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Showing results for tags 'Iron Hands tactics'.
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I’m trying to play more games now and thinking more of strategies or tactics to develop, I know there is a difference between strategy and tactics, but I don’t know where this would sit yet so I’ll use both terms I am reading Ferrus Manus and the intro where Amadeus DuCain is performing the strategy/tactic of “Raising the Storm” and it has me interested on actually being able to do it in the game. But what does the actual strategy involve? It’s stated that it used on the planet of Rust, iirc that was where the imperial army were used as bait and when the Orks had fully committed did the Iron Hands strike. To me that would seem like bait, hold/escalate and strike phases/turns on the tabletop. Turn 1 Bait: try and draw in as many enemy possible. Must be durable units Turn 2 Hold/Escalate: hold on or escalate to ensure maximum commitment. Turn 3 Strike: deep strike, drop pod, assault These are just thoughts, correct me if I’m wrong, I would like to hear other opinions and ideas on the subject.
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I optimised my "Turn 2 Champs"-List. I think, Hands can get more mobile and need some distraction and make Chaplains work turn 1, "everything" works turn 1. Toughness 8 Sicaran, 2+/3++ Bikes for 2 CP and two units ignoring this -1 to hit. I do not spam units, since it is always harder to take care of your unkillable sheeps without our shepherd Feirros. I personally would go turn 1 or 2 for the Calculated Fury and from turn 2 or 3 to tactical. Hear me out, buffing infantry/bikes with psysteel armor or chaplains is a bit seldomly used. I really favor +1 to hit instead +1 to wound with Chaplain. In tactical doctrine I would have pseudo heavy bolters. Heavy Bolters often were good working weapons. Be it aginst e.g. quantom shields or the mirror match against hands. "Mercy is Weakness" is so good on so many targets. So my question is, why dont we think about going down to tactical doctrine at some point? I do not want to be outplayed by other factions, how do you stay mobile to play the mission? Here is my list: + No Force Org Slot [13 CP] + ++ Battalion Detachment +5CP (Imperium - Space Marines) [53 PL, -4CP, 965pts] ++ **Chapter Selection**: Iron Hands Relics of the Chapter (1 Relic)[-1CP] Stratagem: Hero of the Chapter [-1CP] Stratagem: March of the Ancients [-1CP] Stratagem: Chapter Master [-2CP] + HQ [11 PL, -3CP, 247pts] + Chaplain [5 PL, -1CP, 99pts]: Canticle of Hate, Stratagem: Relics of the Chapter [-1CP]: The Ironstone, Jump Pack [1 PL, 18pts], Recitation of Focus, Power fist [9pts] Chapter Master [6 PL, -2CP, 148pts]: Combi-melta [15pts], Jump Pack [1 PL, 19pts], Thunder hammer [40pts](Master-Crafted Weapon), Stratagem: Chapter Master [-2CP], Student of History, Warlord + Troops [12 PL, 177pts] + Scout Squad [4 PL, 67pts] . Scout Sergeant [13pts]: Chainsword, Storm bolter [2pts] . 3x Scout w/Boltgun [33pts] . Scout w/Heavy Weapon [21pts]: Heavy bolter [10pts] Tactical Squad [4 PL, 80pts] . 3x Space Marine [36pts] . Space Marine Sergeant [12pts]: Boltgun, Chainsword . Space Marine w/Heavy Weapon [32pts]: Missile launcher [20pts] Tactical Squad [4 PL, 80pts] . 3x Space Marine [36pts] . Space Marine Sergeant [12pts]: Boltgun, Chainsword . Space Marine w/Heavy Weapon [32pts]: Missile launcher [20pts] + Elites [20 PL, 317pts] + Contemptor Dreadnought [6 PL, -2 CP, 132pts]: Stratagem: Hero of the Chapter [-1CP] All Flesh is Weak, Stratagem: March of the Ancients [-1CP], Combi-bolter [2pts], Dreadnought combat weapon [20pts], Kheres pattern assault cannon [22pts] Relic Sicaran Battle Tank [14 PL, 185pts]: Heavy bolter [10pts] . Two heavy bolters [20pts]: 2x Heavy bolter [20pts] + Fast Attack [16 PL, 312pts] + Bike Squad [9 PL, 195pts] . Attack Bike [37pts]: Heavy bolter [10pts], Twin boltgun [2pts] . Biker Sergeant [38pts]: Combi-melta [15pts], Twin boltgun [2pts] . 2x Space Marine Biker w/Chainsword [46pts]: 2x Twin boltgun [4pts] . Space Marine Biker w/Special Weapon [37pts]: Meltagun [14pts], Twin boltgun [2pts] . Space Marine Biker w/Special Weapon [37pts]: Meltagun [14pts], Twin boltgun [2pts] Scout Bike Squad [7 PL, 117pts] . 4x Scout Biker [92pts]: 4x Twin boltgun [8pts] . Scout Biker Sergeant [25pts]: Storm bolter [2pts], Twin boltgun [2pts] + Dedicated Transport [10 PL, 174pts] + Razorback [5 PL, 87pts]: Twin heavy bolter [17pts] Razorback [5 PL, 87pts]: Twin heavy bolter [17pts] ++ Battalion Detachment +5CP (Imperium - Space Marines) [56 PL, 1,035pts] ++ **Chapter Selection**: Iron Hands + HQ [12 PL, 262pts] + Librarian [6 PL, 131pts]: 1) Psysteel Armor, 2) Might of Heroes, Combi-melta [15pts], Force sword [8pts], Jump Pack [1 PL, 28pts] Librarian [6 PL, 131pts]: 1) Blessing of the Machine God, 2) Reforge, Combi-melta [15pts], Force sword [8pts], Jump Pack [1 PL, 28pts] + Troops [12 PL, 243pts] + Scout Squad [4 PL, 57pts] . Scout Sergeant [13pts]: Chainsword, Storm bolter [2pts] . 4x Scout w/Boltgun [44pts] Tactical Squad [4 PL, 93pts] . 3x Space Marine [36pts] . Space Marine Sergeant [31pts]: Combi-melta [15pts], Power maul [4pts] . Space Marine w/Special Weapon [26pts]: Meltagun [14pts] Tactical Squad [4 PL, 93pts] . 3x Space Marine [36pts] . Space Marine Sergeant [31pts]: Combi-melta [15pts], Power maul [4pts] . Space Marine w/Special Weapon [26pts]: Meltagun [14pts] + Elites [12 PL, 145pts] + Sternguard Veteran Squad [12 PL, 145pts] . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Space Marine Veteran [14pts]: Special issue boltgun . Veteran Sergeant [19pts]: Power axe [5pts], Special issue boltgun + Dedicated Transport [3 PL, 67pts] + Rhino [3 PL, 67pts]: Storm bolter [2pts] ++ Total: [109 PL, -5CP, 1,999pts] ++
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There's a lot of focus on the new Iron Hands abilities that make them much tougher to kill. I think what might be slightly overlooked is how incredibly mobile Iron Hands firepower just became. In my opinion, calculated fury makes Iron Hands the best drop troops in the game right now. Nobody does a drop pod alpha strike better than them. Calculated fury lets your grav, melta, etc fire for full effect on the drop. Your captains don't have to baby sit every unity, which means you can cover a very large swathe of the battlefield with pods. 6+++ will help mitigate some of the return fire, and 5+ overwatch will make the inevitable counter charge much more difficult. Fast moving firepower also just got really good. 3 Iron Hands Stormtalons will be a nightmare for hordes. Even land speeders might be worth taking. Point being, there are many more things that this supplement can allow besides making an immortal dreadnought castle.
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So I've used our Chapter stratagem on all kinds of vehicles: Dreadnoughts, Razorbacks, Hunters, Stalkers, Vindicators, Stormtalons, and Stormhawks. Right now, since they provide a hefty amount of my firepower, my most common target is my aircraft (Stormtalons hitting in 2s can lay down a LOT of pain). What is your preferred machine to empathize with?