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Iron Hands - Anyone interested in sub-AC?

 Post subject: Iron Hands - Anyone interested in sub-AC?
PostPosted: Mon Sep 24, 2012 2:07 am 
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The Iron Hands Chapter was floating about here a long while back but nothing seems to have been done with them in years. I think they could be an interesting addition to the lists, so with that said...

Is there anyone interested in taking on the Iron Hands mantle of Sub Champ...?


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Mon Sep 24, 2012 3:12 am 
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I wouldn't mind reading it as I have trouble coming up with a distintive playstyle for them to have a list. Don't hate on me, theyre one of the legions that need to get some more fluff love. I mean, they're cool as hell when you read about them, I just don't know how it translates. Let's see about giving it a try:

-shortage of termies so dedicated termie squads are rare. Sargents are known to wear them in tac squads however. Perhaps remove termies and add as upgrade to Dev and Tac formations only. (2 stands?) Might be retarded in practice though, have to think more about this...
-bionics. Not sure that how that translates in epic. Perhaps a higher save?
-techmarines and chaplins are a merged role. Same rules, different model. No biggie there...
-Supreme commander has different name. No gameplay effect.
-no scout company, scouts are rolled into company structure. No list / gameplay difference there as well.
-close ties to AdMech. Guess that affects allies section but can't come up with any suggestions other than skitari and let's not open that can of worms.
Reclusive, hate everyone. No navy assets. Hard to come up with balancing plus. Guess this a list that really needs the storm talon (YES I KNOW THE GW MODEL IS DUMB LOOKING).

I like IH, I just can't see how to make them unique enough to deserve a list. Since they like machines they might be a tank heavy list but we'd be making up fluff and we already have a good marine tank list. This again is delving into original fluff but you could try an inclusion of ordinatus to the list. Dangerous as we could easy turn them into loyalist version of IW. More original fluff could be some sort of fleet asset bump such as pin point attack from SC or BB.

Ok Ok somehow I kinda worked myself almost into enough of unique ideas that it almost could be a list but I really don't feel it's enough.
Maybe this is why this list sorta pittered out in the first place?

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 10:12 pm 
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Anyone? This thing on? [taps microphone]

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 10:15 pm 
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There was talk a while back regarding a Dreadnought formation for these guys. Would be unique for an Epic list but I forget if people said it would be against fluff etc. I kinda liked the idea regardless.


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 10:40 pm 
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Well I do know that being encased in a dread is the greatest honor an IH can be given. Sounds like extrapolated fluff might have to be the order of the day to make a list. Is there a starting doc around?

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 10:45 pm 
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I tried finding it but had no luck. Either my search-fu was weak or it's non-existent. How about scratching up a starter list a-fresh? Put in things you think might work and we can discuss among the community?


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 11:10 pm 
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Will do

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 11:16 pm 
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Dread formation was kind of appropriate, but at same time, there is fluff that IH chapter has limited number of both dreads and termis due to Istvaan V disaster. As few as 8 dreads total for chapter is rumoured. Dreads can be upgraded to a commander already so no need to change.

Given the mix of bionics and terminator armoured sergeants, maybe an invl save for the basic grunts might be characterful, but really as noted above, not sure it needs a seperate list.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Wed Sep 26, 2012 11:34 pm 
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The Iron Warriors have a Dreadnought formation (5) but I haven't had a chance to test it out yet.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sat Sep 29, 2012 10:12 pm 
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Ok here's an idea for a list (a total wild ass attempt to go a different direction). It's in no way good but a place to start yelling about it and in general making fun of me related to list construction :). In general the presence and focus of dreads in the formations is something relatively fluffy and somewhat unique for a list AFAIK. Spent a long time trying to put myself, as much as would be possible, into the psychology of the IH, especially in light of the Drop Site Massacre and the Heresy.

Warning: This list is so experimental that attempts to play it might actually cause a warp rift

Here's the Designer Notes section from the attached document repeated to give some insight into some of the thought processes that went into this the last few days.

TL;DR

Larger more inflexible formations with combined arms approach. Dreads and Supreme commander enable a once per turn special rule turning a formation into Fearless for an assault. Drop pods over Air Assault. Ground sloggers. Speeders and Jump packs restricted. Limited Land Raiders. Vanilla marine equipment only.

Here's the notes!->
This list is an attempt to provide a unique flavorful list, inspired by but not limited to the Iron Hands Space Marine Chapter while still being competitive. The Iron Hands suffer from minimal fluff, most of which does not lend itself to translation in Epic nor 40k gameplay directly. Therefore much of what is presented is extrapolated from what we know in what is, hopefully :), a balanced entertaining list (or at least one that is at least logically derived).
• Iron Hands, and presumably their successors, are a completely non codex chapter. Instead of being based on the teachings of Guilliman, they are formed around the Clan Company which mirrors the independent autonomous nomadic tribes of their homeworld, Medusa. Each Clan is a completely self contained and autonomous unit containing a relatively even proportion of each marine equipment and force asset in the Chapter as a whole. was taken from the Space Wolves list with their Great Company formation taking center stage, with minimal changes.
• The Iron Hands are known for their close, some say too close, ties to the Mechanicum and complete reverence for machines. In addition as dreadnoughts are somewhat second tier units in many other list (or at least perceived as less desirable) a goal was to make them a core theme running through this one. Due to their reverence and central-ness to the list, Venerable Dreadnoughts (found in several existing stable lists) have been added and were given the Inspiring ability and are an enabler of the Flesh is Weak special rule. In order to balance this powerful ability, restrictions on air assault (keeping with the theme) and keeping transport options to vanilla codex where possible were made. In addition, units with dreadnoughts gain extra BM when a dreadnought (or Titan) falls making them risky propositions. It is believed that this coupled with the slow movement should keep this under check and beardiness to a minimum.
• Assault marines and fast attack elements from the codex marines are allowed but limited in scope. Current, albeit limited, fluff connotes the Iron Hands as presenting a strong wall of marines that force through any resistance no matter the cost. Formations therefore favor ground slogger marines over Land Speeders and Assault marines. This feature is somewhat similar to the Salamanders list.
• The fluff also connotes the Iron Hands favoring a mixed arms force and less relying on specialist formations and will willingly roll units into each other as more men are needed to overcome a foe through brute strength or as casualties are incurred. This is represented by the ability to field larger though fewer formations. This is generally balanced as the army will have fewer activations than most opponents and if overdone, will be hopelessly out activated in practice. The extra resiliency of the larger formations plays to the fluff that the Iron Hands through sheer tenacity will fight through any pain and fire to bring their foes to battle. Failure therefore is not due to inflexible tactics but due to weakness.
• After the Heresy, the Iron Hands have become notoriously insular and isolationist to the point that they have little contact with their successors, shun other Chapters, hate other 1st founding chapters for allowing them to be slaughtered at Isstvan, in general have nothing but contempt for the other Imperial military organizations and in general are unpleasant gits to be around. Therefore this list explicitly disallows navy allies. Use of the various Storm* formations for airpower are made instead.
• More specialized units like Scouts (renamed Aspirant Squads as one bit of fluff referred to them that way, an admitted conceit on my part) are rolled into main formations per the Clan structure. Somewhat similar to BT neophyte, it is extrapolated that they are more coupled and less independent than most Chapters and are directly commanded by regular battle brothers. Scouts are generally fielded as upgrades to formations, downplaying the traditional role of Scout Recon in favor of Pickett skirmishers used to force engagement or retreat of enemies. Again, this fits in with the intractable advance fluff depictions of the Chapter.
• Chaplains do not exist in the Iron Hands. Instead a unique unit, the Iron Father, exists combining the role of TechMarine and Chaplain in one person. As Tech Marines have no direct game play effect in practice this is a Chaplain by another name
• A lasting effect of the drop site massacre has been a materials shortage throughout the 10,000 year history of the Iron Hands. Therefore some codex formations are not present, others in restricted form due to tactics or fluff
o Iron Hands do not field Terminator formations in general due to shortage of Tact Dreadnought Armour and also the lack of a specialist veterans company which is rolled into their core formation as officers. The equivalent unit, Veteran Officers, is only found as an upgrade option. The supreme commander character is instead a terminator based unit representing the Clan leader and his retinue.
o Extrapolated from the lack of more specialized equipment, only "standard" pattern vehicles from the codex list are available. This means specialized Land Raider and Predator variants are not featured. In addition, due to the more advanced and costly construction of Land Raiders and fitting with the combined arms approach of the list, Land Raiders are taken only as heavy support upgrade for formations unlike other chapters and the Codex Astartes which outlines their use as an armoured spear-tip. As the Rhino chassis is said to be so easy to build and reliable it is the sole use of independent armoured force in the list.
• A core theme of the design of this list would be to imagine the effects of trauma from drop site massacre and emasculation of this once legion. Extrapolating from the fluff, an almost pathological need for strength and self-reliance and a "never again" attitude would be evident. Never again would they be caught without the men, armour, aircraft, and space craft to prosecute war. Never again would they be forced to rely on weak allies which will fail them. This desire for resiliency as a Chapter would then spill over into how the Clans operate and even down to individual formation make up. We should see less specialized units, more generalist and well rounded. Less tectical flexibility and mobility but countered with an ability to push through most withering fire to punish enemies. These larger formations would tend to have balance of AP and AT fire as to never be unable to counter to any threat is more important than efficiency.
• While Mechanicum allies can be taken (probably the only group they get along with), no Warhounds are included in the list first as they play differently to previously described intractable advance vs fast strike style of attack I want the list to feel like. Also the Warhound+Air Assault A-Go-Go is for another list, take it somewhere else :).
• Ideas around an independent Dreadnought formation similar to the one seen in the Iron Warriors list were considered but ultimately not incorporated due to fluff issues (while venerated, dreads are rumored to be rarer in the IH) and I felt I had pushed this far enough. That coupled with the presence of the Flesh is Weak rule would lead to beardiness I felt.
• There is going to be some limitation added about using Thunderhawks and Stormeagles to prevent this getting twisted into Marine Air Cav. Playtesting Storm Talon and Storm Eagles needs to occur before we tackle it here in this list so I kicked the can down the road.

THE LIST ITSELF
(v.4 10/6/12)
DEPRECIATED-See Official Thread
Attachment:
Iron Hands Chapter Army List.docx.docx [41.63 KiB]
Downloaded 431 times

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Last edited by jimmyzimms on Thu Oct 11, 2012 4:04 pm, edited 5 times in total.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sun Sep 30, 2012 9:53 am 
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Interesting...so something smilar to loyalist Death Guard?
Have you read the fluff about the Sons of Medusa from the FW's Badab War books?

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sun Sep 30, 2012 3:53 pm 
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Agreed it is interesting; some 'off the cuff' remarks

Iron Hands clan
    This seems a tad over-priced at 300 for four stands of Tacticals with commander. Tacticals were originally 50 ea, and reduced in the new compendium to ~46 ea. So this suggests the base cost of the 4x unit IH clan should be 225-250 points - I would suggest the latter to include the impact of the "Flesh is weak" rule. It may even be desirable to be 275 to restrict spamming, though the upgrades might then need a commensurate price reduction.

    Also the Tacticals upgrade probably ought to be 100 rather than 75, though that does depend on the base cost.

Heavy support detachment
    This seems significantly undercosted at 275. Suggest 350 is more reasonable given that Devastators are 250 and Tacticals are ~50 ea.

Great Council Retinue
    Severely undercosted as this is effectively two terminators with two leaders and other boosts. It also presents the possibility of having two Venerable Dreadnoughts in the same formation (since you can take that upgrade as well). Strongly suggest dropping the Venerable Dreadnought and making the single unit at least 150. If you did indeed intend that the Great Council Retinue had a Venerable Dreadnought as well, then the cost of the Retinue should increase to between 225-275.

Venerable Dreadnought
    This is undercosted given the effective addition of a "chaplain". Possibly 125 would be closer to the mark.

Special Rules
    I quite like the "Cult of the machine" rule, though potentially this is a reason not to take titans or Dreadnoughts (which seems contrary to the list theme). Given the relative frailty of normal Dreadnoughts even with the 3+ armour, perhaps this should only apply to 'Venerable' Dreadnoughts - but also apply a BM to formations within 30cm?

    I also like the the "Flesh is weak" rule - (though perhaps it should be called "the spirit is willing" ;) )
    I presume it can only be applied prior to an assault rather than arbitrarily at the start of a turn. If so, this limits the power of the rule and so the costings should be relatively unaffected as temporary Fearless units are much less of a problem than permanently Fearless ones.

Air units
    I am not at all convinced about this approach, though I accept your intentions in the last bullet of your design notes (to add / test some of the new 'Marine' air assets). This whole theme needs more thought as you already recognise.

    Storm Talon - Gunship
      ST stats and costs are still in flux, but this version is geared towards ground attacks rather than air-superiority which I thought was the ST role. Suggest using the direction in the ST thread (or TBolts . . . )

    Storm Eagle - Bomber
      I am not happy with these stats - why not use ThunderHawk Transports? Those have generally agreed costs and stats, without attempting to provide yet another variant whose stats will need to be resolved - probably at length.

      If you are determined to try this new aircraft, perhaps you should start a new thread . . .

Otherwise it certainly looks promising - Thumbs up -


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sun Sep 30, 2012 4:50 pm 
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Good feedback. Most of the costing issues were totally the effect of attempts to perform math while entertaining a 2 year old simultaneously. I was actually already checking my math when you posted Ginger :D
In addition, I am aware of the chance of 2 Venerable Dreads in a Clan but felt that if you wanted to pay the cost then knock yourself out! I kinda like the Clan Retinue having the Venerable Dread as it it feels like a trusted adviser to the leader. Actually in the fluff one of the clans is lead by a dread! Perhaps an Either-Or unit? The clan leader is the termies OR a venerable dread? Dread supreme commander is something unique AFAIK. hrmmmmm...

BL: yeah re-read those 2 books just to get a refresher. However the theme ended up being more based on Feat of Iron in The Primarchs. Even if it was heresy era it seemed to fit better and it the only recent detailed narrative of an actual battle vs a campaign (ala IA book historical style).

New version posted
+Price corrections (or Maths Are Funz to Do!)
+Replaced Tactical with Iron Hands Tactical, Devastator with Iron Hands Devastator. Basically specialize unit in AP and AT respectively now (Moar Flavorz!).
+Numerous grammar and spelling corrections
+Document formatting
+Cult of the Machine now targets venerable dreads and titans within 30cm. Reinforced language that this is for friendly units, not just army (megaggedon support)
+Clan must take at least 1 compulsory addition (formation target size should generally target 6 stands per theme)
+Broke Veteran Officers into separate upgrade slot
+Land Raider Upgrade 1 or 2 only now
+Document versioned
+Ven Dread is increased to 100 points. Offset from the risk of additional BM from loss.

Update in OP

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Last edited by jimmyzimms on Mon Oct 01, 2012 3:42 pm, edited 1 time in total.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Mon Oct 01, 2012 9:17 am 
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Suggest removing / replacing the earlier list to avoid confusion. ;)


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Mon Oct 01, 2012 10:40 pm 
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I like it so far Jimmy. A couple of points though.

Warhounds - Given the Machine worship it doesn't make sense to not have Warhounds. Have you thought about tying the purchase of a Warhound to a Battle titan purchase instead? Perhaps make it a special "Mechanicus section" for allies. That way you don't get just a WH as you'd need to essentially purchase a Titan battlegroup to get the benefit. e.g

Warlord 825 (for bigger games +275 for Warhound)
Reaver 650
Battlegroup - Reaver formation and sep. Warhound formation = 925 OR 2 WH formation 500 etc

Ven Dreads - perhaps rename them Iron Hand Ven' Dread as normally Vens don't have Inspiring.

Clan - I'd start them at 250 points.


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