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		<title><![CDATA[Latest posts for the thread "Iron Hands Companies"]]></title>
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				<title>Iron Hands Companies</title>
				<description><![CDATA[ I was wondering I'm looking at doing a company of Iron hands, but I need to know, how many <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads assault squads and devestator squads are in a company, and also how many tanks and what kind, how many dreadnoughts, transports and what kind of transport, also what kind and how many gunships will I need and finally how many tech,Marines will I need, also is there anything else I'll need?<br /> Cheers]]></description>
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				<pubDate><![CDATA[Mon, 15 Aug 2016 21:59:01]]> GMT</pubDate>
				<author><![CDATA[ AForEffort]]></author>
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				<title>Iron Hands Companies</title>
				<description><![CDATA[ As far as I know, they got reorganized along the same lines as other Codex Chapters after the Horus Heresey. Question for you is, are you looking at the first Veteran, a Battle Company, a Reserve Company, or the 10th Scout Company?]]></description>
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				<pubDate><![CDATA[Mon, 15 Aug 2016 22:33:27]]> GMT</pubDate>
				<author><![CDATA[ SYKOJAK]]></author>
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				<title>Iron Hands Companies</title>
				<description><![CDATA[ It depends, do you want to play Iron Hands, or Codex-adherent Robo-Vulcans?<br /> <br /> To be serious though, no judgement, if you like the idea of a Codex-adherent chapter with slightly better vehicles and more bionics, the nuHands in the latest codex work fine and you can just make a Codex company with the "clan" markings.<br /> <br /> However, prior to the most recent lists, where they were neutered so they could be easily "consolidated", they were a very different and <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> far superior beast.<br /> <br /> They were, if anything, less Codex-adherent than the Space Wolves, with each Clan Company being a fairly self-sufficient and self-contained entity with its own mobile fortress, armoury, and specialist ranks(librarians and so forth). Chaplains and Techmarines were combined into a single role, Iron Fathers, and Clan Companies could be led by one of them, by a Clan Commander, or even by an ancient Dreadnought. They revered Terminator armour and deployed it to those in leadership positions, even down to the level of squad Sergeants, sometimes if a Clan had enough suits also a bodyguard unit for the Commander. Regards the numbers you asked about; Clan Companies varied in size, but <a href="http://wh40k.lexicanum.com/mediawiki/images/0/09/ClanRau.jpg" target="_new" rel="nofollow">here</a> is an image from the pre-rewrite novel Wrath of Iron depicting Clan Raukaan, which should serve as a rough guide.<br /> <br /> There was no Chapter Master helping them rediscover their feely-weelies because they weren't idiotic self-hating robots, rather they were ruled by a cold, unrelenting hatred of weakness and ruthless pragmatism, and they put the blame for Ferrus' <i>disappearance</i>(because at that stage <span class="glossaryitem" onmouseover='gp(327);'>BL</span> and <span class="glossaryitem" onmouseover='gp(39);'>FW</span> hadn't decided to make Ferrus into the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> series punching bag yet) where it belonged - on the backs of the cowardly Raven Guard and Salamanders who fled the field rather than supporting Ferrus' charge, supporting their sire's reasoning that the destruction of all three of their Legions would have been a price worth paying to kill the leaders of the Heresy and cripple their Legions.<br /> <br /> They used to be a proud chapter with their own history, organisation, and character, and now they're the only recorded chapter who openly criticise their own Primarch and strive NOT to be like him. You choose.]]></description>
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				<pubDate><![CDATA[Tue, 16 Aug 2016 00:01:04]]> GMT</pubDate>
				<author><![CDATA[ Yodhrin]]></author>
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