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Has anyone ever used or thought of using a heavy infantry Iron Warrior army. Like full squads of Havocs and Rhino transported CC squads for troops instead of Predators and Basilisks? How do you think it could work and would it catch an opponent of guard because they may be expecting tons of armor?
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I've thought of doing this before, but every time I start drawing up a list using a lot of infantry I just have to ask myself... why not word bearers or alpha legion? You have to play to the strengths of the army, which for IW is firepower. That isn't to say you can't throw in a fun unit here or there, but I believe an assault based IW list being used as a "trick" wouldn't be nearly as effective in the real game. Most opponents who you will play and know your army will naturally bring an assault list to destroy all of the heavy shooting capabilities, so at best you are hoping for an even match up.
As for havoc squads, I've been experimenting with the idea of 10 man squads with 4 meltas and an AC instead of just 4 plasma infiltrators. You do end up paying an extra 20 points for the squad due to the increased price of the special weapons, but I think its worth it just to have so many instant kill weapons.
One unit I have already implemented is a 6 man raptor squad in 1500 point games. I take 2 melta guns, 1 ac with dstr + power weapon and add furious charge to the squad. Lately I haven't had much use for the melta guns but they don't take enough attacks away from the squad to make the decrease in utility worthwhile. Even the cost of the extra weapons is not prohibitive once you consider how much the basic raptor costs. For me, raptors have been great anti assault units as well as forward observers. They can force an opponent to shift their firepower or face a charge from them next turn... a very tough choice. Many people would say that the D. Visage characteristic combined with Hit and Run doesn't make sense... and they are correct, but it isn't that bad. In fact, it is the D. Visage ability that I mainly like the squad. I love sweeping advancing a tattered opponent. Anyway, just some suggestions to "spice up" your Iron Warriors list. I know they can become stale to play after a while.
I can do very well, I use such a list, I have over 60 models in a 2000pts game.
Scares people so see so many chaos marines as well as 6 obliterators.
Seems to me like you'd be crippling yourself as far as choice options go, in effort to gain a suprise you may not get. In most tournament settings the roster will simply say "Chaos Space Marines." Plus it's a one trick pony, once the word is out, it will spread. But my main point is that you are taking away some of your more powerful options like daemons, etc. to gain a suprise that really isn't much of an advantage. Anyway, interesting idea though, just not sure if it's worth the effort. There are other legions who can do the job better.
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In high point games (around 2000 I'm guessing) I don't see why you can't just essentially split your army in half, half havocs + oblits, half CC troops, probably in rhinos. Especially in a tournament where it's too late to meta specifically against this army people who've attempted to bring "take all comers" armies will have some good CC things but hopefully you can at leat hold these off a little while for your havocs to take down high priority targets. I don't have nearly enough models to play an army of this sort, but if anyone tries it out I would love to hear how it works.
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Like honorableSimon said, in larger games, I.W. infantry based armies are very effective. Let's face it, Havocs produce the most ranged firepower for chaos armies, so the ability to field 4 of them is a good thing to be sure.
There's a significant advantage to infantry armies. When you remove vehicles, you are in essence reducing the effectiveness of your opponent's tank busting units. The same thing applies to the Armored Company, but in reverse.
In my experience, it's quite possible to field 4 havoc squads in 1850 point games. For troops, I've used two squad configurations: 6man infiltrating plasma unit; 8-10 man melta c.c. units. It's important for I.W. to have some measure of c.c. abilities. Otherwise, they get stuck trying to out-gun I.G. and Tau, which, as most people know, is a losing battle.
Obliterators: I would strongly suggest NOT taking oblits in an infantry based I.W. build. Without vehicles, they become the prime target for your opponent's tank busters. Plus, having 4 havoc squads should be sufficient for managing your opponent at long range, supported by 2 small tactical plasma units.
H.Q.: Two options-
1- first turn charge lord
2- kai flyer
Depending on your points, both make for a good h.q.. If you're struggling for points, then opt for the kai flyer. He always makes his points back. I often use him in conjunction with a havoc squad in order to finish off an enemy unit. The kai flyer helps to prevent overkills by having a model that can assist a single havoc squad, rather than having to devote 2 full havoc squads to an enemy unit, that could in turn leave you having inflicted more unsaved wounds than models in the enemy unit. Here lies the real advantage of the kai flyer; he optimizes your army's ranged fire output.
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