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Discussion Starter #1 (Edited)
Finally managed to settle on a list with the new 'dex, just took a 2000 point list to do so. Rather liking the buffs the Iron Hands get from their chapter tactics, but really wanting to give the some Black Templars a try as well.

HQ: 300
Iron-father (chaplain)
The burning blade, jump pack
-Leads the vanguard veterans, though expensive the burning blade gives the chaplain a much needed AP boost-

Emperors Champion
-Teams up with the crusader squad-

Troops: 848
Tactical squad
5x Additional marines, veteran sergeant, meltagun, multi-melta, power weapon
Rhino
-Mid field objective holder and support for the crusader squad if needed; might swap the guns out for a plasmagun and heavy bolter to better fit the mid-field role-

Scout squad
1x Additional scout, 6x camo-cloaks, 5x sniper rifle, missile launcher
Land speeder storm
Multi-melta
-Home objective holder and general support-

Crusader squad
5x Additional initiates, 2x neophytes with shotguns, meltagun, power weapon, sword brother with thunderhammer
Land raider crusader
-Forward objective taker, should be able to dislodge an enemy unit and the crusader will likely draw a hefty bit of firepower-

Elites: 334
Dreadnought
Plasmacannon
-Always been a fan of the plasmanaught, this guy is another support unit and general close combat deterrent for the sniper scouts-

Vanguard veteran squad
2x Additional marines, 7x jump packs, powerfist and storm shield, relic blade and storm shield
-Aimed for going after tougher enemies, especially with the chaplain leading the way; lot of wounds/bonus attacks to deliver the blade and fist and storm shields to make sure they survive that much longer-

Fast Attack: 326
Storm talon
Twin linked lascannon
-Gotta have some air-power, and a lascannon toting storm talon that could escort anything I choose to hold in reserve is always nice-

Assault squad
3x Additional marines, 2x flamer, veteran sergeant, 2x lightning claw
-Where the veterans are aimed for tougher units, these guys are going for lighter infantry and things of MEq persuasion-

Heavy Support: 190
Stalker
-Can't rely on just one flyer at this point level, so lets go for the mobile quad gun that can take on up to two targets-

Predator
Lascannon sponsons
-My anti-armour support, and with the autocannon this unit can do more than just that should armoured threats be removed-

Total: 1998/1999+1


And thats the list so far, rather liking the idea of the bonus survivability that the Iron Hand chapter traits gives, might even help keep an additional marine or two alive to do their job.

As usual for me, comments, idea's, criticisms, and critiques are welcome and appreciated.
 

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Discussion Starter #2
Bump?
 

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Jeepers
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So let me get thus straight since ita not clear. Iron Hands are your primary, and BT are secondary which contains the EC and Crusader Squad?
 

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That's what it looks like to me. Every vehicle except the Crusader gets IWND, which is nice. I've never been a big fan of the Templars, so it looks good for the most part, but I'm not sure if I'd bother with all those power fists. Too slow in challenges, I'd rather take a Power Sword and Meltabombs or something.
 

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6 Bikes with 2x Gravguns and Vet Sgt with Power weapon. 181pts and will do ALOT more damage than either of your assault marine squads. Bikers are relentless so Grav is fired full power even when u move (which u want to with bikes) and makes up for the short range with fast movement.

Tbh i would swap ur chaplain for a bike captain with arty armour, SS and Burning blade, and drop the assault marines and vanguard (who are over priced IMO) and replace with two of the above mentioned bike squads (as troops so scoring).

Its fuffy as ur using machines and ur bikers all get the Iron hands bonus and ur captian becomes a beast.

Not keen on the Dreadnought. IMO its MM dread in Droppod, or Ironclad in droppod. i find them too slow to deploy normally unless they are 2x twin linked autocannon dread.
 

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Discussion Starter #6
but I'm not sure if I'd bother with all those power fists.
All those powerfists? There should only be one..hey tactical sergeant your not supposed to be wielding that, you payed for a power weapon!

Yeah, goofed on typing; only one of the veterans should have a powerfist.

6 Bikes with 2x Gravguns and Vet Sgt with Power weapon. 181pts and will do ALOT more damage than either of your assault marine squads.
Well considering I only have one assault squad, and its designed to go after lighter units, I'd venture the argument that no, your suggested bike squad would not do as much damage. :p

Bikers are relentless so Grav is fired full power even when you move (which you want to with bikes) and makes up for the short range with fast movement.
Indeed, but you do realize that if I go grav on everything then I will be struggling against armies with shitty saves and armour in general? I mean yeah bolters, and yeah the rest of my tactics; but if the idea is fuck your forward close combat elements for elite killing guns and hope your support can make up the difference..

Tbh i would swap your chaplain for a bike captain with arty armour, SS and Burning blade,
Personally I find artificer armour to be a bit to costly for that slight bump in armour; if it cost as much as the storm shield or just a little more than maybe, but at that price I think I can tank some AP3.

and drop the assault marines and vanguard (who are over priced IMO) and replace with two of the above mentioned bike squads (as troops so scoring).
Again though, so the idea becomes dump my forward assault units for mobile gun-platforms and a slightly more expensive close combat HQ with no one that really wants to be in assault?

Its fuffy as your using machines and your bikers all get the Iron hands bonus and your captain becomes a beast.
Wasn't my chaplain already a (relative) beast at a reduced cost? :grin:

Not keen on the Dreadnought. IMO its MM dread in Droppod, or Ironclad in droppod. i find them too slow to deploy normally unless they are 2x twin linked autocannon dread.
But all of those options are more points for: (essentially) a one shot wonder, a tougher one shot wonder, ranged support with the inability to aid in the back.

The idea with the plasmanaught is to deploy him near the snipers and not have to bother moving him, unless something gets close to the scouts and I need him to say hello.
 

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I think the assault squad needs plasma pistols. It doesn't take away from it's assault abilities, AND it allows them to be dangerous to light armor and heavy infantry. I know this isn'tyour plan that they face termies or dreads, but no plan survives placing models on the table..
 

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Discussion Starter #8
As much as I like the initial list, given its diversity, revised it with a slightly different feel:

HQ: 285
Captain or Chaplain
Burning blade

Emperors Champion

Troops: 934
Tactical squad
5x Additional marines, plasmagun, plasmacannon
Rhino

Scout squad
5x Camo-cloaks, 4x sniper rifles, missile launcher

Crusader squad
3x Additional initiates, 2x neophytes with shotguns, meltagun, power weapon, sword brother with powerfist
Land raider crusader

Crusader squad
2x Additional initiates, 2x neophytes with shotguns, meltagun, power weapon, sword brother with powerfist
Rhino


Elites: 110
Dreadnought
Plasmacannon

Fast Attack: 595
Stormtalon gunship
Twin linked lascannon

Assault centurion squad
Omni-scope, twin linked meltagun
Land raider
-Their big, their slow, and they will be guarding the chaplain/captain. Because when your toting a pair of initiative striking powerfists why not. Also kind of curious to see how they play considering their price tag, might get swapped out for a unit of terminators instead.-

Heavy Support: 75
Stalker

Total: 1999/1999+1
 
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