And another one for the road to approval, this time Iron Warriors vs. Knight World (3000)
We took it through four turns, and the Iron Warriors won on points, 1298 to 823.
Consistently winning initiative and driving assaults onto the Knights, rather than the other way around, really helped keep the Knight banners on their back foot. The exception were the Errants. I see why Tim opts for melta cannon over battle cannon; if you're playing an opponent who has to get within engagement range, you can engage, firefight, or just flat-out shoot the heck out of your opponent. My problem was probably in spreading the artillery and air strikes around. I wound up using them to try to make it harder for my opponent to activate, and to *maybe* try to get a couple of solid hits in, but beyond the initial concentrated strikes on the broken Paladins, they really didn't do much. The emplacements were clutch for the artillery company though. bouncing repeated Thunderbolt strikes like that really made a difference, even if they still took some suppressing blast markers. Drop-heavy Iron Warriors are definitely viable, especially with Fearless Dreadnoughts coming out of Dreadclaws.
The forum battle report can be found here:
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=33862And the prettier version with more photos can be found on my blog, here:
https://armiger84.blogspot.com/2019/02/20190216-battle-report-iron-warriors-vs.html