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		<title><![CDATA[Latest posts for the thread "[1850] - (Space Marine Codex) IRON HANDS - Critique! "]]></title>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ I have been into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> since 5th edition and just now beginning to learn how to play. So i bought a Space Marine Codex(Vanilla) and figured to go Iron Hands. Their rough history and tactics got my attention. All suggestions and tactics are appreciated. (keep in mind i already have the army made but looking into magnetizing in the future) <br /> <br /> DEMI COMPANY:<br /> <br /> Warlord<br /> Captain: Artificer Armor, Thunder Hammer, Bike, Digital Weapons, Melta Bomb= 175pts.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 1: 10man Sqd: Plasma Rifle, Plasma Cannon, Combi Weapon for Sgt= 180pts<br /> -Rhino: Strom Bolter=35pts<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 2: 10man Sqd: Plasma Rifle, Plasma Cannon, Combi Weapon for Sgt= 180pts<br /> -Rhino Storm Bolter35pts<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> 3:  6man  Sqd: Melta Gun, Combi-Melta, Melta Bombs, Power Maul= 124pts<br /> -Rides in Storm Raven <br /> Bikes:  6man  Sqd: x2 Melta Guns, Power Maul= 161pts<br /> <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>:   5man  Sqd: x2 Las Cannons, x2 Missle Launchers, Stock Sgt.= 140pts<br /> <br /> AUXILIARY FORCES:<br /> Armored Task Force<br /> TechMarine: Stock= 65pts<br /> Whirlwind: Storm Bolter= 70pts<br /> Predator Tank: Auto Cannon turret, Las Cannon Side Sponsons=115pts<br /> Predator Tank: Auto Cannon turret, Las Cannon Side Sponsons=115pts<br /> <br /> Storm Wing Formation:<br /> Storm Raven: 4 Storm Strike Missiles, Typhoon Missile Launcher, Twin-Link Las Cannons= 225pts<br /> Storm Talon: Twin-linked Assault Cannon, Sky-hammer Missiles= 115pts<br /> Storm Talon: Twin-linked Assault Cannon, Sky-hammer Missiles= 115pts <br /> <br /> Pts Total:1850<br /> <br /> <br /> The Thought behind this was everything except Storm Wing Formation with the 6 man melta Sqd gets Deployed turn one. Whirlwind sits in a corner in the back field raining shots every turn on infantry and light armor potentially causing pinning or stripping wounds off characters, and both Predators will be in the other corner picking off any Armour they see while being near the TechMarine to gain his perks. While he is in cover and out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>. The Rhinos will be behind terrain with my 10man sqds inside until ready to move towards objectives. Devastator Sqd will give support fire with the Predator tanks Against armor to help strip Hull points as well as give cover fire for the Rhinos to move up on objectives. My warlord is attached to the Bike Squad and their main job is to Hit and run,and harass as much as possible in the enemy field. HOPEFULLY(2nd TURN) the turn Storm Wing Arrives.........Dishing out  x1 Twin-link Strength 9 AP2, x4 Ordnance Strength 8 AP2, x2 Krak strength 8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3, and x6 Strength 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 Shots at multiple targets. Then deploy the 6 man sqd near armor to harass and distract or capture and contest an objective. While the fliers roam the field picking off whats left.<br /> <br /> Let me know what you think! <br />  <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Sep 2016 04:14:57]]> GMT</pubDate>
				<author><![CDATA[ Armoursbane]]></author>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ Hi good luck on your list<br /> <br /> Only thing i'm not liking Too much is your Captain..<br /> <br /> Thunder Hammer means he's striking at I1. he has quite a few wounds agreed but personally I'd give him The Burning Blade and a Storm Shield.<br /> <br /> AP2 goodness and 3+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> on a bike. You don't need Melta Bombs and digital weapons.]]></description>
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				<pubDate><![CDATA[Tue, 6 Sep 2016 16:54:32]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ I like it, but there are a few things you might want to consider.<br /> <br /> 1) I like the <span class="glossaryitem" onmouseover='gp(224);'>TH</span> on your Captain, but this means he'll be much less likely to actually use his Melta Bombs, so I'd drop them in favor of finding points for a Storm Shield instead.<br /> <br /> 2) The 5 point jump between a Lascannon and Missile Launcher is sooooo worth it in my opinion, I'd upgrade if you have the models.<br /> <br /> 3) If you actually math it out, the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault Cannon out preforms the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon against virtually all targets in the game. I'd consider swapping for your Stormraven, as the range isn't really an issue on such a mobile platform.<br /> <br /> 4) This one is the biggest. You're paying a lot of points in your <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads to only be able to fire a Plasma Cannon when you're stationary. In general, I've found that I need my <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines to be A) Mobile and B) Not too expensive, and we've just worked against both of those, for two relatively short ranged small blasts that might kill you per turn.<br /> <br /> If you drop 5 Marines and the Plasma Cannon from each squad, you'll save 170 points. That's more than enough to bump the Whirlwind Squadron up to 3 tanks for that glorious bonus. <br /> <br /> If the extra whirlwinds aren't your style, you could also include something like a Land Speeder Typhoon as your Fast choice and upgrade the Bikers to a Command Squad to gain access to <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and have more equipment options. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Sep 2016 21:34:25]]> GMT</pubDate>
				<author><![CDATA[ Perth]]></author>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ Corennus- ill look into switching the captains weapons...i actually forgot about the burning blade . Thank you for reminding me!<br /> <br /> Perth- as what Corennus said...im highly convinced my captain needs to be tweaked. Both of you make a solid point i overlooked.  Also since changing my warlord will free a few points ill upgrade the Squad to all <span class="glossaryitem" onmouseover='gp(239);'>LAS</span>. The Storm Raven ill have to buy another turret off eBay so i can swap.<br /> As for the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads the only Load out i see being effective would be Plasma rifle/Grav Cannon...but thats even more points. it gives them mobility and able to target pretty much everything with ease...yet its too costly. otherwise a semi good one would be Plasma Rifle/Multi-Melta. but i do like ur take on the Whirlwind...its kinda winning me over the more i think about it.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Sep 2016 00:58:30]]> GMT</pubDate>
				<author><![CDATA[ Armoursbane]]></author>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ Playing Salamander style a lot I tend to take multi-melta and flamer on my tacs, but that really only works if you take a drop pod.<br /> <br /> For Rhinos I think Missile Launcher and Plasma Gun is good combo.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Oh reason for the flamer/multi-melta is you have squad combat-squadded and then you can have one <span class="glossaryitem" onmouseover='gp(732);'>CS</span> melta a transport vehicle and then the other <span class="glossaryitem" onmouseover='gp(732);'>CS</span> flame the guys who stumble from it!]]></description>
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				<pubDate><![CDATA[Wed, 7 Sep 2016 08:46:04]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>[1850] - (Space Marine Codex) IRON HANDS - Critique! </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cbfb8dad28294ecbf62fd2340c21def6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/701621/8886405.page"><b>Armoursbane wrote:</b></a><br/>Corennus- ill look into switching the captains weapons...i actually forgot about the burning blade . Thank you for reminding me!<br /> <br /> Perth- as what Corennus said...im highly convinced my captain needs to be tweaked. Both of you make a solid point i overlooked.  Also since changing my warlord will free a few points ill upgrade the Squad to all <span class="glossaryitem" onmouseover='gp(239);'>LAS</span>. The Storm Raven ill have to buy another turret off eBay so i can swap.<br /> As for the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads the only Load out i see being effective would be Plasma rifle/Grav Cannon...but thats even more points. it gives them mobility and able to target pretty much everything with ease...yet its too costly. otherwise a semi good one would be Plasma Rifle/Multi-Melta. but i do like ur take on the Whirlwind...its kinda winning me over the more i think about it.<br /> </div></blockquote><br /> <br /> I think you must have misunderstood my suggestion. What I'm saying is that you run your squads with only 5 marines. That way you are free to use those 85+ points on units that are much more price effective than 5 guys with one Heavy Weapon, like Whirlwinds, Land Speeders, Predators, just about anything really.]]></description>
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				<pubDate><![CDATA[Wed, 7 Sep 2016 19:30:25]]> GMT</pubDate>
				<author><![CDATA[ Perth]]></author>
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