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Iron Warriors 1.0 - updated list 8th September

 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 8:32 am 
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if they're supposed to be like the medusas, indirect is probably unnecessary for now, they're "roll up and break down walls" tanks anyway, hence the IC
why fearless though?

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 9:21 am 
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What's wrong with the Terminators? They get one less Reaper (right?) and add the flamer.

Can I ask what you see as the prevalent weaknesses Steve?


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 9:46 am 
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Steve54 wrote:
Thanks for the upbeat response+feedback

Terminators - I agree they might need a points increase in time

Ordinatus - the HH book (Fallen Angels?) is the inspiration for it. I'll dig the book out today and check the weapon as its some time since I wrote that

IIRC that's the same book I was thinking of and they were big indirect firing siege cannons that launched what seemed to be shells with the power of small tactical nukes. Built especially for siege work.

If you could find the name of the planet from the book then that would give the ordinatus its name.

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 11:40 am 
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IIRC the mechanicus facility was just storing the ordinatus which had been specifically made for Horus for a previous campaign but I'll check

Daemonic artillery - INV+fearless as they are daemonic

Weaknesses - lack of speed (no bikes, speeders, maybe even drop raptors, no warhound)
- lack of AT - particularily in dealing with 3DC WEs
- assault reduction in power due to loss of daemons

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 11:52 am 
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@Terminators: The design principle behind the IC-FF base attacks on certain Salamanders units was that it was only given if the unit is armed with twio Heavy Flamers (pr Flamestorm Cannons).
So i would either remove the FF-IC on the IW Terminators or replace the Reaper Autocannon for a second Heavy Flamer.

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Sun Jun 05, 2011 12:59 pm 
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are they properly daemonic? as in full blown daemons? or are they possessed vehicles? cause they seem like they'd fit better as possessed (especially since the iron warriors arent terribly keen on daemons in general) in which case they shouldnt be fearless (had the same thoughtprocess with my slaughtersword)

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Mon Jun 06, 2011 4:30 am 
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Steve,

Wat cool, I have a huge IW army and have been waiting for a new list to use with them. I agree with what has been said so far. I would ask why Basilisks for armoured formations? I wrote a list a long time ago, and one of the key things I went with was no fast attack, I do like your idea of assaults in rhinos. I used Bezerkers in my list as the best CC unit that had some fluff to link it in.

Cheers
Aaron


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Mon Jun 06, 2011 4:53 am 
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I assume the Terminators + Lord are supposed to be 375 not 275...?


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Mon Jun 06, 2011 5:59 pm 
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Steve,

Do you need at add another armoured option in the stormhammer, could you add a formation of havocs as something new to gove the list a more shooty feel?

Cheers
Aaron


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 12:42 am 
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This bit doesn't look quite right:
Quote:
Raptors 175pts
One IW Lord Character and four Raptors

Upgrades Raptors



Dreadnoughts

Siegehammer Company 275pts
1 IW Lord Character upgrade, 6 IW Assault Marines and 3 Rhinos

Chosen
Four Chaos Marine Chosen Units 125pts


Looking at that bit quoted there, was there meant to be any upgrade options for the Siegehammer unit? And is the word "Dreadnoughts" meant to be attached to anything? Like a formation of Dreads or something?

Other stuff:

On the Ordinatus, it could retain the same profile, but with just a rename of the main weapon. Same profile, but suitably siege-y Iron-Warrior-y gun name. "Annihilator Cannon" might be a good start.

I'm quite liking the recurring theme of Ignore Cover weapons. I was thinking recently of what I'd do with this list if I was to have a pop at it, and that's a thought that crossed my mind as a nasty thing to do to people.

I'm liking the demonic artillery based on the Contagion engines. Would question the cost of 350 for 3 compared to 325 for 4 Contagions though, when the artillery gain Ignore Cover, a 4+ save instead of 5+, and the 1+ initiative instead of 2+, in exchange for losing Indirect Fire, Disrupt, and the second, 30cm Ignore Cover, Vomit Cannon shot. I like the profile, including the no Indirect, but maybe 4 would be a better number in the formation for the points. Especially as they can't be hidden away behind cover without Indirect and with 3 in the formation, 1 kill breaks them.

I was going to question why the Siege Dreads are that expensive, but the 3+ and the Reinforced answer that completely. Ouch.

No love for a cultist cannon-fodder option?

I'd better go think of a good Siege Dreadnought and Ordinatus conversion...


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 12:49 am 
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CAL001 wrote:
Do you need at add another armoured option in the stormhammer, could you add a formation of havocs as something new to gove the list a more shooty feel?

Or, say, 4 Obliterators @ 300 points.

Go on Steve, you know you want to.


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 6:34 am 
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I'll have a ponder about the daemonic artillery

There should be a dread formation of 6 for 300 Upgrades Siege Dread, Defilers. This will be corrected in the PDF

No oblit formation - I agree it would be fitting for IW but it wouldn't work for gameplay as they would just be used as fearless AA objective guards or artillery protecters which IMO is not how I see oblits acting. Also unless you removed teleport they would be a great teleport formation.

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 8:32 am 
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Hi Steve (and all)

I will get onto that PDF this weekend.

If you just keep updating this discussion I will make sure it is updated.

Cheers and thanks for taking the time Steve to make the IW a reality :)

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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 10:33 am 
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Steve54 wrote:
I'll have a ponder about the daemonic artillery

Realised this morning that a direct comparison to the Decimator isn't favourable: 25 points more, for Invulnerable instead of Reinforced, no Macro on the "main gun", 3 AVs v. 3 DC WE, -1 on FF, and no quad Reapers.

Just a random idea: what about making the formation larger? Without Indirect, they're going to have to move forward and pound the enemy formations, and it'd make a certain sense to take 5-6 at a time to do that. 450 for 6 would make them as expensive as Land Raiders, but could be an interesting formation to use.


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 Post subject: Re: Iron Warriors 0.2
PostPosted: Fri Jun 10, 2011 11:17 am 
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Quote:
Realised this morning that a direct comparison to the Decimator isn't favourable

That's because Decimators are too good. :-)


I agree that thematically there should be an Obliterator formation, but their stats mean that they'd be the de-facto best choice in the list.

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