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I'm going to start a Iron Hands army soon, but as I'm totally new to Space Marines (only know anything about Necrons. Funny how I pick the most robotic SM chapter...I'm obsessed with robots) I need some help. First off, what special rules and abilities do Iron Hands have? Second, what should I get to start off my force? I was thinking and iron father, but I don't know what to put with him. A tactical squad or two, would a terminator seargent be a good idea? A rhino and or razorback, and a dread. any thing else I should get early on? Any suggestions? Thanks for your time helping a poor SM noob :blush: ...
i have no idea about those guys, so i recommend asking gw.
P.S. Blood angels rule, the anger lets us ignore wounds ...hehehe
First: get your bionic hands on the SM codex quickly and shoot any heretic that get's in your way.
Second: go to the page that shows which traits counts for which chapter and should any deamon interfere, just wack it with a Thunderhammer.
Third: read them thoroughly
To make an Iron Farther you'll need the Techmarine as an HQ, which will be allowed by the traits.
Give him Iron Halo and he should be close to what they used to be in th old books
A fully upgraded techmarine is a CC monster with lots of powerweapon and powerfist attacks. Make sure you master craft his axe and give him terminator honours and a combat shield :)
Terminator sergeants are cool, but generally not worth it. They cost a lot, they can't be mounted in rhinos and sergeants are not independent anyway and can therefore not be targeted individually. I don't know if it's fluffy for Iron Hands but I suggest you take full terminator squads instead.
Get the Iron Hands tactical squad! It only costs a little more than the regular squad and gives you a ton of metal bits. You can save a few of the bits for devastators and others.
Visit Griffon Games, they have a new set of cog-transfers that look suspiciously like a certain chapter symbol...
That's all the tips I have. Good luck with the army.
pretty much, they're a destructive force, but don't rely on mobility (meaning don't rely on bikes and speeders to win), but they also tend to include techmarine hq's, so if you do choose to go with a techmarine hq, u mind as well do a full upgrade and rush at the enemy, and include some good servitors (combat servitors will suit your likely CQC needs nicely)
kudos on picking a unique chapter of space marines, and good luck with them.
"One thing that intrigues people to fantasy is how different it is from reality. Make sure you remember that difference, and you'll have a wonderful time."
I don't think u should be allowed to pick Flesh over Steel as a drawback, cus it sucks! Ur army has Heed the wisdom of the Ancients & Scions of Mars as advantages, and Eye to Eye as your drawback, which i think ruins the points of iron hands/
<div class='quotetop'>QUOTE</div><div class='quotemain'>Amid the darkness and horror of a world splintering apart, the armies of the true creators, we who were ancient at the dawn of time, will march forth once more. We shall sweep away all that is chaos and disorder for ours is the true path and none shall defy us.</div>
Translation from ancient plaques attributed to Venerable Lord Kroak
The Iron hands are a great chapter to be played without deviating much from the codex. Just keep in mind when building an army that the tactical squad is the most important unit you have. My iron hands army includes a tactical squad for every dreadnought it has (4 in 1500 points ). I think that razorbacks are an excellent choice for an iron hands army since they fit the machine theme, are very effective infantry support and can give some mobility to the otherwise speed challenged iron hands.
The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines!
Thanks for the help. Dreachon, are you talking abput making a techmarine as a hq for army lists or for the model itself? Because there is an iron father model... Does anyone know of any IH sites with tatics, or fluff, or tactics and fluff? Last question: how do you paint Iron Hands? from the look of the Iron Hands tact squad pics, I would think a black base coat, with shadow grey hilights, then mithril silver on trim, bolter, hands, chest eagles, and other details. Then white symbols. Is that a good scheme for them?
Also, is the Predator a good tank to have?
IronHands used to be in Index Asartes books and had complete rules including rules for the new iron father model. Then GW released the new codex and the Index rules were toasted, and partially replaced by the traits system in the SM codex. So for IronHands, choose the suggested traits, and either the Iron Father or the new GW techmarine model for a HQ, and you can at least get unique tact squads too.
Really the only thing that makes an IronHands army anymore is the Scion trait (which is the tech marine as a HQ) Beyond that, it's your design.
I don't personally like the black color scheme. I thought I would, but in the end it looked weak. I really, really like the dark red scheme that is shown on GWs site under "Painting IronHands"
No IronHand sites that I know if.
Of course you can use the normal Iron Father modelDreachon, are you talking abput making a techmarine as a hq for army lists or for the model itself? Because there is an iron father model... Does anyone know of any IH sites with tatics, or fluff, or tactics and fluff?Can't go wrong with buying this tank, it had good armour, mobility and firepower.Also, is the Predator a good tank to have?