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Iron Hands revisited - Full Scale Assault

 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 9:21 am 
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Hello, some of you may remember my Iron Hands army which I painted a few months back.  Here it is again:



Well I've dug it out and I'm adding to it in preparation for the Ful Scale Assault Epic Tournament in Mansfield in less than three weeks time.

At the moment what you see pictured comes to 3,000 points, but I feel while it is quite characterful, it lacks in certain areas to make it a bit more competitive in tournament play.  So I recently got a Whirlwind Detachment and some Hunters to give the army some more AP firepower and a bit of AA firepower too.  (I'm dropping the Land Raiders, too.)  I also made some objectives for the army, which are part of Epic Tournament play.

Now I have just under three weeks to get these painted, which with my uni work and other commitments works out at about 4-5 actual days of painting time. Starting today, I'll make a start on the tanks.  I also need to complete another Objective, and make a Tactical stand to replace the 2nd Detachment's Librarian command stand, as for the 3,000 points I'm taking to the tournament I'm dropping the Librarian upgrade from this detachment.

So here's what I've got to paint, I'll update again later today to show my progress.  Enjoy!  :cool:



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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 9:27 am 
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Cheap boost in efectiveness - take 2 razors from the devs and give one each to the tacs, that way they consist of 3 rhinos, 6 marines and 1 razor - cheap way to up your break point.

And finally when using space marines, good luck :)

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 10:08 am 
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Looks great - let us know how it goes! I concur with Chris's advice re the razorbacks. That's a chaplain with the termis I take it?

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 10:51 am 
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OOOOH, nice
Good luck and happy hunting.

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 11:32 am 
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Nice army! Good luck :D :D :D

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 4:58 pm 
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Nice start on the reinforcements. Good luck at the tourney.

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 5:54 pm 
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Thanks for positive comments and suggestions!

@ Real Chris & Markconz, I may well do that if it it's likely to improve the Tactical formations' effectiveness and survivability.  I intend to use the Devs to support one of the Tac formations anyway, and they'll have a Hunter too.  And it's not a Chaplain, just a random Character from the current Epic Marine Commanders sprue - although when I use the srmy in its full list (3,500) he does count as a commander, I'm having to drop that for the list I'm taking to the Tournament.

Anyway, not as much painting done today as I'd hoped, I've had to play house-husband  ???  and help my girlfriend tidy her house this afternoon, she's got someone coming to view it - fingers crossed she'll get a buyer!

In the meantime, I've touched up the undercoat on the Tanks (always my least favourite part of painting minis, but sadly it's essential nonetheless), I finished the other objective - it's more of a generic one I can use with any of my Epic armies:



And I made an alternative 'command' stand for the second tac formation in place of the Librarian.  I needed the alternative because I don't have the spare points to take a second commander for any of the detachments other than the Iron Father (Chaplain) in the first Tac formation.  But I still wanted a unit which could stand out as the 'leader' of the formation.  So I converted a veteran from a Standard bearer, old Captain's back standard, and a chainsword from an Assault Marine.  Dark pic, hope you can make it out:



I hope to be able to pop back upstairs for an hour-or-so later this evening and get started on the tanks - I start by painting the bases, which actually takes more time than painting the tanks themselves in my Iron Hands army!  :D


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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 8:14 pm 
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I've finished the first Whirlwind - c&c appreciated!  It still needs varnishing, which will be done when I get all of them painted.  I'm pleased with it, not least because it took less than 30 mins to paint! :D



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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 8:19 pm 
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Looks great, fire.

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 8:45 pm 
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Looks good! Do you have a supreme commander??

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 8:52 pm 
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No, just an Iron Father which I count as a chaplain.  I don't have the spare points to count him as a Supreme Commander :(

To be honest, I don't expect this army to do all that well at the tournament, I'm not bothered though, it'll just be great to take part and actually get some Epic games - something I've not done for an embarassing amount of time! :D


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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 9:09 pm 
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Great looking army,
I look forward to seeing it at Mansfield.


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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Mon Mar 06, 2006 9:46 pm 
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If the terminators are as assualt force they may be best off having a chaplain. Plus aren't the termies the most impressive bit of marine kit? :)

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Tue Mar 07, 2006 10:38 am 
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Nice work :cool:

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 Post subject: Iron Hands revisited - Full Scale Assault
PostPosted: Tue Mar 07, 2006 3:20 pm 
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Very nice army.

In addition to the Razorback suggestions, I would definitely not put the Hunters in the arty formation.  Arty is already a juicy target and a Hunter just makes it juicier.

Put them in formations that will be slightly forward, preferably those that will have a firepower role (like Devastator formations) so you can take maximum advantage of the AT4.  They have long enough range that unless you are pushing deep into enemy territory they will probably still cover anyone trying to go after the Whirlwinds.

It will also add additional bulk and firepower to those more advanced formations, essentially piling on the same effect you are using the Rezorbacks for.

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