Login |  Register |  FAQ
   
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 268 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 18  Next

[NetEA] Iron Hands (Experimental)

 Post subject: Re: [NetEA] Iron Hands
PostPosted: Fri Dec 13, 2013 10:36 pm 
Brood Brother
Brood Brother

Joined: Sun Aug 07, 2005 1:48 pm
Posts: 681
Location: Australia
LordotMilk wrote:
jimmyzimms wrote:

PS
uvenlord wrote:
Anyone who have read the Iron Hands Supplement one yet?

http://www.blacklibrary.com/games-workshop-digital-editions/Clan-Raukaan.html


Let us speak no more of that abomination


I dont know anything about that supplement, but whats so bad about it?


GW just turned away from there own previously established work with regards to how the iron hands are, in particular their clan structure, basically they are now black and silver ultra marines.

Once the clans were separate organisations with their own vets and recruits. Now it standard codex for IH. Which, contradicts with the basis of why this list was being done.


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Fri Dec 13, 2013 10:46 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
Let's not devolve this thread but in summary
-What Orton said above. Totally reworked them to be Codex marines.
-They basically took the entire set of existing fluff and performed a Mat Ward on them ala New'Crons
-The reworked fluff doesn't even make sense for GW (Ummm outside the DSM, the Iron Hands took no part in the Heresy but the bonds forged in the Heresy are why they get along with the Mechanicum!?!? [puff puff puff])
-Sapphire King, a magnum 44 in my mouth ::)
-The Iron everything joke made several pages back actually happened in the Codex. [uuhhhhhhg]


If you want more then read this.
http://thegoodthebadtheinsulting.blogsp ... ammer.html
Pretty full of hyperbole but the underlying points are spot on.

Now I do have to give credit due, I like the bit about a Magos being on the Chapter Council. The little bit of heresy there makes me smile. I just read that as being on a Clan council and suddenly I am happy.

Let this be the last we speak of this and have more fun with our own lists :tut

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Sat Dec 14, 2013 10:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
So moving on with the list shall we :)
Quote:
SPECIAL RULE – Bionics A formation with a Leader character or Venerable Dreadnought as part of the formation will be considered to be composed of veteran troops with numerous bionic upgrades. When engaging or being engaged, INF units in the formation will be considered to have Invulnerable Save for the length of the assault. Units with bionics are immune to the effects of crossfire at all times. Loss of the character or Dreadnought does not remove the bionic ability from the formation.
Name
I like the fact that we have this special rule but I'm not so sure about the wording...it's to complicated or something?
Why not just give this to all Clan formations to make it simple and why not use the "thick rear armor" rule instead of describing the same thing?
Right now a predator with an iron father is immune to crossfire or am I reading it wrong?

On the veteran sergeant:
I like the idea but not the form here also, will be back when I have something more to say but 25p for Leader is very good in an SM army.

Hopefully I will get some games in a week or two so I can check out how some of the new stuff work :)


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Sat Dec 14, 2013 11:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
Yeah the new wording I have just gives TRA and makes it explicit that it applies to INF only. After trails I think it should just dump any IS during assault and require venerable dread or space marine captain.

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Sun Dec 29, 2013 1:03 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
OK, now I have been looking into the Veteran Officer stuff.

We are trying to achieve a couple of things to get the right IH feel. We want to symbolize the Iron Hands use of terminator armour among its sergeants, their use of bionics and their non-codex “Clan” structure. (Right?)

I think the use of “Leader” to symbolize bionics is a good thing. The current Special rule is a little too complicated in my opinion. So being able to have 2 leaders in a unit is a nice and simple solution. (Giving the Clans thick rear armour is another good solution)

I do not really like the idea of having both Morlocks and Veteran Officers as they stand right now. Initially these two units was the same thing, terminators among ordinary space marines. If we have both types then I think we should only be able to field the Morlocks as a personal guard to The Great Council Retinue or as an ordinary separate terminator unit or something like that…

My suggestions:
Replace the mandatory Commander in a Clan with Veteran Officers and make the Commander an upgrade once again.
Change the Veteran Officer to:
Veteran Officer CH n/a n/a n/a n/a Power Weapons (base contact) (Assault weapons), MW, EA+1 Leader, Reinforced Armour.
If we want to keep the Morlocks perhaps we should make a new Core formation:
0-1 Great Council Retinue Formations: Council + 2 Morlocks + 2 tacticals and 1-2 of the following (Dreads, Morlocks, tacticals…) The Council would be a supreme commander…?

What do you think?

/uven


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Sun Dec 29, 2013 5:31 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
I like the Morlcoks as a core formation and by making the Veteran Officer the default leaders in a clan would help balance their presence. Would we make them available as a standard CH upgrade but at 25?

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands
PostPosted: Sun Dec 29, 2013 10:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
I would keep the Veterans as Clan only just to give them some edge against the heavy infantry.


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Thu Jan 09, 2014 8:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
So besides the Morlock/veteran stuff. What do we think needs tweaking before we start the long road to development status?

Suggestions:
1. A revisit to the special rules
2. The Mobile Fortress. (I actually made a LEGO fortress and played with it in a 3000p battle, it sucks... I know that 3000p is a little low to include this sucker but I just wanted to give it a try :) ) I really like the Fortress in theory but I think we will need to rethink some stuff. A fortress filled with marines is not the same as a WE with some IG in it...

/uven


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Thu Jan 09, 2014 9:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
Yeah every which way I look at some form of bionics I only come back to being able to remove BMs and/or TRA. Perhaps we should just give the Clan and Morlocks an extra BM removed automatically?

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Thu Jan 09, 2014 9:38 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
jimmyzimms wrote:
Yeah every which way I look at some form of bionics I only come back to being able to remove BMs and/or TRA. Perhaps we should just give the Clan and Morlocks an extra BM removed automatically?
jupp, and by giving them veterans with Leander and ceeping the commander upgrade we might catch two flies... ?


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Thu Jan 30, 2014 9:32 am 
Brood Brother
Brood Brother

Joined: Sun Aug 07, 2005 1:48 pm
Posts: 681
Location: Australia
Ok machine brothers I've returned to the forge (back from hols) with a painted iron hands army and opponents lining up. what is the play testing target at the moment JZ? Is there a particular build you'd like tested or exploited?


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Fri Jan 31, 2014 12:50 pm 
Brood Brother
Brood Brother

Joined: Sun Aug 07, 2005 1:48 pm
Posts: 681
Location: Australia
uvenlord wrote:
2. The Mobile Fortress. (I actually made a LEGO fortress and played with it in a 3000p battle, it sucks... I know that 3000p is a little low to include this sucker but I just wanted to give it a try :) ) I really like the Fortress in theory but I think we will need to rethink some stuff. A fortress filled with marines is not the same as a WE with some IG in it...

/uven


Hey fellas how would with this go if it has the same ability as the land raider prometheus, in that it can co-ord an assault of multiple units from across the board. This might help represent the enhanced command abiliy?

its probably not as effective on this vehicle as its speed is reduced but it might go a minor way to increasing its capability? a step further would be to transfer the ability to any IH commander whilst the vehicle is functional and not broken. - this would be a significant command boost but representative of the supreme commanders using all the added comms gear, noosphere etc on board to co-ord the battle.

Another option might be to give the equivalent of the eldar ability to do a double retain.

I guess my point is can we look at a command boost to the force that contains one to offset it poor-average combat capability?


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Sat Feb 01, 2014 11:34 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Jan 13, 2013 1:20 pm
Posts: 696
Location: Sweden
ortron wrote:
uvenlord wrote:
2. The Mobile Fortress. (I actually made a LEGO fortress and played with it in a 3000p battle, it sucks... I know that 3000p is a little low to include this sucker but I just wanted to give it a try :) ) I really like the Fortress in theory but I think we will need to rethink some stuff. A fortress filled with marines is not the same as a WE with some IG in it...

/uven


Hey fellas how would with this go if it has the same ability as the land raider prometheus, in that it can co-ord an assault of multiple units from across the board. This might help represent the enhanced command abiliy?

its probably not as effective on this vehicle as its speed is reduced but it might go a minor way to increasing its capability? a step further would be to transfer the ability to any IH commander whilst the vehicle is functional and not broken. - this would be a significant command boost but representative of the supreme commanders using all the added comms gear, noosphere etc on board to co-ord the battle.

Another option might be to give the equivalent of the eldar ability to do a double retain.

I guess my point is can we look at a command boost to the force that contains one to offset it poor-average combat capability?

Really like the idea, right now you got more of a slow prison for the little marines than a commandcenter ;)
Got any suggestions on the stats?


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Sun Feb 02, 2014 1:41 am 
Brood Brother
Brood Brother

Joined: Sun Aug 07, 2005 1:48 pm
Posts: 681
Location: Australia
I managed my first game last night with the list but it wasn't particularly well planned or executed and resulted in a 3:0 loss in the third against the gargantuan big mob list.

Basically I had a very large clan, 2 dred phalanxes, heavy infantry + dread in thawk, whirlwinds, scouts and speeders. Too few activations and the stuff I garrisoned was pasted quickly by the gargants or Ork air power. I had hoped at one stage to kill the BTS with a combined attack from the clan and heavy infantry but rolled terrible and it was all over from there.

I'll go away now and think about it a bit more and probably look to take more air power or drop pods. Titans are tempting to.

As for the fortress, how about keeping stats as the are for now but allowing once a turn the IH player to retain without the -1 whilst the fortress is alive and unbroken? That is a fairly minimal ability boost for marines given they usually retain without too much drama, but would represent excellent command and control in coordinating multiple units at once?


Top
 Profile Send private message  
 
 Post subject: Re: [NetEA] Iron Hands (Experimental)
PostPosted: Sun Feb 02, 2014 8:55 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
Been trying to side step the Comand Center as I've been playing 1:1 games with myself trying to get the vibe of the list right. But since this is the topic dejour :)

uvenlord wrote:
Hey fellas how would with this go if it has the same ability as the land raider prometheus, in that it can co-ord an assault of multiple units from across the board. This might help represent the enhanced command abiliy?

This I like. Consider it added. Improved Coms is a fun feature.

orton wrote:
Really like the idea, right now you got more of a slow prison for the little marines than a commandcenter ;)
Got any suggestions on the stats?

I think that this should work more like the IF fortress, albeit one that is mobile. This means units in it can fire, FF, and gain fearless while embarked (as to avoid hackdowns, as you should when in a giant rolling fortress). The downside should be that it is slow and expensive so can be out maneuvered on the table.

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 268 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 18  Next


Who is online

Users browsing this forum: No registered users and 20 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net