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Rules: Iron Warrior Bionics

 Post subject: Rules: Iron Warrior Bionics
PostPosted: Sat Jan 19, 2013 10:28 pm 
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Hi, I'm reading the rules for Iron Hands:
4) Bionics: All Iron Hands Elite infantry & special characters are heavily
modified with cybernetic and bionic implants, to the extent that they can self-repair
and regenerate on 5+. In addition, this augmentation adds +1 to Veteran
and Terminator Armor Saves. This is already reflected in the unit stats.


I have no problem understanding the rules but it's the last part that I'm curious about. (already reflected...)
I can't find any special "Iron Hands Veteran" stats and the h/w terminators seems to have ordinary terminator armour.

So how do you play, does the h/w terminators have 4+/6+f or 3+/6+f?

My plan is to start an Iron Hands army so any pointers on how to interpreter this is welcome!


/Uven


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Tue Jan 22, 2013 9:46 am 
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This extra armor bonus was never reflected in any stats table from netEpic 5.0 codex. So remove the last sentence.

However, I'm a bit concerned about the Iron Hands list, I'm not sure it's really balanced with all their elite units gaining regen + extra armor.


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Tue Jan 22, 2013 6:30 pm 
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That was kind of my first impression too.
Never played with any regenerating troops so I never read the rules properly until now. It looks like you get to make a reg roll every turn even if you fail so if I buy a Veteran Devastator Detachment I get 6 bases that never dies... and they get an extra +1 save.

"Well rounded" and "Pride" is a clear limitation to exploiting this but an army that fields a couple of Veteran detatchments will be tough to beat. And the siege company it will be really hard to break if you play it right.

Anyone playing Iron Hands out there who can comment? (It will take me a couple of weeks until I get my army painted and ready for battle so I really don't know how they act on the field)


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Wed Jan 23, 2013 6:39 am 
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Yes, this need too be solved ASAP since i'm gonna be on the recieving end of the damage that Iron Hands army will dish out! ;D

And regeneration is way to good, it should only last 1 turn, not every turn adter the one you get shot down...

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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Wed Jan 23, 2013 8:16 am 
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Imho, keeping the extra armor and throwing away the regen should solve many problems with the list.


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Wed Jan 23, 2013 10:36 am 
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I started an Iron Hands force of my own(not too much until now)
never played them though.
Regeneration should be only for HQ units and if you fail you should be dead.
An extra armour is okay IMHO


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 1:31 pm 
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This thread is making my plastic soldiers weaker but still I tend to agree with most of it.

Easy solution = only give them +1 save. Good enough for me

Better still = +1 save and reg, but you change the rules ror regeneration. If you fail your first attempt you die.

(But when I'm up against those sneaky spaceelf-popup and kill everything on 4+ armies I will play according to the rules = +1 save AND regeneration EVERY turn ;) )


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 1:40 pm 
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uvenlord wrote:
Never played with any regenerating troops so I never read the rules properly until now. It looks like you get to make a reg roll every turn even if you fail so if I buy a Veteran Devastator Detachment I get 6 bases that never dies... and they get an extra +1 save.


Regeneration rule does not work as you say: if in the end phase, you miss your regen roll, your unit is removed.

I've just re-read the regen rule in the NetEpic codex and discovered that the regen roll can only be used by units failing their armor save roll. So a regenerating unit (not a bio-titan or others nids thingy) killed in close combat can not regenerate and is definitively dead.


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 1:53 pm 
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Oh goodie!!! Makes me vaery happy in a Mr Burns evil plan kinda way!!

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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 3:30 pm 
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Sounds fair, thats why I thought it sounded wierd, but where in the rules is this stated?

I've read the Reg special rule and the part during the end phase and they are not so clear to me. It never mentions that troops who fails their roll is removed but it is hinted in the part where it says that if you forget to roll for a medic the model is lost...
(The part about no save no regen is clear)

Will pick up the rules when I get back from work and do a proper studie so I can make my powergaming army anyhow :)


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 4:04 pm 
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uvenlord wrote:
Will pick up the rules when I get back from work and do a proper studie so I can make my powergaming army anyhow :)


Missing a small sentence at the end of regen description: if regeneration roll fails, remove the model.

If you do not remove the model when regen fails and if you try a regen roll in each end phase, it's juste impossible to kill trolls, bloodletters and all other terrible regenerating creatures ;)


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Thu Jan 24, 2013 5:54 pm 
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scream wrote:
Missing a small sentence at the end of regen description: if regeneration roll fails, remove the model.


Sounds reasonable, that will probably be how we will play it.


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 Post subject: Re: Rules: Iron Warrior Bionics
PostPosted: Fri Jan 25, 2013 7:54 pm 
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Indeed it will! :P

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