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Iron Hands - Anyone interested in sub-AC?

 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Tue Oct 02, 2012 12:32 am 
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So for clarification you are thinking something like->

Warlord 825
(add 1 warhound +275)
Reaver 650
(add 1 warhound +275)
Warhound x2 500

Will admit I like the 1st two over the pure WH formation but let's try her out as we can always change if needed. :)

+renamed Venerable Dreadnought to Iron Hands Venerable Dreadnought
+added WH pack formation
+added WH upgrade for Warlord and Reaver
+increased Clan to 250points

0.3 in OP

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Tue Oct 02, 2012 1:36 am 
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Yeah that's the sort of the idea. Obviously a 1/3 Allies content would exclude a Warlord + WH in 3000 points games. I was wondering if they would be individual formations too - so 1x Reaver and a separate WH formation for the 925 etc. Basically the purchase of the Battle titan allows a further WH formation purchase. I added the dual WH formation so people who wanted just WHs could, but feel free to ditch it if you want.


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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sat Oct 06, 2012 5:21 pm 
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Battle Report write up here

Findings:
The Iron Hands have a ferocious ability to put out AT fire from their devastators. Add in a Land Raider and put Preds in support and this can really be a tank killing force. I think Matt will remember his Tank Co as The Charge of Tank Brigade in future years. In fact I'll say it's enough that it's probably easy to over AT the Iron Hands without realizing it, I know I did. The lesson here is to remember your tacticals, especially against guard armies. I need to research some pest control strategies for the Iron Hands in the future.
My expectation that I’d be out activated was true and the ability to retain the initiative is really still the key to the Marines in this list par course (big surprise there [sarcasm]).
I was really hoping to try out the FiW in an assault in this game. In fact there were NO assaults with the infantry the entire game. After working this force out it became apparent that the Clan structure is totally based around the ability to provide fearsome assaulting marine force PROVIDED you can get it into position. When 0.3 list was constructed, the expectation would be a drop podded formation right into the heart of the enemy (a favorite of the Iron Hands) with deployment from the Storm Eagles as an alternative. However at lower points this isn’t possible and that Venerable Dread in the Retinue needs to be rethought as a compulsory item. I think the idea of Termies OR Venerable Dreads constituting the Retinue might make this unit competitive.

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Last edited by jimmyzimms on Sun Oct 07, 2012 10:04 pm, edited 3 times in total.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sat Oct 06, 2012 6:42 pm 
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Ok here's 0.4 (in OP)

Changelog++

-Compulsory Land Raider for Veteran Officers in Clan removed. Added option for adding one outside of upgrade path at standard +75 points.
-Clan Retinue upgrade reworked as 1 Supreme Commander + 1 Vet Officers OR 2 Venerable Dreadnoughts (one of which gets Supreme Commander). This should fix the Clan ground mobility problem AND be fluffy as one of the Clans is run by a Venerable Dreadnought. A list first IIRC :D
-Versioned as 0.4

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Sat Oct 06, 2012 6:44 pm 
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Thought of the Day: How about adding TH Transporters? In on hand might get a clan into assault faster. OTOH, it might make this too air droppy (and unsure as to fluff). Hrrmmmm perhaps TH Transporter can only transport Clan (limited upgrade perhaps?)

Edit: Nope. Going to be a bad idea. Clan should be and Assault monster but should either drop pod into action OR be a mechanized force spear headed with Land Raiders for punch.

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 Post subject: Re: Iron Hands - Anyone interested in sub-AC?
PostPosted: Thu Oct 11, 2012 3:56 pm 
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Please see official development thread here

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