G'day again,
Thanks for latest update JZ.
As usual, I'll now offer up some comments to the Iron Hand's brains trust
1. List format
Now that clans and detachments are essentially the same thing, may I suggest you combine them into "Iron Hands Detachments" rather than have two groups in the army list. Then just use "1+" and "0-1" modifiers, that you already have, to ensure the standard clan is taken at least once and the mobile fortress is a one off.
Dread detachment - Yay!!!
2. Restricted formations.
There is still a lot of stuff in here, I think the standard assault marines could live in the clans/detachments list. After all the iron hands have no issues with getting in your face and beating you to a pulp. Their ability to air assault will still be limited though through the limitation on flyers. Assault units backed up by vindicators or dreadnoughts (especially an iron clad or siege dread) fits well into my image of Iron Hands but I guess that's my 2c.
Also in this section is the Warlord and Reaver battle groups. I think I know what you wanted to achieve here but I'd never bother with the warhound upgrade because its not useful. It becomes a very expensive formation that will probably be inefficient because all titans will have to move and act together. Its likely to overkill a formation a turn and the battle titan becomes an anchor for the warhounds who will struggle to exploit their strength which is speed. Personally I'd stick with standard options of Warlord, Reaver, 1-2 warhounds.
3. Upgrades
Scout formation has "sniper" but option isn't listed in the "upgrades" list.
"Recon Squad" exists in "upgrades" list but no clan/det can take it (don't think its required as IH aren't known for big scout elements as each clan takes care of its own recruitment, meaning the are unlikely to have more than 10-20 at any one time. (perhaps recon det could be 0-1 per clan?)
5. Units
"Great Council Retinue" (GCR) - no technical problem with this as it stands, just an alternative option:
Given you already have the venerable dread and veteran officers units, why not just make the GCR a supreme commander character upgrade like normal marine lists - thus conferring the "Supreme Commander" skill to either unit. To further explain, the current GCR is almost identical to the vets, but if you removed their "Thick Rear Armour" and gave them "Invulnerable Save" to represent the bionics, then there is no need for an additional unit (that's almost identical to the vets). Given we were talking of ditching the Bionics rule this might be a way of keeping the theme of veterans being heavily augmented without the need of further special rules.
Further the Venerable dread is extremely tough at 3+ reinforced. I know he's good but should he be that good? maybe dial it back to a 4+ reinforced
To summarise, you would then have
Type Armour CC FF
Vets INF 4+ 3+ 3+ as per stats Reinforced, Invl Save, May Drop Pod
Ven Dread AV 4+ 3+ 4+ as per stats Reinforced, walker, fearless, Inspiring
Either unit could be upgrade to the Great Council member/retinue by the addition of the Sup Comd rule but without need for a specific GCR unit. Just feels neater to me...
And lastly (I go on don't I?).. What about the bombard, and thudd guns/graviton guns? These sounded pretty cool and seem more Iron Hand(ish?) than Storm Talons and THawk bombers, although I understand you put these in there due to the lack of navy support.
I think ditch the bomber & talon, you've got the base thunderhawk and hunters for AA. Then bring in some infantry support weapons (which can drop pod) and/or the bombards. If your really keen for more aircraft the storm eagle or caestus seems more in line with Iron Hand way of war.
Well that's enough for now, otherwise looking good and happy with what your doing so far JZ. Cheers to uvenlord for your input as well.
Regards
Geoff