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I am just starting 40k (this is my first post) and i have the battle for macragge box and i am looking at using the space marines so i am just wondering if iron hands are any good? I read the fluff on wiki and i really like the history and the idea behind them but i dont want to start something that isnt playable. Also any tips for what my army should have would be welcome.
Thx for anyhelp you guys can give
Last edited by Katie Drake; September 10th, 2007 at 18:41.
Okay, iron hands aren't really special like dark angles, BA, or SW, and they do not have their own codex...
i can tell you this:
- Their squad captains may wear terminator armor, but they don't have normal squads of terminators like other chapters.
- Bionics is cheaper for them, and this is still kinda useless... i'd never spend points to have a chance of the Marine not taking a wound.:S
- They do not have Chaplains, they have "Iron-Fathers" who are more machine than man (these guys are great) They get a 4+ invulnerable save as every chapelain. They also have access to techmarine items such as the combiplasma gun and stuff, and you can purchase servitor bodyguards.
- They Can use Venerable Dreadnaughts as every other SM chapter without special rules...
hope this helps - Please, in the future put a little more effort into your posts. I've taken the time to tidy it up a bit (my additions are in pink). Thanks! - Katie Drake
Last edited by Katie Drake; September 10th, 2007 at 18:35.
"A Moment of Laxity spawns a Lifetime of Heresy...
Never Repent, Never Forgive"Warhammer 40k:Space Marines Army:
Dwarves Army (retired):
Includes the "White Dwarf"
Guardians of the Eastern Fringe: 1560pts
thanks i have another question, where do i find the stats for the "iron father" and stuff
Last edited by sekkin; September 10th, 2007 at 18:17.
Just use the vow for making a tech marine into an HQ and give him an iron halo. That gives all the proper equipment options.
Black Templar (3000)
Imperial Guard (1500 and growing)
Just to let you know, a lot of what you were told above is unfortunately not entirely accurate. My belief is that Brother Grimmaw is thinking of the old Index Astartes article, and not of the Traits listed in the current Space Marine Codex which was released after the old article, and is therefore the more up to date version of the Iron Hand rules.
You'll find that Iron Hands may indeed make use of Chaplains, and may also take Terminators. Additionally, to the best of my memory, the Iron Hands do not have access to the Bionics upgrade for any sort of discount, so you'll have to pay full points for it if you want to use it.
Also, take note that all Space Marine Chapters may make use of Venerable Dreadnoughts, and that the Iron Hands' version is no better than that of say, the Ultramarines or other Codex Chapter.
As for the Iron Hands' playability, of the Chapters listed in the Space Marine Codex, the Iron Hands are probably one of the easiest ones to use. Their advantages lie in their ability to take Techmarines as HQ choices (by taking the appropriate Advantage) and the fact that they may take up to 6 Dreadnoughts, 3 of which would be Venerable (again achieved through the use of the appropriate Advantage). As I'm sure you know, Venerable Dreadnoughts are much harder to destroy than normal Dreadnoughts and have access to a small set of Veteran Skills (Tank Hunters and Furious Charge).
So, if you like the fluff, and like the idea of being able to take multiple Venerable Dreadnoughts, complete with an Iron Father as an HQ choice (and enjoy modelling all of the really cool bionic bits and things that one would come to expect from an Iron Hands army) then I'm confident that you've chosen the right army.
Your next step would be to get a hold of the Space Marine Codex if you don't have it already, and then write up a 400 or 500 point list. Post that up in the army list section to get help and advice, and you'll be well on your way toward crushing the enemies of the Emperor!
Last edited by Katie Drake; September 10th, 2007 at 18:47.
thanks katie drake!!! lots of help
oh btw i do have the codex so ill write up an army and post it over there
I've found them to be useful against pretty much anything, so long as your not playing against a power gaming nut. Of the 20 battles I had last year (very busy unfortunatly), I lost only 4.
The traits could be better, I wont lie to you there. The ven dread 1 isn't very Iron Hands-ish, as they have a bond with them, and they treat them with respect. So a clan company losing them all in battle is a bad thing. The techmarine HQ could be better, but extra wound=longer life! Give techies the full servo-harness and Iron Halo or some type of invulnerable save and throw him into combat.
You can win with either a heavy infantry force, so long as you are in relativly good cover - not too much, but no so little. Heavy armour in the army works well, again the same cover idea has to be used. If you use transports, give atleast 3 units a transport, as just 1 is pointless. Use razorbacks with apropriate weapons with dev squads and command units.
Iron Hands are play-able so long as you do things properly in tactics and army list making. Plus, they have a nice and fairly easy paint job, so even better.
"Please pick my head up before you go go..."
"It'll be another skill for the futur. On your job aplication you can put how you can type from a plan over head view! And the emplyer guys 'll be like "God he's hired""
No offense intended, Katie Drake - but... that is not to say that the new traits are not without their issues.....
Yes, according to the rules, Iron Hands can take Chaplains.
According to their fluff, they have no Chaplains.
The rules allow for many, many Dreadnoughts.
According to the fluff, the Chapter has only a handful of Dreadnoughts (eight to be exact).
The rules allow them to have as many Terminator Squads as any other Chapter (outside of the Death Wing anyway).
According to the fluff, Terminator Squads are rare (but not non-existent).
The rules prevent you from taking Commanders, just HQ-Techmarines.
According to the fluff, there are many such officers (called Iron-Commanders or Clan-Commanders) among the Chapter's officers.
In short, the new rules for the Iron Hands are adequate, but far from perfect.
However, they are very unique Chapter and few are the players who represent them. But they are very playable and real joy to convert and paint.