Suggestions on Iron Hand 1500pt. - Warhammer 40K Fantasy
 

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  1. #1
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    Suggestions on Iron Hand 1500pt.

    Here is my current army. I am getting quite tired of it as it is. I do fairly decent when playing, and won quite a bit more than I've lost. I feel it lacks any real punch. Due to fluff reasons, I cant really add terminators... although I disagree with giving a Vet sarg Termie Armor.

    My main opponent is Necrons, and lately I've been having issues dealing with him. He's taking 2 rez orbs on each lord, as well as equiping them with Warscythes. I feel that is such a cheezy combination, easpecially the warscythe.

    Anyways, any advice will be welcomed.

    Thanks





    Techmarine HQ
    Plasma Pistol
    Servo Harness
    Term. Honors
    Iron Halo
    BIonics

    Master of Sanctity
    Jump Pack
    Plasma Pistol
    Term Honors
    Bionics

    Tac Squad - 10
    Vet. Sarg.
    Power Fist
    Plasma Pistol
    Plasma Gun
    Bionics

    Tac Squad - 10
    Vet. Sarg.
    Power Fist
    Plasma Pistol
    Plasma Gun
    Bionics

    Assault Squad - 10
    Plasma Pistols x2
    Vet Sarg.
    Plasma Pistol
    Power Fist
    Bionics

    Dev Squad - 8
    4 M.L.

    Ven Dread.
    Extra Armor
    Assualt Cannon
    CCW w/ Storm bolter

    Ven. Dread.
    Extra Armor
    TLLC
    M.L.

    1505 pts.


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  3. #2
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    I would change plasma pistols for bolt pistol on all sargeants, would add lascannon for both tacticals. Tacticals could be 7+1sgt strong, spare some points.

    Only ML+TLC dreadnought should be venerable, against any non necron opponent he should have tank hunter skill. Buy smoke launchers for both dreadnoughts.

    I would add some fast attack, maybe tornado AC+HB or small bike squad with meltaguns.

  4. #3
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    Quote Originally Posted by razz
    I would change plasma pistols for bolt pistol on all sargeants, would add lascannon for both tacticals. Tacticals could be 7+1sgt strong, spare some points.

    I feel your gonna need to back this one up. My tactical squads are always on the move or in combat so a Las Cannon would be wasted.

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    are you attaching your techmarine to a squad? Oh and i too, think you should take the plasma pistols off the vet sgts. If they shoot good their great, but if your roll a 1 and fail your save thats a 30 some point model wasted. Just out of curiousity,whats the strategy of yoiu army. The rest of the list seems fine to me. The only true problem i see is trying to get your Techy into CC if thats his goal. although i guess the assault squad could tie the opponent up for a few rounds.

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    The tac squads and tech marine march into combat, the dev squad and TLLC dread shoot anything thats a threat. The assault cannon dread can shoot or go into combat. And yes, the assault marines tie up things.

    In my experience its an effective army, but its getting boring.

    Ive only ever lost 1 vet sarg to his plasma pistol.

  7. #6
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    Get rid of the teck marine use a chaplian or a librarian against the necrons. Other wise your list looks very good just get some more infantry kiling weapons.
    Quote Originally Posted by Rabbit
    Geez, toon, your avatar changes more than Bill Clinton's campaign platform.


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    Im stating right here, Techmarine isnt going anywhere

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    Here is the plan once you have the necron lord with only a couple of guys in tehs quad that you are shooting at go assault him with power weapons any type.
    Quote Originally Posted by Rabbit
    Geez, toon, your avatar changes more than Bill Clinton's campaign platform.


  10. #9
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    i suggest you give the tactical squads melta guns and slap them in a drop pod and you can also do this with the dreadnoughts. that necron player will be pretty pissed when you drop straight in front of his lines. this should give you that puntch your army needs and it is really hard for your opponent to counter such a tactic. you can hide your dudes behind the drop pod so they dont get shot and then charge into his lines the next turn. i'm assuming you dont want to spend 80$ for the forge world droppods, but you can find out how to make one by searching the web.
    Also, if you want to get your techmarine into combat, give him a bike. he can turbo boost the first turn, getting really close to the enemy and giving him a 2+ invul save, and then charge with him the following turn. this should make him very fast and will give him very good survivability, so you wont need to attach him to a squad. i'm pretty sure you can give a tech marine a bike, since he is an independant charachter. also, eye to eye does not prohibit you from giving a character a bike.

  11. #10
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    you cant give a techmarine a hull servo harness and a bike. mine has the servo harness, therefore no bike

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