tac Squad melta/combi-melta in a pod
1x Dev Squad 2 grav 2 multimelta in a pod (More grav would be mathematically better but this loadout is still deadly as all hell and saves points)
Strike force Command
1XChapter Master Powerfist( LC only if you have the points) Gorgon's chain, Bike
Dread Aux.
1x Contemptor with kheres autocannon
Make the cataphracti captain your warlord and roll on SM table and strategic table, if you get a 3 on the SM table he instantly jumps up to 3+ FNP. For the Razorbacks, if they're within 12 of either captain they can move 6 and shoot both guns at full BS or move 12 and shoot 1. Avoid/kill anything with S10 or SD and most armies won't even be able to touch the command squad at 1500
Imho, take Gorgon's Chain instead of Shield Eternal, it gives +1 to FnP. The only scenario that Sheild Eternal is better than the chain is when you face a psychic heavy army.
Ok my bad, I haven't saw the command choices which has the Gorgon's chain CM........
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This message was edited 1 time. Last update was at 2016/06/07 18:10:27
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![[Post New]](/s/i/i.gif) 2016/06/07 20:35:34
Subject: [1500] - Iron Hands - Input Wanted
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Shas'la with Pulse Carbine
San Diego, CA
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What he also forgot to mention is that the cataphractii terminator captain will go with the devastator squad because he bestows slow and purpoaeful, a USR thay allows the unit to move and shoot.
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![[Post New]](/s/i/i.gif) 2016/06/07 22:06:07
Subject: [1500] - Iron Hands - Input Wanted
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Regular Dakkanaut
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Where do I find the rules for the Cataphractii Terminator Captain and Fists of Medusa? I only have the vanilla Dex and the recent tau/white scar/raven guard supplement to work with.
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Iron Warriors
Grey Knights
Iron within, iron without! |
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![[Post New]](/s/i/i.gif) 2016/06/07 23:37:58
Subject: [1500] - Iron Hands - Input Wanted
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Longtime Dakkanaut
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mrstimpson wrote:Where do I find the rules for the Cataphractii Terminator Captain and Fists of Medusa? I only have the vanilla Dex and the recent tau/white scar/raven guard supplement to work with.
The new Angels of Death book.
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