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Iron Warriors V3.1 (final version)

 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Nov 16, 2016 3:44 am 
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So you're saying instead of 3, I should take 6? ;D


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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Tue Feb 28, 2017 10:40 pm 
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had a game last weekend with ig steel legion vs IW fielding 2 basilisk + aa formations, 3 decimator formations, helltalons, 6 defiler, 2 retinues army, choosen army.

got completely annihilated. absolutely nothing you can do vs that auto activating no range limitation 2 template artillery that fires every turn if you're low on strategy. lost my own artillery instantly. i couldn't counter that build. i even had to send in a shadowsword company to kill at least one of those basilisks to get the bp down to 3. it was not funny.

sorry. but that basilisk formation hast be toned down. max 3 units for the same price. structure also needs to change.. at strategy 4 and ini 1 this is a killer. it is even cheaper than the imperial counterparts (83pts per unit in ig. 75 in IW with 4 units!) . also that 6 strong defiler pack is nigh unstoppable if you play with just a bit more blocking terrain. that decimators beat me down in the end where i couldn't even use cover anymore.
(will that tad cheap beast be adjusted throughout the lists eventually?)

don't get me wrong, i play iw myself and have my whole army painstakingly painted and converted to that scheme, so I really would love to see an approved IW lis. but I wouldn't want my opponent to face this wall of fire with the list atm.
i remember that list being much more balanced until that basilisk formation came in. maybe we should have a look at that again?

i think my buddy will write up the full report with pictures and post it but at this point i think there is quite some work to do.

(saukopf.. c'mon. write faster ;) )


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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Sat Mar 04, 2017 5:36 pm 
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Hey guys,

I used the following list:

3000 Points, Iron Warriors Net:EA v3.1
Iron Warriors Company
6 Chaos Space Marines and 2 Havocs
Warsmith (Supreme Commander)
Stalker
4xChaos Rhino

Iron Warriors Company
6 Chaos Space Marines and 2 Havocs
Iron Warriors Lord
Stalker
4xChaos Rhino

Defiler Assault Pack
6 Defilers

Chosen
4 Chaos Space Marine Scouts
2xChaos Rhino

Artillery Battery
4 Chaos Basilisks
Stalker

Artillery Battery
4 Chaos Basilisks

Super Heavy Company - Decimator
Decimator

Super Heavy Company - Decimator
Decimator

Super Heavy Company - Decimator
Decimator

Helltalon Flight
2 Fighter Bombers

Attachment:
Note the disgustingly healthy food..jpg
Note the disgustingly healthy food..jpg [ 81.18 KiB | Viewed 15857 times ]


For the whole battle report, follow the link:
viewtopic.php?f=84&t=32228

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Mar 08, 2017 5:05 pm 
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Hey guys, one thing that stood out in our last game: why do Defilers as Daemon Engines have a initiative of 1+? In the other Chaos lists they only have an initiative of 2+, which fits their dangerous and unpredictable nature somewhat better, I think.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Mar 08, 2017 10:46 pm 
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As far as I'm aware, the only lists where Defilers aren't 1+ are Lost and the Damned and mrdiealot's Traitor Titan list.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Mar 09, 2017 7:42 pm 
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Sir, you are right. My bad.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Tue Mar 21, 2017 9:01 am 
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Other lists have them at lower initiative rating, but most have them in one form or another at 1+. Khorne Berserker List has them at 2+, the Stygian, lost and the damned, Stigmatus Covenemt, House Devine Knights (they call them Debasers), Traitor Titan Legions have them at Initiative 2+ or 3+, while some like Emperor's Children and Night Lords do not even field them, even with another name.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Apr 13, 2017 1:48 pm 
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So, where are we in terms of moving to approved status?
How many test games are needed?

I´m really keen on playing my Iron Warriors in tournaments!!!

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Apr 13, 2017 3:27 pm 
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how about some batreps from you then? :)

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Apr 13, 2017 5:23 pm 
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Yeah, sure!
My last game was written up in a battle report.
A little upward in this thread.

Just wanted to get things moving and to know where the list stands.
To get me and others motivated.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Apr 11, 2018 3:39 pm 
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Would all battles reported/posted count to get them approved? Or just 3000+ points games?


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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Apr 11, 2018 4:24 pm 
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anything between 2 andf 5 is generally fine with 3 just being the sweet spot. But to be honest, with play tests being so fraking hard to get out of people I'm fairly certain we'll take what we can get ;D

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Sat Apr 28, 2018 10:35 am 
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Did a game versus the Iron Warriors of Saukopfblende several weeks ago. Admittedly, we used this game as a testing run for a 1.500 pts 'Midigeddon' Tournament (120x120 table, just 2 Objectives).

I played Ulthwé (4.2) and fielded:

AVATAR [free]
Avatar with Spear of Khaine

WRAITHGATE [50]

BLACK GUARDIAN WARHOST [325, BTS]
2 Farseer, 6 Guardians,+4 Guardians, +2 Wraithguard

BLACK GUARDIAN WARHOST [275]
Seer Council, Farseer, 4 Guardians, 2 Heavy Weapon Platforms

SWORDS OF VAUL TROUPE [250]
3 Falcon, 2 Firestorm

ENGINE OF VAUL TROUPE [250]
Storm Serpent

ENGINE OF VAUL TROUPE [250]
Scorpion

RANGER TROUPE [100]
4 Rangers


Saukopfblende had:

Retinue with 6 Chaos Marines, 2 Havocs, 4 Rhinos

Choosen with Rhinos

6 Defilers (BTS)

4 Chaos Predator (played with 5+ RA), Stalker

4 Chaos Basilisks


The game was more or less decided in Turn 1. I had absolutely nothing to engage the well deployed Basilik battery which pounded my position with brutal efficiency. I remember the 6 Defilers doubling into a wood before sniping my covered Falcons, breaking them in Turn 1 before beeing activated with some lucky shots on 6+. The Choosen succesfully shot down my moved up Storm Serpent (Critical Hit). I failed to rally the reamining 3 Falcons, denying me further offensive actions. What followed was a do or die charge out of the Wraithgate of my big Guardian Host with Wraithguard. I did beat the Defilers, killing 5 of them, under heavy losses, but them being fearless one got away unharmed. I tried to snipe it with my Scorpion but missed both shots (failed BTS). Saukopfblende then pounded my massed Guardians in the open with his double template Basiliks and managed to succesfully wipe the formation out with Bolter fire of the Predators. He took the Wraithgate objective and had BTS. My Rangers killed some Chaos Marines with Overwatch but finally couldn't hold on to the objective. Lost 3-0.

My impression was, that while the Iron Warriors clearly need something to compensate for not being able to summon demons, 6 Defilers are very strong, especially as a fearless BTS. The Basiliks battery at 4 untis is a bit over the top at 325. Well, that's a double template, auto activate, break only at 2 losses formation with effectively unlimited Range at Strat 4. Who could resist taking them? :P

Well, hope that did help you a bit.

Cheers!

Fenvarien


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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Sat Apr 28, 2018 7:06 pm 
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I took pictures of the game, sadly a bit crappy:

Image

Image

Image

Image

Image

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Tue May 01, 2018 11:29 am 
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Yeah, nice pics! 8)

Well, I wouldn't overestimate this game. Further playtesting should be done with considerably more points, at least 2k and the regular Tournament scenario.

After a couple of 1.5k games on a 120x120cm table with just 2 Objectives per side I have the very strong impression that the reduced points value, and maybee even more the smaller sized tables favours certain armies while it makes things noticeably harder for others. The more elite the army is the harder it becomes to create a more or less flexible competitive list; the more relying on mobility and manouver space the army is (e.g. Marines, Eldar) the harder it becomes to play it on a smaller table. Admittedly, I didn't like it that much.

Remember the tournament we played in Colonge was dominated by 'horde armies' like Feral Orks and DKoK, always very heavy on AA and - taking advantage of the lack of any points limitation on formations - regularly fielding one big heavy War Engine Formation.

Cheers!

Fenvarien


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