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Any tips for a starting Iron Hands player?
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Old 04 Apr 2008, 23:40   #1 (permalink)
Shas'Saal
 
Join Date: Nov 2007
Location: Silver Spring
Posts: 100
Default Any tips for a starting Iron Hands player?

Hey everyone this Christmas i got my Iron Hands army but sadly because of distractions i couldn't finish painting it until a few days ago. So I've been wondering if anyone had any tips or tricks with the iron hands.

Thanks in advanced

P.S. I'll get my list up soon I just need to finish the HS section.
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Old 04 Apr 2008, 23:47   #2 (permalink)
Shas'O
 
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Default Re: Any tips for a starting Iron Hands player?

Well Iron hands are basically a codex chapter, the big things you get are Techmarine HQs and LOOOOTS of dreadnoughts.

So my first peice of advice is grabbing one of those sweet sweet 3 wound Techmarines. After you've done that pretty much do anything you want! Since you seem to have some models already let us know what you've got and we can start helping you with more specific advice.
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Old 05 Apr 2008, 00:05   #3 (permalink)
Shas'Saal
 
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Default Re: Any tips for a starting Iron Hands player?

After frantically running around and writing up his list he writesWell i finally finished my list Ive got all of the models with me now so here it is.

HQ
Techmarine Orion
scion of Mars, full servo harness
razorback
smoke launchers

Troops
Tactical squad Sagittarius(10 marines)
plasma gun

Tactical squad Virgo(10 marines)
plasma gun

HS
Dreadnaught Scorpio
extra armour

Devastator squad Delius(5 marines)
3*missile launcher

The razor back can go with the Devs or the Tech marine.

Thanks in advanced ;D
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Old 05 Apr 2008, 00:41   #4 (permalink)
Kroot Shaper
 
Join Date: Jun 2007
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Default Re: Any tips for a starting Iron Hands player?

Quote:
Originally Posted by Inquisitor Zanitz
After frantically running around and writing up his list he writesWell i finally finished my list Ive got all of the models with me now so here it is.

HQ
Techmarine Orion
scion of Mars, full servo harness
razorback
smoke launchers

Troops
Tactical squad Sagittarius(10 marines)
plasma gun

Tactical squad Virgo(10 marines)
plasma gun

HS
Dreadnaught Scorpio
extra armour

Devastator squad Delius(5 marines)
3*missile launcher

The razor back can go with the Devs or the Tech marine.

Thanks in advanced ;D
If I were you, I would give the razorback to the Techmarine and also give him a command squad to roll around with. Since the Techmarine is good as both a Shooty and CC character you could either go with a shooty command squad with a couple of plasma guns and an Apothecary, or tool them all up with Bolt Pistols/CC weapon and an Apothecary.

I would also recommend putting a heavy weapon in your Tactical squads. It is nice to have some extra punch when you need it, just don't let it sway you from moving the squad when you should. You might consider Heavy bolters since you already have Anti-tank taken care of by your Dev squad and your Techmarine. I would also put another Missile Launcher(or any other weapon for that matter) in your Dev squad because you should maximize the number of heavy weapons you can have in a Dev squad.
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Old 05 Apr 2008, 00:44   #5 (permalink)
Shas'O
 
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Default Re: Any tips for a starting Iron Hands player?

Well in act of fact you can't give a Techmarine a bodyguard. He becomes an HQ yes but there is no option in his profile for a bodyguard and nothing in the trait that allows him to take one. So Techmarines are stuck with Servitors, unless you take another HQ like a Chaplain or Librarian, take a command squad for them, and then attatch the Techmarine to it. But that means taking another HQ...
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Old 05 Apr 2008, 00:53   #6 (permalink)
Shas'Saal
 
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Default Re: Any tips for a starting Iron Hands player?

Arg Vash you beet me to that. Any ways i mad the dev squad out of the 5 marines from the razorback squad box set and the 3 missile launchers come from the 2 tacticle squads and the razorback squad so yes i am going to add the 4 missile launcher when i get my next squad. As for putting the heavy weapons in the tactical squad u shoud see my pridicement, as for heavy bolters if im not mistaken there is one on the razorback, but i would like some in my squads . my main stratagy is to have the dev squad stay in the rear to supress tanks and swarms while my 2 tactical squads unload on the enemy and my techmarine assults them. You can never go wrong with 4 power weapon and 2 power fist attacks ;D.
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Old 05 Apr 2008, 00:57   #7 (permalink)
Shas'O
 
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Default Re: Any tips for a starting Iron Hands player?

Indeed the techmarine is fine as is. Though personally I think tooly him up a bit makes him really deadly. For two points a bolt pistol and frag grenades are a must! Ten more points for a combat sheild is certainly worthwhile.
Then he can keep the Razorback from himself and roll around causing mischief.

Furthermore, based on how your army is set up right now I'd get rid of the dev squad to save points; here's how.

Techmarine Orion
3rd wound, servo harness, bolt pistol, frag grenades, combat sheild, Bionics (he's an iron hands techmarine, he's GOTTA have them!)
132
Razorback w/ twin linked heavy bolters, smoke launchers
73

Dreadnought w/ assault cannon, dreadnought close combat, extra armour
110

5 Space marines w/ plasma gun
85

5 Space marines w/ plasma gun
85

5 Space marines w/ missile launcher
85

5 Space marines w/ missile launcher
85

Total: 735, which if you're aiming for a 750 list leaves you with a little bit of room.
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Quote:
Originally Posted by Farseer_Emlyn
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Old 05 Apr 2008, 11:56   #8 (permalink)
Shas'Saal
 
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Default Re: Any tips for a starting Iron Hands player?

thanks for the idea Falstead but with full servo harness my techmarine gets a plasma pistol and I think that he can use that instead of the bolt pistol. Well here's my modified list.

HQ
Techmarine Orion
scion of mars, frag grenades, combat shield, bionics
razorback
ea, smoke launchers

Elite
Dreadnaught Scorpius
venerable, ea, smoke launchers, tank hunter

Troops
Tactical squad(8 marines)
plasma gun, missile launcher

Tactical squad(8 marines)
plasma gun, missile launcher

Tactical squad(8 marines)
plasma gun missile launcher

Total: 752

This gives me the extra squad to go around shooting with and I've got 1 left over marine ;D.
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Old 06 Apr 2008, 13:01   #9 (permalink)
Shas'La
 
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Default Re: Any tips for a starting Iron Hands player?

Quote:
Originally Posted by Inquisitor Zanitz
thanks for the idea Falstead but with full servo harness my techmarine gets a plasma pistol and I think that he can use that instead of the bolt pistol.
The bolt pistol is so that you get +1 attack, not for shooting

I have a 1750p Iron Hands army, and I run my Techmarine Commander like this (My close combat monster):
Bolt Pistol, Iron Halo, Adamantine Mantle, Jump Pack, Servo Harness, Terminator Honors, Teleport Homer - 216 points.

That gives you a character with 4 (5 on charge) power weapon attacks and 2 power fist attacks. He has a TL plasmapistol (or flamer) which he can use before charging in. Jump Pack allows him to stalk and attack a bit more freely and a teleport homer to bring in Terminators with assault cannon/heavy flamer should he need it. He cannot be instakilled, and he has a 2+/4+ save. Who said Demon Prince? I'll get him!

Otherwise I use a Vindicator (with PotMS), Landraider, Ven Dread, two marinesquads in rhinos, bike squad, terminator squad and Landspeeders. Everything should be on wheels or be a mechanical construct! It is not a terribly effective army, but it is a lot of fun to play (and convert!), and played correctly you can match many armies quite well. Good luck, and go with the Machine God.

Cheers

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Old 06 Apr 2008, 14:28   #10 (permalink)
Shas'Saal
 
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Default Re: Any tips for a starting Iron Hands player?

Of course, you could always give him a bike for that extra-juicy turboboosting 2+ inv save instead
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