iron hands tactics


The Crusader itself provides fire support with the multi-melta, aiming to gun down a vehicle or take a wound off a particularly nasty monster each turn. These are the Iron Hands, a bitter Chapter of the Space Marines that perceives even their own flesh as a sign of weakness, opting to replace and augment their bodies until they are as cold as the machines they worship.

Iron Hands have some really strong Chapter Tactics that allow for the “immortal” Chapter Master to Ironclad spam builds, and this is definitely an example of great codex design where multiple competitive builds are possible even from a single army tree!Experience and many trials have led to competitive army lists for each of the Chapters, and they usually revolve around a strong core of units unique to each list.

Crisis suits are only usable as a bomb, ghostkeels got nothing but access to some pretty underwhelming 'relics',…
Hold your horses, the Iron Hands Ironclads get It Will Not Die and thus regenerate lost hull points! I'd probably have little brother marines rolling around in rhinos and razorbacks for objective games. For many decades, the concept of augmentation to the human body through the use of cybernetics and machinery has long been a source of conflict for varying reasons. With a mix of power weapons to taste and four attacks each on the charge, they can take on anyone and hide behind their 2+ armour save. They are a bleak Chapter filled with self-loathing, guilty not only that their Primarch fell to his own hubris, but they too were weak and unfit to defeat the scions of Chaos. Iron Father Feirros .

Adding…Huh, Promising Pupil isn't barred from Named Characters (And it's weirdly Sept Locked... To what Sept who knows?) Sir Arun. Repulsor, aggressors, reiver and hellblaster options, new dread, etc all in there.I’m a bit disappointed there’s no dedicated mêlée loadout for the Interceptors: combat shield, heavy bolt pistol, and a chainsword would have been fantastic; I’m a little bit disappointed there’s no flamer or melta loadout for the Hellblasters. This guy is just brutal!

While Ion Accelerators are their bane, plasma weaponry is more common, and saving even one Terminator is well worth using the Iron Hands Chapter Tactics.

Chapter Focus: Iron Hands Among the Space Marines, few are as relentless or as ruthless as the Iron Hands. Please be aware that these aren’t necessarily the strongest units available to Iron Hands or the ones that receive the most benefits from their Chapter Tactics, but some of the most common that I have seen. Is it a fun list?

Not only is he a Toughness 5 Eternal Warrior with 4 wounds, but he has a 3+ invulnerable save, 2+ armour, hits like a truck and is mobile as heck. The other ones just don't seem nearly as useful.Important note though, since it happens before first battle round, you'd still have to set them up before your opponents first turn if going 2nd.>> The problem is, what are you going to roll around in it? Or you could've just had them their…I don't think any of the Hero of the Chapter-type Stratagems prohibit named characters, only the ones that stack two traits on one Warlord. Even the humble It’s not all about machines though.

Last, but by no means least, are the cybernetically enhanced Iron Hands… In addition to effectively ignoring a sixth of their wounds lost, the Iron Hands are deadly accurate when firing Overwatch and their vehicles will fight at full capacity until they’re all but destroyed.

Like a self-aware machine, they purge any weakness and unnecessary tool, even if it means severing their arms or ripping their eyes from their sockets. There are six Ironclads. While the Sniper Scouts will mostly hide and maybe try to pick off a plasma gunner or other special weapon carrier, the other units are downright nasty; the flamer unit aims for the medium to light infantry of other armies, while the plasma gun unit is more of a generalist that can handle light vehicles and elite infantry. While there is often a stigma associated with 6+ saves in codices and army books penned by Robin Cruddace, from the Shield of Faith on Sisters of Battle to the bubble aura of the Luminark of Hysh in the Empire forces, it is nonetheless a hefty defensive boost. Now, this ability becomes more valuable the tougher a given unit is, simply because they will have more chances of actually getting to make an It Will Not Die roll. There are numerous Land Raider spam forces that deny the opposition any chance at getting to the scoring units, while more traditional mechanized lists filled with Predators, Razorbacks, Rhinos and other tanks are also common. In that case yours is the updated version and you can no longer re-roll 1s on FnP, but have a 4+ FnP. Ironclad Dreadnoughts are probably the best value walker in the codex, what with better armour on all facings than the other Dreadnought types, and much improved melee capabilities. Remember not to rely on it, but don’t forget it – you won’t believe how often it can save your units. And he can regrow wounds. Is it a spam list? Now, I know this probably isn’t strictly a fluffy list, but I look at it this way; Dreadnoughts generally aren’t that competitive these days, right? Incorrect on the prototype limit, wording just says when you select a relic. ), which is nice I guess. The Land Raider Crusader brings the rain with an Honour Guard unit of six models, just enough to frighten the pants off of nearly any unit they run into. But regardless of this, it has indeed made humans stronger; from replacing lost limbs to artificial appendages, there are so many applications of this amazing technology that many will tirelessly argue they are well worth any cost.

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