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The Armies of 40k => Space Marines => Topic started by: chaoticwarrior on March 24, 2005, 06:40:44 PM

Title: Iron Hand army list
Post by: chaoticwarrior on March 24, 2005, 06:40:44 PM
Ok, so I had made this topic earlier.  I have now collected my fair share of models, and am going to post an army list that I am going to use on Saturday against a friend.  However, I will be going to the local hobby store tomorrow, so I can stock up on a couple bits or a boxed set.  So, just give advice on what I should add/ remove.

I will be playing a 750 pt game.

HQ- Techmarine
full servo-harness, Bionics, (not sure what else)

     2 Tech Servitors
     2 Gun Servitors 
        2x Heavy bolter**

Elite- Venerable Dreadnaught
TL-Las, CCW, Tank Hunter

Elite- Venerable Dreadnaught
TL-Las, ML,

Troop- 8x Tactical Marines
ML, Flamer

Troop- 8x Tactical Marines
ML, Flamer


Total: 747
Title: Re: Iron Hand army list
Post by: Evil Ninja on March 24, 2005, 06:46:04 PM
I would replace the flamers with something more ranged to go allong with the ML. Also, i see no reason to make BOTH dreads Venerable unless your friends goes tank heavy, and i dont see it happening in a 750 pt game. Make them both normal and save some points. Maybe take off one, make the Techmarine an elite again, and get a Captain or Chaplain, something that will be a lot more beneficial to your army.

EH, after typing all that, I relised your doing Iron Hands. I still say drop the Venerable on both the Dreads then and change the flamers.
Title: Re: Iron Hand army list
Post by: chaoticwarrior on March 24, 2005, 07:57:09 PM
hehe, one of my rules as Iron Hands is that all dreads as elites must be venerable.  And I do agree with you about the flamers, where would i get the other weapon bits?  ANd which ones would u suggest?
Title: Re: Iron Hand army list
Post by: Evil Ninja on March 24, 2005, 09:54:39 PM
Eh...maybe Plasma Guns. Thats what I would do. MAYBE Melta Guns if you feel your gonna get close enough. I think Flamers and Plasmas are the same price so, that will keep your points the same.
Title: Re: Iron Hand army list
Post by: [dixon] on March 24, 2005, 11:15:59 PM
Hmm, If you want to keep both dreads venerable, put the tank hunters on the missile launcher dread.  I'd drop the tech servitors or the gun servitors, as to keep in base to base with the dread, you won't be able to move either unit and use all of the weapons.  You may consider combat servitors instead for a sort of counter assault unit with the techmarine/iron father.
Title: Re: Iron Hand army list
Post by: swift_retribution on March 25, 2005, 02:10:10 AM
I myself have played (still do) Iron Hands, and let me tell you this:
That techmarine is gonna be slaughtered. if you want him to just
repair the dreadnought, give him 4 tech servitors, if you wanna shoot:
take 4 gun servitors and drop the servo-harness, if you wanna fight:
tak 4 combat servitors, give him the servo-body, put him in a squad
and a rhino/drop pod.
drop the flamers indeed, maybe the one in the combat squad you can keep (see above),
if you wanna make them shooty: take a missle launcher and a plasma gun/melta gun.
drop one dreadnought 'cause they will be wearing big "hit me!!" signs on them,
and IME they don't survive the first, maybe second turn.
Title: Re: Iron Hand army list
Post by: TheOnlySpiral on March 25, 2005, 03:08:01 AM
I like the 3 dreadnoughts.  3 Dreads are an impressive firebase that can cause headaches for almost any army. As was stated above, the Tank Hunters on the ML Dread would be a VERY good idea.  The ML becomes a Las, the Las becomes a death stick.  It will be able to handle even the heaviest armor.  My only other critisism is to add more troops.  Right now your army is very very vulnerable to blast weapons.  Those 2 tac squads won't stand up too long to concentrated fire, and the dreads all have the possibility to die in a single hit. 
Title: Re: Iron Hand army list
Post by: Gilmore on March 25, 2005, 07:19:41 AM
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drop one dreadnought 'cause they will be wearing big "hit me!!" signs on them,
and IME they don't survive the first, maybe second turn.
So dropping one of them is going to help?! Either take more than one or dont take any would be my advice.

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Right now your army is very very vulnerable to blast weapons.
No army is vulnerable to blast weapons if you use the coherency rules properly. :)

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If you want to keep both dreads venerable, put the tank hunters on the missile launcher dread.
Id agree with this.

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I would replace the flamers with something more ranged to go allong with the ML.
Id also agree with this.

What army your friend plays as could well decide on your tactical and servitor configurations, so what does he play as?

Generally I like your list, a nice fluffy Iron Hands army. :) I like the venerable dreads, its in keeping with the iron hands theme, and will stop them being KO'd early doors.
Title: Re: Iron Hand army list
Post by: chaoticwarrior on March 25, 2005, 07:23:15 AM
My friend is playing an Ork army, although, that is only one game.  And, from where can I buy the plasma gun bitz for my tactical squads?  Finally, one question, should someone re-configure his Army List for every different opponent he is playing?
Title: Re: Iron Hand army list
Post by: Gilmore on March 25, 2005, 07:34:38 AM
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My friend is playing an Ork army, although, that is only one game.
Heavy bolters and frag missiles it is then! :)

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And, from where can I buy the plasma gun bitz for my tactical squads
I can't really help you with this, sorry.  :-[

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Finally, one question, should someone re-configure his Army List for every different opponent he is playing?
Well, it helps definately, but it obviously depends on what models you have, and how much time you have etc. I have a flexible force with 1 set army list, but then Im skint! :(
Title: Re: Iron Hand army list
Post by: chaoticwarrior on March 25, 2005, 07:37:34 AM
K, so you suggest going with a ML and a Heavy bolter for my tactical squads?  And do you suggest I keep the tank hunters on my dreads, since he will prolly be a troop heavy army?
Title: Re: Iron Hand army list
Post by: swift_retribution on March 25, 2005, 07:48:22 AM
Quote
drop one dreadnought 'cause they will be wearing big "hit me!!" signs on them,
and IME they don't survive the first, maybe second turn.
So dropping one of them is going to help?! Either take more than one or dont take any would be my advice.

yeah, you're right.
if you have two dreads, and you play with victory points,
these will be the nr 1 targets for the enemy, 'cause they
cost a lot of point, especially if they're venerable.
Title: Re: Iron Hand army list
Post by: Gilmore on March 25, 2005, 08:12:12 AM
No1 Targets they may be, but venerable dreadnoughts can take a lot of damage, and two of them could scare your opponent into forgetting about the rest of your army. :)

Playing against speedfreak orks (other post :) ) Id imagine they have a very decent chance of survival too, your opponent wont have to many useful anti-tank units.

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K, so you suggest going with a ML and a Heavy bolter for my tactical squads?
Yup. :)

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And do you suggest I keep the tank hunters on my dreads, since he will prolly be a troop heavy army?
Maybe keep them as tankhunters against speedfreaks, this could be debated tho...
Title: Re: Iron Hand army list
Post by: chaoticwarrior on March 27, 2005, 06:45:11 AM
Sorry to beat dead horses, but what models would you suggest I add for a higher point game?  More dreads?  Maybe some transport tanks?
Title: Re: Iron Hand army list
Post by: Gilmore on March 27, 2005, 08:55:35 AM
Some devs, and reconfigure your tactical squads a bit. Should bring you up to the 1k mark.
Title: Re: Iron Hand army list
Post by: chaoticwarrior on March 27, 2005, 09:41:00 AM
Yeah, I already reconfigured my tacticals, one having a heavy bolter and ML, and one having a Plasma cannon and ML.  Would you suggest any transports (such as rhinos, etc.)?
Title: Re: Iron Hand army list
Post by: Gilmore on March 27, 2005, 10:49:45 AM
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Would you suggest any transports (such as rhinos, etc.)?
Erm, maybe.  :-\

Im not a big fan myself, dunno how fluffy it is for an iron hands army to be haevily transported neither. Maybe razorbacks over rhinos? Helps out with the shootiness of it all.