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  1. If there is a Techmarine next to a unit of Honor Guard and the Techmarine is shot, it wounds, he fails his armor save and the 6+ "feel no pain", or whatever it is called now, but then the Honor Guard rolls for their ability to take the wound instead of the character and succeeds, do they to get the 6+ "feel no pain"? So, is that ability kinda better for the Iron Hands? Please excuse grammar, Spelling mistakes and such.
  2. Brother Astartes, the ETL is upon us once again. And once again we are united as a codex. Yet now our foes have multiplied ten fold with the inclusion of the foul xenos. But we shall not waver, for there can be no meeting of minds with such beings that exist in the dark places of the galaxy. There is simply a choice, defeat them... or be defeated by them. And defeat them we will. FOR ARE WE NOT SPACE MARINES? ARE WE NOT THE CHOSEN OF THE EMPEROR, HIS LOYAL SERVANTS UNTIL DEATH? TO THE DARKNESS WE BRING FIRE, TO THE IGNORANT WE BRING FAITH. THE EMPEROR'S WILL IS YOUR TORCH, WITH IT, DESTROY THE SHADOWS! THE TEMPLARS CALL YOU TO WAR, WILL YOU ANSWER?
  3. So, my marines can build Dreads and perhaps TDA's too. But how many Dreads, fluffwise, would be logical? They are perhaps worse in Spacehulk missions, becaurse of their size and cant climb ladders. I was thinking 5-10 per Company, does this sound about right? Please excuse grammar, Spelling mistakes and such.
  4. I'm reading The voice of Mars and have come across some fluff bits that are new to me. The chaplaincy and libraius have no in put in chapter decision making. Clan racoon have a AI controlled starfort that is self aware and refuses to accept a crew. It's fairly out in the open that kristos might be a heretek When you join Clan racoon/kristos cult you have all prior memories of self removed. Medusa's maximum population is 2 million. Personally I think guymer is doing a pretty good job
  5. For Warlord Traits, I've been using Storm of Fire and Iron Resolve; in most cases, my Warlord carries a hammer & shield so the Chapter specific trait Merciless Logic does me no good. In the interest of brainstorming, how would you gear a Warlord to take advantage of it? The most Dakota I can come up with is a stormbolter and power fist with wrist launcher -- max of seven shots -- but then you lose out on close combat chances to use it. Taking the relic axe, relic sword, or a generic relic blade all give decent CC stats without a hit penalty, though you can't take the axe with a Terminator Captain (my preferred option) and as a codex we're not particularly vaunted at melee anyway. It's quite the predicament. Any ideas? Anyone actually use Merciless Logic and if so, what was your opinion on its utility?
  6. Now that Venerable Dreads effectively don't get a Chapter Tactic (thanks, GW!), will any IH players reconsider taking them?
  7. So I've purchased well more than my fair share of the Iron Hands Tac Squad boxes (though now I think they serll the hits as a separate pack?), so I've got probably a dozen of the bionics arms holding thunder hammers. I was going to put one on my Sternguard Sergeant but that's is inexplicably prohibited in the Codex, so...what would you guys do with all those hammers?
  8. Morning gents. I had a scout around and I couldn't find any clan info for Sabik Wayland. If and one can point me in the right direction that would be great.
  9. With the advent of this new beta rule, how might it impact the Iron Tenth and their way of war specifically? Captain on Bike with Primarch's Wrath and Merciless Logic stands out as an obvious beneficiary for a mobile, shooty warlord, perhaps accompanied by a bike squad of some kind. Thoughts? Has anyone's calculus uncovered other gems?
  10. So how do you equip your Captain? I have previously used the Lysander model, appropriately painted of course, but the recent price jump on thunder hammers and the change to the Shield Eternal relic have me shopping around for a replacement.
  11. Hello 10th Legionnaires. So I've decided I'm re-purposing my Raven Guard original marines for the 10th Legion. My primaris Raven Guard will stay Raven Guard. But my junior marines (being very vehicle heavy) will be heading to Medusa for retraining. So just saying hi but also a few painting questions. -it looks like the bolter "action" frame gets painted white. Is that standard/canon? -how do you distinguish veterans/sergeants? Paint the hands silver? -Is there an official part of a vehicles' chassis that should get painted white? -Anyone have any good links to any painted Iron Hands armies? I guess that's good for now.
  12. What is everyone's thoughts on Culln as a hq double fnp within 6 and much dakka and d6 mortal wounds in CC once per game.possibly backed up by a chapter master for all the re-rolls . To me he seems very fitting for IH . Massive dreadnought with much dakka and tough as old boots. Only downside is that he doesn't have a re-roll aura and is targetable.the targeting isn't much of a issue as my current list runs 2x replusors and 1 redemptor so my opponent will have to pick targets.
  13. Is it still viable in 8th edition?
  14. I dont often add new models to my collection any more, but lately Centurions have caught my eye. Here's the question: Are they worth taking? I know that they are not too tier and are too expensive for what they do, but does combining them with Iron Hands chapter tactica and an Apothecary make them more useful by making them more survivable?
  15. A new Iron Hands upgrade pack is believed to be in progress, sounds cool and can't wait!
  16. So brothers, our Chapter Tactics have seen an upgrade! 1. Vehicles get Chapter Tactics. 2. 6+ FNP 3. Overwatch on 5+ 4. Double remaining wounds on chart to determine stats for vehicles So. Aside from not fixing the overlapping FNP on Ven Dreads, this is huge for us - especially for the tougher tanks like Land Raiders and Vindicators. They will live longer and maintain effectiveness longer; assuming Machine Empathy stays the same, they'll continue to be mobile as well. Anyone else feel reinvigorated on our Chapter?
  17. The current fine cast upgrade sprew, how is it? 1-Garbage (doesn’t really help Chapter Stand out on table top/barely noticeable) 10-Templar Sprew Quality (amazing, over all. A bunch of little bits and enough to make a Templar model look genuinely unique). And how the arms and legs bit look with Primaris? Pads & Head work but what about other bits?
  18. Good news for you dudes: https://www.warhammer-community.com/wp-content/uploads/2019/05/ChampionshipStoreSeminar-May4-IronHands3ukjcef.jpg A named Iron Hands char!
  19. Hello, as I've been considering a smaller, fluffy IH detachment as addition to my AdMech (and contrast to my clean-and-reasonable Raptors), I'd prefer to just run the FW models - Gorgon terminators, Immortals, Iron Father and maybe some Mk3 guys and FW vehicles. Of the usual marine models, I've had 4 different army projects already (including IH back in 5th edition), it does become a bit uneventful. Now for the core question - how do I make these guys most useful/fitting while not straying too far from the mentioned kits? -Immortals can't be fielded as tacs, the shields make no sense. But, adding combi-bolters, they would be fitting DW veterans. The Mk3 squad would fit as regular tacs, but that's quite useless/uninspiring ingame - I have several companies worth of random PA dudes already -Gorgons have power axes, meaning I'd either play them as DW, or have to get the less awesome looking powerfists to run them as regular terminators. Points cost is slightly higher for the regular terminators, but what power they gain in CC they lose in ranged - a shame, considering SIA and beta bolter rule on terminators -Iron Father works either way as terminator captain, FW vehicles have been FAQed into DW too Considering the DW veterans can include single terminators that make them fearless, this fits perfectly the practice of handing out terminator armour to veteran sergeants in order to inspire the squad. No idea if GW has retconned it (like so many details from back in the day), but it would surely look great. Ingame, DW does not have the FnP (or techmarines), but at least the SIA is a great way to have a wall of advancing iron that just guns down anything in its way, instead of just mowing down a bit of chaff and not much else. Transports can be ignored by the DW teleport strat (for veterans), and the clavis strat even mirrors the dataspike from AdMech, which fits the theme too. Not to forget - teleporting dreads, in case TDA is not enough. Any ideas or comments? I'd have no issues building these guys just for fun (and see if I can do better than back in the day), but if they prove playable I might expand this further.
  20. So there's a discussion on the IH Facebook page about submitting updated rules and a detachment concept to GW for the Iron Hands. I'm a pessimist so I don't particularly think we'll see much traction, but I figured I'd try to pull that discussion here (frankly, I dislike FB for these kinds of talks). So this is what I came up with. It's fairly minimalist, mostly because I'm afraid that submitting uber-awesome proposals are a great way of having them rejected out of hand. Iron Hands Chapter Tactics: The Flesh is Weak: Roll a dice each time an IRON HANDS model with this tactics loses a wound. On a 6, the damage is ignored and the model does not lose a wound. When rolling for CHARACTERS and VENERABLE DREADNOUGHTS, add +1 to this roll. Warlord Trait: No change. Machine Empathy: No change. Relic: Replace the Axe of Medusa with the Gorgon's Chain. Gorgon's Chain: IRON HANDS non-VEHICLE CHARACTER only. This model receives +1 Wound. In addition, add +1 to any rolls made to ignore damage when rolling for The Flesh is Weak. Iron Father Kardan Stronos. M WS BS S T W A Ld Save 5" 2+ 2+ 4 5 6 5 9 2+ Keywords: ADEPTUS ASTARTES, CHARACTER, HQ, IMPERIUM, INFANTRY, CAPTAIN, TERMINATOR, TECHMARINE, CHAPTER TACTICS, UNIQUE. IRON HALO: This model has a 4+ invulnerable save. MORE MACHINE THAN MAN: Roll a die at the end of your turn. On a roll of a 6, this model regains a wound it lost earlier in the battle. RITES OF BATTLE: You can re-roll hit rolls of 1 made for friendly IRON HANDS units within 6" of this model. TELEPORT STRIKE: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement Phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models. BLESSING OF THE ONISSIAH: At the end of your Movement Phase this model can repair a single IRON HANDS VEHICLES within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. This model is equipped with a servo-harness, a master-crafted Boltgun, and the Axe of Medusa. Relic: AXE OF MEDUSA: S+2. AP-2. D2. Any wound rolls of 6+ made by this weapon inflict a mortal wound in addition to their normal damage. Specialist Detachment: Fist of Medusa Strike Force. FIST OF MEDUSA ATRIKE FORCE (1 CP): Use this stratagem when choosing your army. Pick an IRON HANDS Detachment from your army to be an Iron Hands Fist of Medusa Strike Force Specialist Detachment. CHARACTERS, THUNDERFIRE CANNONS, and VEHICLES in that Detachment gain the FIST OF MEDUSA STRIKE FORCE keyword. INVIOLABLE ARMOR (1 CP): Use this stratagem when a FIST OF MEDUSA STRIKE FORCE unit is chosen as a target in the enemy Shooting Phase. Until the end of the phase, shooting attacks resolved against that unit receive a -1 to their wound rolls. INTERLACED TARGETING MATRIX (1 CP): Use this stratagem when an enemy unit is damaged by a FIST OF MEDUSA STRIKE FORCE unit. For the remainder of that phase, other FIST OF MEDUSA STRIKE FORCE units gain +1 to their hit rolls when targeting the damaged enemy unit. Warlord Trait: MASTER OF THE FORGE: Characters with this Warlord Trait gain the Blessing of the Omnissiah special ability (see: Techmarine). If this character already has the Blessing of the Omnissiah rule, then when repairing a VEHICLE, they can restore d6 wounds instead. Relic: THE IRONSTONE: TECHMARINE only. While within 6" of the bearer of the Ironstone, FIST OF MEDUSA STRIKE FORCE VEHICLES count as having the Chapter Tactics (Iron Hands) rule. If an affected VEHICLE already has Chapter Tactics, it receives +1 to its roll to ignore damage when rolling for THE FLESH IS WEAK. So that's my idea. It draws heavily on what we had in 6th/7th Edition, and I tried to keep the bonuses from being too crazy. It focuses on vehicles intentionally; because Space Marine vehicles have inexplicably not received Chapter Tactics, but we're the vehicle chapter, I wanted to reinforce the theme that our vehicles are better by making ours more durable than everyone else's. Let me know what you think.
  21. Reading up on Abaddon's Black Crusades, the 10th Black Crusade (also called the Conflict of Helica) was a conflict that broke into the Medusa system. Abaddon and the Black Legion made an alliance with the Iron Warriors and launched an assault on the Iron Hands. From what I can tell - the Black Legion fleet distracts other forces, the Chaos forces devastate the Medusa system, and then they retreat before the bulk of the Iron Hands chapter and their allies arrive to relieve the siege. There isn't much information that I can find online, but I was wondering if someone with the Iron Hands supplement, or at least more familiar with the Iron Hands lore, can provide a better account of the 10th Black Crusade and what happened in the Medusa system? (Apologies if this is the wrong subforum)
  22. So, fellow Medusans, what do you take for infantry choices And why? Scouts, Tacticals, Intercessors for filling out Battalions? Terminators, Centurions, Aggressors for firepower and durability? Assaults, Inceptors, Bikers, Reavers for speed or deep strike ability? I'm finally in a spot where I can play regularly and I'm curious what's been effective for us.
  23. Hi All! At first I was skeptical about new Primaris marines as they were pricy and hard to include in the list, but with the recent CA price cut Im thinking about fielding them more. So, what is your opinion on them for IH? How can we utilize them most efficiently? Also, is there any way how we can overcome the lack of mobility? I do really miss some Rhino-like cheap transport for them, as Repulsor is kinda too costly point-wise and is a big bullet magnet.
  24. It's been pretty quiet around here lately, and I'm assuming that's because my fellow Iron Captains are out purging xenos and heretics! So what has everyone been running? What tactics, combos, units, and/or army builds have been working for you? I've only played three games, but so far I'm a fan of my Venerable Dreadnoughts. The double-FNP gives them extra durability that always confounds my opponent (my one Tau opponent literally dropped f-bombs when I was saving wounds), and a pair of Thunderfire Cannons have probably sterling service in clearing away chaff units and objective holders like Fire Warriors and Tactical Marines. I've encountered lots of deep strikers though, so deploying so as to prevent a back-field drop seem very important to me, which is another reason why I like both my Hunter and the TFCs: they have 60" range and the TFCs don't need LOS, so I can stick them near enough to the table edge to close down landing zones without gimping their ability to reach across the table.
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