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  1. #1
    Senior Member Shoal07's Avatar
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    2000 Pts - Iron Warriors Roster - First Strike

    What do you guys think of this list? I have a whole bunch of models I need to assemble and I have 1k right now, so I want to assemble a good 2k list. Pros/cons, the usual. Thanks guys!

    2000 Pts - Iron Warriors Roster - First Strike

    HQ
    1 Daemon Prince
    @ 147 Pts
    - Frag Grenades
    - Mark of Chaos Undivided
    - Daemonic Resilience
    - Daemonic Speed
    - Daemonic Stature
    - Dreadaxe
    - Siege Specialists
    - Spiky Bits
    - Teleport Homer

    Fast Attack
    3 Bikers
    @ 204 Pts
    - Frag Grenades
    - Meltagun (x2)
    - Mark of Chaos Undivided
    - Furious Charge
    - Siege Specialists
    - Chaos Marine Bike
    - Aspiring Champion @ [67] Pts
    - Power Weapon
    - Frag Grenades (Squad)
    - Chaos Icon
    - Mark of Chaos Undivided
    - Furious Charge
    - Siege Specialists
    - Chaos Marine Bike
    - Teleport Homer

    Troops
    7 Iron Warriors
    @ 120 Pts
    Plasma Gun (x1); Heavy Bolter
    - Mark of Chaos Undivided
    - Siege Specialists
    7 Iron Warriors @ 120 Pts
    Plasma Gun (x1); Heavy Bolter
    - Mark of Chaos Undivided
    - Siege Specialists
    7 Iron Warriors @ 130 Pts
    Plasma Gun (x1); Lascannon
    - Mark of Chaos Undivided
    - Siege Specialists
    7 Iron Warriors @ 130 Pts
    Plasma Gun (x1); Lascannon
    - Mark of Chaos Undivided
    - Siege Specialists

    Elite
    2 Obliterators
    @ 140 Pts
    2 Obliterators @ 140 Pts
    2 Obliterators @ 140 Pts

    Heavy Support
    8 Iron Warriors Havocs
    @ 224 Pts
    Autocannon (x4)
    - Mark of Chaos Undivided
    - Siege Specialists
    - Tank Hunters
    8 Iron Warriors Havocs @ 204 Pts
    Plasma Gun (x4)
    - Mark of Chaos Undivided
    - Infiltrate
    - Siege Specialists
    1 Defiler @ 175 Pts
    Battle Cannon; Heavy Flamer; Reaper autocannon
    - Indirect Fire
    1 Basilisk @ 125 Pts
    Earthshaker Cannon; Heavy Bolter
    - Indirect Fire

    Total Roster Cost: 1999 - 57 Models

    R.I.P. Iron Warriors, you will be missed.



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  3. #2
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    Looks pretty good. A couple of things:

    bikes: You're paying nearly 70 points per model for this squad. It's very fragile, meaning that you don't have any red shirts (wounds) you can take before losing either a special weapon or your a.c.. If the primary purpose of this squad is to bust tanks, then trim it down to the bare minimum: drop teh a.c. and furious charge. Teleport homer won't help a bit, because at the 2000 point mark, your opponent will have no problem taking the bikes out during the first round, thus, depriving you the benenfit of the tele hom.

    troop: For their offensive abilities, all of your troops are a little too expensive and also, not the most effecient. IMO, it's never a good idea to mix heavy and special weapons; it makes the sqaud less effective. A couple of options: reduce the first two squads to 6, give them infiltrate, and switch the h.bolter for a plasma gun. This configuration can dole out quite a bit of fire power for its points. It can move and rapid fire; it can take down heavily armored troops, light-medium armored vehicles. Also, in an I.W. build especially, this type of squad doesn't receive much attention from your opponent. After all, you have a prince, 6 oblits, and 4 heavies that are very large magnets.

    Your last two squads would work better with only 5 marines and a lascannon. It's rather standard, but it's standard because it's a very cost effective unit. Your lascannon should survive most (if not all) of the game; especially in I.W. which has high priority units that your opponent will want to manage.

  4. #3
    Senior Member Shoal07's Avatar
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    Quote Originally Posted by boydgarrett View Post
    Looks pretty good. A couple of things:

    bikes: You're paying nearly 70 points per model for this squad. It's very fragile, meaning that you don't have any red shirts (wounds) you can take before losing either a special weapon or your a.c.. If the primary purpose of this squad is to bust tanks, then trim it down to the bare minimum: drop teh a.c. and furious charge. Teleport homer won't help a bit, because at the 2000 point mark, your opponent will have no problem taking the bikes out during the first round, thus, depriving you the benenfit of the tele hom.

    troop: For their offensive abilities, all of your troops are a little too expensive and also, not the most effecient. IMO, it's never a good idea to mix heavy and special weapons; it makes the sqaud less effective. A couple of options: reduce the first two squads to 6, give them infiltrate, and switch the h.bolter for a plasma gun. This configuration can dole out quite a bit of fire power for its points. It can move and rapid fire; it can take down heavily armored troops, light-medium armored vehicles. Also, in an I.W. build especially, this type of squad doesn't receive much attention from your opponent. After all, you have a prince, 6 oblits, and 4 heavies that are very large magnets.

    Your last two squads would work better with only 5 marines and a lascannon. It's rather standard, but it's standard because it's a very cost effective unit. Your lascannon should survive most (if not all) of the game; especially in I.W. which has high priority units that your opponent will want to manage.

    Good suggestions. If I drop the Inf Plasma Havocs in favor of 2x Inf Plasma Squads (and reduce the las squads to 5) then I could bring a pred and more troop squads (havocs are so expensive!). What do you think?

    Bikes:
    They're 51pts a model on average (the AC's points are in brackets, which means they're included in the above total). The turbo boost will usually keep them alive in turn one, and then they can "oblit bomb" on turn two and three. Even if they're locked up in CC, the homer still works. I use them to jet accross the board in turn one, assault in turn 2, and homer in oblits as they need. The Lord is usually on the other side of the board doing the same thing, except he dosen't get the turbo boost inv save.

    The other option is if I am using the oblits as fire support, then the bikes and lord hang back and attack units that get too close to the lines. Also, they can take out problem units, like anything tau, that refuses to leave cover and is JSJing a Havoc squad to death.
    Last edited by Shoal07; November 12th, 2006 at 21:11.
    R.I.P. Iron Warriors, you will be missed.



  5. #4
    Senior Member Shoal07's Avatar
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    Better or worse?

    2000 Pts - Iron Warriors Roster - First Strike

    1 Daemon Prince @ 147 Pts
    - Frag Grenades
    - Mark of Chaos Undivided
    - Daemonic Resilience
    - Daemonic Speed
    - Daemonic Stature
    - Dreadaxe
    - Siege Specialists
    - Spiky Bits
    - Teleport Homer

    3(4 including AC) Bikers @ 204 Pts
    - Frag Grenades
    - Meltagun (x2)
    - Mark of Chaos Undivided
    - Furious Charge
    - Siege Specialists
    - Chaos Marine Bike
    - Aspiring Champion
    - Power Weapon
    - Frag Grenades (Squad)
    - Mark of Chaos Undivided
    - Furious Charge
    - Siege Specialists
    - Chaos Marine Bike
    - Teleport Homer

    6 Iron Warriors @ 128 Pts
    - Bolter (x4); Plasma Gun (x2)
    - Mark of Chaos Undivided
    - Infiltrate
    - Siege Specialists
    6 Iron Warriors @ 128 Pts
    - Bolter (x4); Plasma Gun (x2)
    - Mark of Chaos Undivided
    - Infiltrate
    - Siege Specialists
    5 Iron Warriors @ 90 Pts
    - Bolter (x4); Lascannon
    - Mark of Chaos Undivided
    - Siege Specialists
    5 Iron Warriors @ 90 Pts
    - Bolter (x4); Lascannon
    - Mark of Chaos Undivided
    - Siege Specialists
    5 Iron Warriors @ 90 Pts
    - Bolter (x4); Lascannon
    - Mark of Chaos Undivided
    - Siege Specialists

    2 Obliterators @ 140 Pts
    2 Obliterators @ 140 Pts
    2 Obliterators @ 140 Pts

    8 Iron Warriors Havocs @ 224 Pts
    - Bolter (x4); Autocannon (x4)
    - Mark of Chaos Undivided
    - Siege Specialists
    - Tank Hunters
    1 Predator @ 178 Pts
    - Autocannon; Lascannon Sponsons
    - Daemonic Possession
    - Mutated Hull
    - Smoke launchers
    1 Defiler @ 175 Pts
    - Battle Cannon; Heavy Flamer; Reaper autocannon
    - Indirect Fire
    - Daemonic Possession
    1 Basilisk @ 125 Pts
    - Earthshaker Cannon; Heavy Bolter
    - Indirect Fire

    Total Roster Cost: 1999 w/49 Models
    R.I.P. Iron Warriors, you will be missed.



  6. #5
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    It looks better on all accounts exept two: Since your basilisk and defier have indirect fire (and will presumably be behind cover), your predator will be the only vehicle in your list that will be continually exposed to your opponent. In any game over 1000 points, having only one visible vehicle will make it difficult to keep that vehicle alive. I would suggest either taking more vehicles or swapping your pred for another 8 man autocannon havoc configuration with tank huner. Unless you have lots of terrain, the bikes are really going to have trouble staying alive. Even in a 1500 point game, 4 turbo-boosting bikes will easily fall prey to ranged fire without proper coverage. The 3+ inv save simply is not enough, especially when consider the mobility of landspeeders and the likes, which, given 2000 points, many opponents will have plenty of mobile units to take down the bikes. Again, the 3+ inv save is nice, but it won't save them at this point level. Overall, I think your build would do much better with toned down bikers (3 with 2 meltas). This may cause some issue with the d.s. scatter, but unless you're fighting in city terrain, the scatter shouldn't be that bad. IMHO, it's not worth sinking so many points into 4 bikes just to prevent the scatter. Finally, even if you decide to keep the bikes, you're sinking a substantial number of points into their upgrades. Furious charge is one of the best vet skills in the game, but with only four models, you're going to take wounds in c.c. regardless of this skill.

    Anyways, play a few games and see how the bikes fair.

  7. #6
    Senior Member Shoal07's Avatar
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    Quote Originally Posted by boydgarrett View Post
    It looks better on all accounts exept two: Since your basilisk and defier have indirect fire (and will presumably be behind cover), your predator will be the only vehicle in your list that will be continually exposed to your opponent. In any game over 1000 points, having only one visible vehicle will make it difficult to keep that vehicle alive. I would suggest either taking more vehicles or swapping your pred for another 8 man autocannon havoc configuration with tank huner. Unless you have lots of terrain, the bikes are really going to have trouble staying alive. Even in a 1500 point game, 4 turbo-boosting bikes will easily fall prey to ranged fire without proper coverage. The 3+ inv save simply is not enough, especially when consider the mobility of landspeeders and the likes, which, given 2000 points, many opponents will have plenty of mobile units to take down the bikes. Again, the 3+ inv save is nice, but it won't save them at this point level. Overall, I think your build would do much better with toned down bikers (3 with 2 meltas). This may cause some issue with the d.s. scatter, but unless you're fighting in city terrain, the scatter shouldn't be that bad. IMHO, it's not worth sinking so many points into 4 bikes just to prevent the scatter. Finally, even if you decide to keep the bikes, you're sinking a substantial number of points into their upgrades. Furious charge is one of the best vet skills in the game, but with only four models, you're going to take wounds in c.c. regardless of this skill.

    Anyways, play a few games and see how the bikes fair.
    Again, thanks for the input. My Bike Lord fairs well at 1k. I had this awesome turn 2 turbo boost right up in the middle of a Tau stronghold and I DS'd 2 Oblits in for support. The only problem was in the shooting phase I fired my bassie a little too close and the scatter took out the Bike Lord . Other then that, he does pretty good solo. If these guys are standing around being shot at then I've misused them.
    R.I.P. Iron Warriors, you will be missed.



  8. #7
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    You seem confident on the bikers and I hope you let us know how they fare at the 2000 point level. The only other two things that jump out at me are the predator and the defiler.

    Shoal, what happens when you play an opponent and they leave a single tank in line of sight....You blast it into scrap metal and then you blast it some more. I just think your opponents will be excited to return the favor. A unit of 6 havocs may have better survivability in your army.

    Also, why does the defiler have daemonic possession? I would sink those points into something that is going to take fire more consistantly.

    **edited for grammar
    Last edited by monodan; November 20th, 2006 at 06:14.

  9. #8
    seor brushman! brushman's Avatar
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    Hmm. monodan, if I understand you correctly, you make a good point, and I'd have to agree. With both your Defiler and Basalisk indirect firing, they will likely be out of LoS leaving the predator being the only vehicle they have to shoot at. Leaving it vary vulnerable to enemy fire.

    I'd have to agree, that a Havoc squad would probably be more reliable. of course this comes at a higher price, which submits a problem in how you would get points for that.

    Just something to think about; just a theory. Play some games with the list, and tell us how it goes. If the Predator is reliable, then by all means, keep it.

    Anyway, I'm off to bed. Goodnight.

  10. #9
    keeping it ptailstyle P-Tail's Avatar
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    The stock defiler comes with possession.

  11. #10
    Senior Member Shoal07's Avatar
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    Quote Originally Posted by P-Tail View Post
    The stock defiler comes with possession.
    Yes it does. I copy and paste from Army Builder and it leaves stuff on there that's free. I usually take it off, like D Str and D Armor on the oblits, because it's confusing.

    Anyway,
    I just played my first 2k battle last week against an SM player. He had a Chaplain Bike, Landraider, 2x Dreds, a 6-man tac squad and a 12 man, 1 5man dev squad with MLs, and probably about 1k worth of termies that he DS'd.

    In the first round he went and killed 2 marines from one of my las sniper teams. That's it (bad rolls for him, saves for me). My first round I popped the LR, both Dreds, his Chap (who failed the 3+ inv from turbo boost), the entire dev squad (yea artillery!), and some in each of the tac squads. It was all downhill from there. The Termies (2 squads) came on turn 3 and the rest of his army was almost gone. The termies didn't last long and by the bottom of the 6th I had destroyed every model. He wiped about 5 marines from various squads and one Las sniper team I let his termies assault (because I was already feeling bad). He didn’t play bad, the roles were not in his favor and my guys just shot the heck outta him. I would not have DS’d his termies in the middle of the board to be “safe? and not kill them in the DS. At this point, I would of chanced a DS scatter off the board to get behind and pick guys off. Lessons:

    Pred - Stayed behind cover and striking when the LR and Devs were dead was killer. I had complete battlefield control and could go where I please. I learned the first game I played the pred NOT to play it out in the open. I drive it behind my lines and take out targets of opportunity unless, of course, all the things that can kill it are dead

    Havocs - They worked well for what they could do. They were in cover in the middle of the board. Because of terrain, after the first round they didn’t do much until the termies showed up. By then it was already game over.

    Defiler and Bassie - Hands down, two artillery pieces is devastating. The average hits on target is 2 in 6 rounds, this gives you 4. It’s just evil...

    Oblits - No DS this time, they were in groups of 2 and spread across the front lines. No matter what came their way, it died. A weapon for any need. Also, huge fire magnets that refuse to die!

    Infiltrate Plasma Squads - These worked well. They immobilized and weapon destroyed one of the Dreds before it got popped. Afterwards, they killed many Marines with the rapid-fire plasma. I only cooked one off the whole game.

    Las Sniper Teams - Brutal as usual. They drew fire but never became ineffective. It’s basically a las gun with 5 wounds. I like this staple unit.

    The DP
    - Evil... “So, you mean your DP gets 5 attacks at I6 (charge) and ignores Armor AND Invulnerable saves?? Yep... This is about the only thing worth assaulting a termie squad with. And they all died... MUHAHAHAHA

    Bikes - I was impressed. On the charge it was like 4 Powerweapon attacks and 9 regular. They wiped out the last of one of his tac squads. They stayed back to respond if needed, but ended up turbo boosting in the 5th turn to assault tacs in the back. Performed stellar.

    So, I was happy the way everything performed. This list might get tweaked a bit, the only thing I am still wrestling with is the pred. However, it will likely stay.
    R.I.P. Iron Warriors, you will be missed.



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