Hello, I’m going to be helping to shepherd the Iron Hands list to developmental. Having just been through the previous thread again, and gone over the fluff, here are my thoughts/suggestions at present.
(got an IH bat rep I haven’t written up yet, but it was with the old list structure anyway)
contextTo start, the core features of the Iron Hands list should be:
• Increased use of dreadnaughts
• Dreadnaughts in leadership/character roles
• Greatly reduced terminators, now employed as squad leaders
• Mechanised Infantry
• Strong ties to ad-mech, but dogmatic and isolated from other allies
Any objections/additions to this, on a thematic level?
This list does not follow the new Clan Raukaan 40k codex, as that invalidates the IH’s distinct structure and unique terminator situation.
Further,
this list is not meant to represent every possible mode of combat or force organisation employed by the IH, but rather focus on their iconic features (see above).
listThe iterations of the IH list so far have developed a good ‘flavour’, but the list structure drifted a bit. I agree strongly with this by Modoten, from the last thread:
Quote:
Great to see this moving along! As Uvenlord stated maybe it's good to "clean" up the list a little. Base it off Codex Marines and the add/take away some units.
As such I’ve attached a revised list structure (v1.1) here, based on codex Marines .
Attachment:
Note: this looks very different in
structural terms compared to 1.0, see the reasoning above and a few direct points below for further explanation.
All stats and special rules are, at present, as in V1.0, see here:
http://www.taccmd.tacticalwargames.net/ ... p?id=12913comments and questionsIt is now easier to buy thawks than in IH v1.0 (but harder than codex). Since the choice codex air assault cargos are stripped from the list I’m not sure air assault needs penalising further.
Where have the Morlocks gone? They are in a broken heap on the fields of Isstvan 10,000 years ago. Terminators are back to being veteran sargeant upgrades.
Where is the mobile fortress? Removed for now – it’s not a key part of the list structure for competitive play. In any case, it would need to be 20+DC to represent the monastery.
In v1.0 it was possible to add multiple inspiring upgrades to a formation (up to 3!). I have removed the possibility for now.
Special rules are as they were in 1.0. However, I would like to consider if ‘Cult of the Machine’ is really needed. The list should incentivise people to take ven dreads, not penalise. If ven dreads are found to be over powered then it could be used, otherwise I think it should be considered for suspension.
At present there is no special structure/mechanic for razorbacks, other than offering a 4-for-3 price discount. This could be revisited if people reallly want it once the core list structure is stable.
Titan weapon options/patterns will be tweaked to allow more flexibility at a later point.
Proposed stats from Jimmy for the Iron Hands Iron Clad:
Ironclad DreadnoughtAV 15cm, A: 4+RA, F: 4+ C: 3+
Walker, RA,
Hurricane Bolter (small arms), EA+1
Seige Drill (assault weapons), EA+1 MW
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I think nailing down the core structure of the list should be the main priority at the moment.
What are people’s thoughts on the attached structure, and on the above in general?
Attachment:
(this pdf is the same as the one in the post body above, just added it here again for people who are gonna ignore my waffle above and scroll to the end for the file!)
old versions: