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		<title><![CDATA[Latest posts for the thread "Iron Hands: Iron Council HQ Choice"]]></title>
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				<title>Iron Hands: Iron Council HQ Choice</title>
				<description><![CDATA[ So I'm sitting here toying with some basic ideas for a homebrew Iron Hands Codex to mess around with for my upcoming army. One thing I was considering was what I call an "Iron Council" as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice. Its kind of a reference to the fact Iron Hands don't have absolute leaders necessarily, they rule by council on their major decisions, so it would allow a player to take a custom "full command squad" as their leader.<br /> <br /> Effectively it'd be a group of 5-10 models that can consist of Iron Captains, Iron Fathers, Clan Elders, Librarians, Apothecaries, Techmarines, and Standard Bearers, each providing their own bonuses/specialties, and they can be split off and join other squads.<br /> <br /> So my question is, does this cause any direct issues you can see right off the bat? Is the potential squad size of 10 way too large? Is 5 too high of a minimum?<br /> <br /> Elaboration:<br /> Iron Captains - Power armored marines, leadership/morale bonuses for squad<br /> Iron Fathers - Chaplain-esque characters, bonuses for bionic characters in squad, maybe choice Preferred Enemy?<br /> Clan Elders - Termie-armored warriors, potent warriors, some leadership ability<br /> Librarians - Typical Librarians, access to special Iron Hands psyker abilities<br /> Apothecaries - Given Bionics typically bestow <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, maybe they improve <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>?<br /> Techmarines - Typical Techmarines<br /> Standard Bearers - Typical Standard Bearers]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 19:15:28]]> GMT</pubDate>
				<author><![CDATA[ Shadowclaimer]]></author>
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				<title>Iron Hands: Iron Council HQ Choice</title>
				<description><![CDATA[ Are these 1 wound models that can split off but then cannot leave or are these 2 wound models that are all <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>?<br /> <br /> The former, 1 wound model version could be something like a newcron royal court or wolfguard unit.  They would be the only ones that could wear terminator armor, as iron hands are specifically known for not having many suits left.  <br /> <br /> 2 wound versions that are all <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> would be too much.  <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices are limited for a reason, except for <span class="glossaryitem" onmouseover='gp(124);'>SW</span> who are broken in a lot of ways anyway.  ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 22:56:10]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Iron Hands: Iron Council HQ Choice</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4f51cf2b15930c57fb609a08b362bdb2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/499118/5152521.page"><b>Exergy wrote:</b></a><br/>Are these 1 wound models that can split off but then cannot leave or are these 2 wound models that are all <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>?<br /> <br /> The former, 1 wound model version could be something like a newcron royal court or wolfguard unit.  They would be the only ones that could wear terminator armor, as iron hands are specifically known for not having many suits left.  <br /> <br /> 2 wound versions that are all <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> would be too much.  <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices are limited for a reason, except for <span class="glossaryitem" onmouseover='gp(124);'>SW</span> who are broken in a lot of ways anyway.  </div></blockquote><br /> <br /> I was thinking the former, similar to the Cron court. Then you could join up with assorted squads with each one as you see them fit and put them where they are the most effective.<br /> <br /> As for Termie armor, the Clan Elders were going to be Termie armored, and as per their usual squad layouts their Sergeants can be given Termie armor potentially for a point increase, the only Termie squads they'd straight out get I'd assume would be Morlocks, and they'd come tiny (3 figures or such).<br /> <br /> Edit: Posted the elaboration on the individuals on the main post.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jan 2013 22:59:36]]> GMT</pubDate>
				<author><![CDATA[ Shadowclaimer]]></author>
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