Over the next few months I'm going to try and test/tweek this list. I've based it upon the BL list but with daemons+BL specific units removed - in have come more access to dreads, oblits etc and of course artillery
The idea is an Iron Warriors attacking siege force
Thanks to Dptdexys and Firestorm for their input and to Neal and others for input on previous list versions.
I played it for the first time last weel vsBill Ely and Matt Otter with Eldar and lost 4-0. So far I think the artillery might need to be made cheaper(possibly in different unit szes) and the feral variant upgunned but I'm going to test it further first.
IRON WARRIORS CSM
Initiative 1+ Strategy 5+
As with the Black Legion Character upgrades can only be applied to the Core units of a formation.
One IW Lord Character must be upgraded to a Warsmith Character. This upgrade is free.
IRON WARRIORS FORMATIONS
IRON WARRIORS GRAND COMPANY 300
One IW Lord Character upgrade and 8 units - Six Chaos Space Marines And Two Havocs
Upgrades - Rhinos, Defilers, Havocs, Dreadnoughts, Dreadclaws, Chaos Land Raiders, Obliterators, Daemon Prince, Chaos Vindicators, Siege Dreadnought
HAVOC COMPANY 150
One IW Lord Character upgrade and Four Havoc Units
Upgrades - Havocs, Rhinos, Chaos Land Raiders, Dreadclaws, Dreadnoughts, Chaos Vindicators, Obliterators, Defilers
0-1 RAPTOR CULT 35 per unit
One IW Lord Character upgrade and 4-8 Raptor units
Upgrades - none
0-2 IRON WARRIORS CHOSEN 65 per unit
One IW Lord Character upgrade and 4-6 Chosen
Upgrades - Dreadnoughts, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Daemon Prince, Siege Dreadnought
0-1 IW FORLORN HOPE PER IW GRAND COMPANY 125
4 Chaos Space Marines with the SCOUT ability
Upgrades - Rhinos
0-1 BIKE COMPANY 300
One IW Lord Character upgrade and 8 Chaos Marine Bikes
Upgrades - none
IRON WARRIORS ARMORED COMPANY 50 per Chaos Predator, 50 per Vindicator, 75 per Chaos Land Raider 6 Chaos Predators and/or Chaos Vindicators and/or Chaos Land Raiders
Upgrades - Defilers
0-2 IRON WARRIORS SHT COMPANY 225 per SHT
1-3 IronReapers
Upgrades - Defilers
DREADNOUGHT ASSAULT PACK 50 per Dreadnought, 75 per Defiler 100 per Siege Dreadnought 6 Dreadnoughts and/or Siege Dreadnoughts and/or Defilers
Upgrades - Dreadclaws
BASILISK BATTERY 500
6 Basilisks
Upgrades - Chaos Vindicators
HELLFIRE BATTERY 300
3 Hellfire Cannons
Upgrades - Chaos Vindicators
BRIMSTONE BATTERY 600
3 Brimstone Cannons
Upgrades - Chaos Vindicators, defilers
UPGRADES
Rhinos Up to 8 (rules as Black Legion) 10
Obliterators Up to 4 75
Dreadnoughts Up to 4 50
Chaos Land Raiders Up to 4 75
Defilers Up to 3 75
Dreadclaws These work exactly as SM or BL drop pods. 5per unit in the formation
Havocs 4 Havocs 150
Daemon Prince REPLACE the unit in the formation 50 that includes the Warsmith character with A Daemon Prince unit. Only one Daemon Prince may be included.
Chaos Vindicators Up to 3 50
Siege Dreadnought 0-1 100
LEGIO MORTIS TITANS
Siegelord 800
Reaver variant 650
Warhound/Feral Variant 300
CHAOS NAVY AND AEROSPACE
0-1 Swiftdeath Interceptors 200 for three
0-1 Helltalon Fighter Bombers 300 for two
Devastation Class Cruiser 150
Despoiler Class Battleship 250
IRON WARRIORS UNITS
All as Black Legion CSM list except
Hellfires - as L&D list
Chaos Vindicators - as SM Vindicators
Siege Dreadnought
AV 15cm 4+ 3+ 4+
Siege Hammer (base) assault weapon Extra attack(TK)
Breeching Drill (base) assault weapon
Heavy Flamer AP3+ Ignore Cover
Walker, fearless, reinforced armour
Iron Warriors Lord
Character
Daemon Weapon (base) assault weapon MW, Extra attack(+1)
Warp Bolt (15cm) Small arms MW, Extra attack(+1)
Servo Arms (base) assault weapon Extra attacks(+2)
IW Lords can be one of three types : IW Warsmith, IW Sorcerer Lord or IW Lord. All are characters and have the leader and Invulnerable Save abilities. All Lord Characters have the Commander ability. IW Warsmiths also have the Supreme Commander ability. Sorcerer Lords have the Warp Bolt Weapon, Lords and Warsmith Characters either have the Daemon Weapon or the Servo arms.
Brimstone Cannon
AV 15cm 4+ 5+ 5+
Brimstone Cannon 60cm 2BP MW, indirect
IronReaper War Engine 15cm 4+ 4+ 4+ 2 x Inferno Cannon 30cm AP3+ Ignore Cover Left Side 2 x Inferno Cannon 30cm AP3+ Ignore Cover Right Side Decimator Cannon 45cm 3BP MW, Fixed Forward, Ignore Cover
Damage Capacity 3. Reinforced Armour. Fearless.
Critical Hit Effect: The Decimator?s boiler explodes. The Decimator is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.
Siegelord War Engine 15cm 4+ 2+ 4+ 2 x Heavy Missile Launcher 45cm 3BP Ignore Cover, Indirect Doom Cannon 75cm MW2+ TK(D3) DeathStorm 45cm 4 x AP4+/AT4+
Damage Capacity 8, 6 Void Shields, Walker, Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit Effect : The Siegelord is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Siegelord into impassable terrain or another unit it can?t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If the titan rampages into or over any units then they will take a hit on a D6 roll of 4+ (making saving throws for the units normally).
Reaver War Engine 25cm 4+ 3+ 4+ 2 x Hellstorms 30cm 4 x AP4+/AT4+ Ignore Cover Breechclaw Assault Pod 15cm Small Arms, +4A Transport(8)
Damage Capacity 6, 4 Void Shields, Walker, Reinforced Armour, Fearless
Critical Hit Effect : The Reavers plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a roll of 5+.
Breechclaw Assault Pod: The Pod may transport 8 units, only Iron Warriors CSM, Chosen Terminators and Dreadnought Packs may be transported. The pod may deploy these units into buildings or, if the situation dictates, onto the ground.
Feral War Engine 30cm 5+ 4+ 4+ Forgeburner 30cm AP3+/AT5+ Ignore Cover, Small arms (+2A) Warblaster 30cm 4 x AP3+/AT5+
Damage Capacity 3, 2 Void Shields, Walker, Reinforced Armour, Fearless
Critical Hit Effect: The Feral is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Feral into impassable terrain or another unit it can?t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any other units then they will take a hit on a D6 roll of 6+(making saving throws as normal)
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