Showing posts with label Iron Hands. Show all posts
Showing posts with label Iron Hands. Show all posts

Saturday, 19 October 2019

Iron Hands: My Plans


Hello again everyone, 

As mentioned before as the third part of the review I thought I’d do a post just showing what my plans are for the Iron Hands. It’s also to show I’ve been an Iron Hands fan for a long time over on the Battle Bunnies blog and I’m not just jumping on the newest band wagon! 

So here’s a couple of units I might look at using in my 40k army.





Unfortunately and god knows why forgeworld have stopped producing the Iron Hands contemptor! I have two but I would have bought a third to be a close combat orientated ancient. 

You’ve lost money their forgeworld! I’m sure there’s a lot of other players picking up Iron Hands who’d have gone for those contemptors too! 





With the lack of anything particularly punchy in the primaris range, I may have to use some cataphractii terminators. 

I really like the idea of having a predominately shooting based army but with a hammer unit that can be deployed as the enemy crashes against the Iron Hands anvil. 

So as mentioned in the previous review I’m trying to decide what company to do as my previous army was Clan Sorrogol in the heresy era. 





Now the issues lies with Sorrogol not having any 40k transfers by the looks of it but there are the forgeworld ones so I’ll maybe have to do a test and see how they look on the primaris models! 

So Raukaan may be the option to go with as they’re better in the fluff too. Sorrgol are in charge of defending the Medusan system and it’s surrounding dependent systems, however, Raukaan are more of a campaigning company for the chapter. 

This is more in line with what we’ll be looking at doing from a narrative point of view with any home brew campaigns we’re looking at doing. 


The Army list


Now I say this army won’t be a competitive list but we’re talking Iron Hands and they’re very good in general. I’d like to straddle the line between some competitive options but it’s mostly narrative for our campaigns, I may have to tone the list down if it’s too good but there’s not a lot to change!  

The list below isn’t written out correctly I know but it’s just to give an overview of what I’d like to include. Some of the points costs may be a little off but I’ll fine tune it the closer I am to finishing the army which is likely to be a while! 


Battalion Detachment: 5CP (Imperium Space Marines)

Chapter selection: Iron Hands

Battleforged 3CP

Battalion 5CP

Spearhead 1CP

Stratagem: March of the ancients -1 CP

+HQ+

Iron Father Feirros (110 pts)

Primaris Iron Captain (86pts)
- Master crafted auto bolt rifle; Power Sword
- Ironstone relic
- Warlord Trait: Targeting protocols 

Primaris librarian (98pts)
- Force sword

Primaris lieutenant (69 pts)
- Master crafted auto bolt rifle

+Troops+ 

Intercessors Squad x 10 (172pts)
- Stalker Bolt Rifle 

Intercessors Squad x 5 (86pts)
- Stalker Bolt Rifle

Intercessors Squad x 5 (86pts)
- Stalker Bolt Rifle

+Elites+

Remdemptor Dreadnought (161pts)
- x 2 frag storm grenade launchers; Heavy onslaught gatling cannon; Icarus rocket pod; onslaught gatling cannon. 

Remdemptor Dreadnought (161pts)
- x 2 frag storm grenade launchers; Heavy onslaught gatling cannon; Icarus rocket pod; onslaught gatling cannon. 

Leviathan Dreadnought (355pts)**
- March of the ancients 


+Heavy Support+

Replusor Executioner (324pts)
- x 2 frag storm grenade launchers; Heavy Laser Destroyer; Heavy onslaught gatling cannon; Icarus rocket pod; x 2 Storm bolter; Twin heavy bolter; Twin Icarus iron hail heavy stubber.

Eliminators x 3 (72pts)
- Bolt sniper rifle; Camo cloak

Eliminators x 3 (72pts)
- Bolt sniper rifle; Camo cloak

+Flyer+ 

Stormhawk Interceptor (159pts)
- x 2 Assault Cannon; Icarus Stormcannon; two heavy bolters. 


1991pts 


**Now I’m quite certain that the Relic leviathan dreadnought is less than 355pts. I don’t have the book to know the points exactly but I’ll likely go with close combat weapons or close combat on one arm and a single ranged weapon on the other so I doubt It’ll be 355. 

With any spare points I’d likely make one of the eliminator squads into infiltrators or some more intercessors. 

The reason for going with a leviathan is that I want a chapter ancient dreadnought and I think making it one of the older dreadnoughts just means they are too small compared to the Redemptor dreadnoughts. I may end up toning it down if it’s very strong but I want to use the model at least. 

I also want it to look like I’d a expect a character and an ancient veteran of the chapter to look compared to the newer primaris marines. 





It’s a shame the older marines are going but I do like the scale of the primaris. I’ll be customising them with as much Iron Hands accessories as possible like I did my heresy marines. 

The army itself should work as a castle with the intercessors sitting with the captain, lieutenant and executioner as the dreadnoughts advance with Feirros. The interceptor will then act as an annoyance unit and I’ll use the eliminators as more fire support. I may swap an eliminator unit for more intercessors and have two squads of ten if need be. 

So it’s just an overview for the time being but it’s good to now have a plan of where to go with the army. 

Thanks for reading, 

Aveinus Kaane

Friday, 11 October 2019

Iron Hands review: Part 2


Hello everyone,

I’m back the rules part of the Iron Hands review!

Definitely a very interesting time to be an Iron Hands player as I’m sure the chapter has gained plenty of new players after the supplements release! 

So, let’s start with the overall chapter tactics...

Chapter Tactics 




Something we’re familiar with from the previous codex however, there are some changes! 

The 6+ invulnerable save now applies to the whole force, including vehicles so it effectively the grants the whole army extra wounds. Pretty good. 

The second ability now gives them the chance to hit when overwatching on 5s or 6s! Again pretty huge and it gives them the same ability that the tau can use to such a devastating effect. Particularly against my poor orks.

The third allows Iron Hands vehicles to double their remaining wound count when it comes to choosing which damage profile to use! 

This means those dreadnoughts and tanks stay at their most potent until they are pretty much destroyed. 


Doctrine - Calculated Fury 



This again really benefits those vehicles and models with heavy weapons. While the doctrine is in play you do not take penalties for moving with a heavy weapon and you also get to re roll 1s to hit! 


Great for being able to move out of cover and fire without taking any kind of penalties. 


There’s also the added advantage of not needing a  unit to be kept close to a captain to receive those re rolling 1s anymore, meaning lieutenants will be more useful for re rolling 1s to wound! 



Iron Father Feirros 



Now this chap has a beautiful model and I’m sure every Iron Hands player will be including him in their lists.






He’s a powerful more reliable tech marine that also buffs a unit to BS 2+ and also provides a 5+ invulnerable save to units within 6 inches. What a great guy.


I’d like him to be advancing with a couple of dreadnoughts, repairing a flat 3 wounds and providing even more fire support with his master crafted heavy bolter. 


Most importantly for all that goodness he’s only 110 points! 



Iron Hands Units



So we’ll take a look at what I think will be the best units in the range for the Iron Hands... pretty much just dreadnoughts for days. 



Leviathan Dreadnought 



An incredibly tough unit to begin with, a toughness of 8, a 2+ save and a 4+ invulnerable save is great but adding those Iron Hamds abilities on and you’ve got an almost indestructible beast. 



Redemptor Dreadnought 



Another pick that probably isn’t the best dreadnought but it’s something I think I’ll be including as I want to try to stick to the newer models I like so I don’t get stung by GW like with the removal of the Dispossessed Quarrellers and Warriors. It’s still too soon. 






The Redemptor however, again benefits massively from the devastator doctrine and having the iron father close by will make those 13 wounds difficult to chew through! 



Stormtalon Gunship


Another unit I’d like to include in my army, with a point drop and the iron hands devastator doctrine in play, it can now stay at super sonic mode and still hit at its regular ballistic skill for firing heavy weapons. 



Repulsor Executioner 



This is probably my favourite of the newer tank designs that for me have been a bit hit and miss. 


It’s a the turret really, it just reminds me of the British crusader tank in World War 2, not a great tank in practice but it looked cool. The repulsor weaponry is probably just a tad more powerful than the two pounder on the crusader! 






With the iron father knocking around this tank becomes another beast. The 5+ invulnerable save he provides and the chapter tactics mentioned above make it pretty powerful. Survivable and powerful, it’s got to be in my army.



Warlord Traits 



One of the coolest things here combined with a stratagem is the ability to make a dreadnought into a character! So some of these warlord traits could be pretty cool on a dreadnought. Also great from a narrative point of view as well. 



Will of Iron 


With this one you have the ability to deny 1 physic power per turn.


Really good when the iron hands don’t have a huge defence against mortal wounds from psychic powers.  



All Flesh is Weak 


Here’s your dreadnought characters warlord trait... a 5+ invulnerable save and no need to be near Feirros. 



Student of History


When a warlord uses this trait it may consolidate 6 inches in any direction. 


Another interesting trait to use on a dreadnought as it means you have good chance of keeping them out of combat and not losing a turn of shooting. 



Relics of Medusa 


So a bit of crazy good relic here with the Iron Stone






Reducing all damage to a minimum of one is pretty crazy, putting this on dreadnought or a repulsor will make them incredibly durable especially if Feirros is healing too. 


The tempered helm isn’t bad at all but it’s got to be Iron Stone for anyone playing this faction. 



Stratagems



Here’s my favourite...






Very thematic and yes vengeance for Isstvan is always needed. 



Machine Empathy



Another very good one, this allows an ironhands techmarine to heal again and repair a model that has already been repaired that turn. Repairing six wounds with Feirros is pretty great. 



Technomancy



A great addition to this book in my opinion. I will definitely be including a librarian in my army.






Probably the best two psychic powers in the discipline for me.


Getting a plus one to hit on a vehicle is great with a low a casting value of 5 is pretty reliable. The only downside is that you have to be within 12 inches. So those advancing dreadnoughts might not be in range. 


Also adding +1 to your save is pretty great and another way to keep those dreadnoughts fighting until the game end because let’s face it they’re just not going to die! 



Conclusion 



I am very excited about this book both narratively and competitively. I really didn’t expect to get this much love from GW so it is very welcome.


Vehicles in this army will now be the cornerstone or I mean Ironstone of any list. They’ll just keep firing all game and I’m sure it’ll be devastating...


If you’re an existing Iron Hands player the book is pretty amazing. No real advancements lore wise but you don’t normally see that in a codex and for £20 it’s a great book if you want to play the army, with a tonne of rules and options to use for a long time. 


Let’s just hope we see some primaris combat units soon, hopefully intercessors and terminators as I feel they’re really missing from the newer range.


Thanks for reading,


Aveinus Kaane

Wednesday, 9 October 2019

Iron Hands Codex Review: Part 1


Hello everyone, 

We’ve been lucky enough to receive the Iron Hands Codex for review! 



Now I will warn you I will probably be completely positive in this review as I have always been an Iron Hands player and that’s not because they’re now the new filth! 

All of my Heresy Era Iron Hands are still on the Battle Bunnies blog but I’ll show you some of those units and my plans for my Iron Hands in Part 3.

For now part 1 will be focusing on what’s in the book lore wise. 





As you can expect there’s not much change in the overall lore for the Iron Hands and a lot of this using what was in the old Clan Raukaan Codex from a few years ago. 

For someone who is interested in the Iron Hands there is plenty of information like the Sthenelus System where the Iron Hands homeworld of Medusa lies. 





Something I am really interested in is the organisation of the chapter as a whole and it’s differences from Codex Astartes structure. 

Although I’d really like to do the First company, the Avernii are all veterans and I don’t really think the model range represents that company well as I’d want to see new primaris terminators and close combat squads of intercessors before starting the company. 

However, it doesn’t look like they will be out for a while at least and I’ve decided to not buy much of the older style marines as it looks like they’ll be on their way out of production eventually. 




 
I would really like to follow the organisation for the companies, however I’ll have a decision to make as Sorrgol was my Heresy era Iron Hands Clan. So I’ll have to decide whether to stick to Sorrgol or go for another company. 





Sorrgol isn’t one of the four main battle companies from 2 through 5 but it does say they persecute their own campaigns. 

It would be cool to follow the structure but I doubt I’ll ever do sixty intercessors! 

There’s also a description for each company which is also brilliant. As you can see the Avernii below. 





There is also a history section for players new to Iron Hands but I’d still say the best lore is still in the Horus Heresy black books by forge world. Alan Bligh did a great job expanding the legions background. 





The Iron Hands in present day 40k seem to be undertaking a new Iron Crusade so it seems. As the Iron Hands are reluctant to give up territory so easy to the new chaos threats. 





The Iron council coming to the aid of the Mordians is pretty cool. I am certainly hoping they’ll update the imperial guard range adding some modelling options in for making Mordian iron guard! They were always on me of my favourites in the imperial guard books over the years. 





You can see the overview here with the Stygian Crusade and the overall time line for the Iron Hands in Imperium Nihilus. 

It never is easy to talk about the background in these reviews as there never really is much new information regarding the narrative in a codex. 

The chapter organisation and the individual descriptions of the companies is a very cool part of the book though and I’ll be trying to stick to that when I start my 40k Iron Hands. 

I should have Part 2 up tomorrow hopefully and that should be better content wise as I look at the new rules and combinations for the Iron Hands as it now seems they are pretty brutal on the battlefield! 

Thanks again for reading, 

Aveinus Kaane