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![[Post New]](/s/i/i.gif) 2013/09/08 12:11:09
Subject: Tournament list - Iron Hands 1850pts
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Ground Crew
Kent
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Just looking for feedback for now on the general strengths and weakness of this list at tournament meta?
Chapter Tactics Iron Hand
HQ
MOTF with Conversion Beam 110pts
Elite
LOTD * 5 with MG, MM and Combi-Melta 155pts
LOTD * 5 with MG, MM and Combi-Melta 155pts
Troops
Scouts * 5, Camo Cloaks, Sniper Rifle * 4, Missile Launcher * 1. DT LSS with H Flamer 129pts
Scouts * 5, Camo Cloaks, Sniper Rifle * 4, Missile Launcher * 1. DT LSS with H Flamer 129pts
Scouts * 5, Combat knives. DT LSS with H Flamer 100pts
Scouts * 5, Combat knives. DT LSS with H Flamer 100pts
Fast Attack
Land Speeder HB + Typhoon launcher * 3 225pts
Land Speeder HB + Typhoon launcher * 3 225pts
Land Speeder HB + Typhoon launcher * 3 225pts
Heavy Support
Stalker 75pts
Stalker 75pts
Stalker 75pts
Fortification
ADL with comms 70pts
1848pts total
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Codex Space Marines - Astral Skulls
9500 points. Full 4th Company ready to deploy!
Codex Tyranids
3000 points. |
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![[Post New]](/s/i/i.gif) 2013/09/09 05:26:26
Subject: Tournament list - Iron Hands 1850pts
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Swift Swooping Hawk
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Don't have the new marine dex yet, but one concern I can see already is that everything in your army can be taken out effectively with strength 6 fire.
This is coming from someone who also plays eldar so I'm use to having buckets of S6 dakka.
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  Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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![[Post New]](/s/i/i.gif) 2013/09/09 15:01:11
Subject: Re:Tournament list - Iron Hands 1850pts
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Fresh-Faced New User
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One of the ideas me and my friends like is having a stormraven with a tech marine with a harness on board. This way it's healing on a 3+; this along with it will not die means it will almost always heal 1 each turn unless you are just unlucky.
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3000 pts
:Iron Hands: 2000pts |
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![[Post New]](/s/i/i.gif) 2013/09/12 15:04:10
Subject: Re:Tournament list - Iron Hands 1850pts
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Ground Crew
Kent
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I had a chance at my club to test this vs an Elder player, it was fun but it did get turned into mush very quickly, I like stalkers and lss, the typhoons went down very quickly.
I think so far the advantages of playing Iron hands will come with predators land raiders and dreadnoughts. I've got a few more lists in mind, don't forget the 255pt Iron hand chapter master on a bike with AA and the eternal warrior shield a thunder hammer and auspexs.
Turn one move and orbital bombard, turn two move remove 1 cover on a unit, charge someone else, while dreads and everyone else opens fire on the first unit.
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Codex Space Marines - Astral Skulls
9500 points. Full 4th Company ready to deploy!
Codex Tyranids
3000 points. |
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![[Post New]](/s/i/i.gif) 2013/09/12 19:17:42
Subject: Tournament list - Iron Hands 1850pts
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Fresh-Faced New User
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I played a very similar, WS list back in 4th, and will again in 6th
small bike, detachment w/ air cav support
Can you give more details on the typhoons vs eldar ?
with 9 models , cover save, and mobility, how did they gain range on you ?
How helpful was the will not die on vehicles, I figured with squadron rules, even with 3 hits, you are distributing them so you'll have chance to recover them.
Just curious of how things went down.
I am looking at 9 typhoons and 2 raven right now
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![[Post New]](/s/i/i.gif) 2013/09/13 00:40:54
Subject: Tournament list - Iron Hands 1850pts
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Ground Crew
Kent
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ptrout wrote:I played a very similar, WS list back in 4th, and will again in 6th
small bike, detachment w/ air cav support
Can you give more details on the typhoons vs eldar ?
with 9 models , cover save, and mobility, how did they gain range on you ?
How helpful was the will not die on vehicles, I figured with squadron rules, even with 3 hits, you are distributing them so you'll have chance to recover them.
Just curious of how things went down.
I am looking at 9 typhoons and 2 raven right now
The main problem was getting line of sight on his units, he had two wave serpents and they got good dice roles on the serpent shield weapon, because it ignores cover it tears up squadrons of land speeders, he also had a wraithknight that was shooting out land speeder storms and then assaulting the scouts. Unfortunately a mobile army that ignores cover eats up this list, the unit that was amazing in the game was the stalkers, they did get hull points back from the it will not die. Unfortunately I kept forgetting about the fnp so missed a few chances to use that.
Oh and moment of the game for me goes to turn one first blood for the storms, a group of scouted rangers in cover, first blinded, then removed by heavy flamer.
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Codex Space Marines - Astral Skulls
9500 points. Full 4th Company ready to deploy!
Codex Tyranids
3000 points. |
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![[Post New]](/s/i/i.gif) 2013/09/13 00:49:11
Subject: Re:Tournament list - Iron Hands 1850pts
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Cog in the Machine
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I love the elites and troops picks in your list
But I think the speeders are pretty poor, even with 3 in a squad they die quickly, and 3 stalkers would be overkill in many games, and a complete waste of points in a few.
I think a land raider, storm raven, and a vindicator or thunderfire cannon would be the way to go with iron hands.
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![[Post New]](/s/i/i.gif) 2013/09/13 01:19:17
Subject: Tournament list - Iron Hands 1850pts
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Wraith
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I really recommend getting that MotF w/ CB on a Bike. I run that in my SM allies and it's HILARIOUS how effective that dude is when just chumming it up on the back board edge throwing those S10 AP1 blasts.
Also, Thunderfire Cannons. And More Tech Marines.
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Shine on, Kaldor Dayglow!
Not Ken Lobb
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