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So I can't take it anymore. The more I look at Iron Hands the more I like them. Sure they are strong and people may put me in the bandwagon group but I really don't care. I have always enjoyed the idea of mobile pillboxes. Sisters of Battle can do it with their Repressor that is most likely going bye-bye. But Iron Hands can do it with Scout Squads in Land Speeder Storms. This combo is just amazingly good with many chapters but Iron Hands just have it on lock imho. Iron Hands do so much for this unit that it is almost silly not to take them. In my opinion you can kit them out for three different setups. Short-Ranged Support, Mid-Ranged Support, Long-Ranged Support. I have provided three builds below and how they are best used. Rules that benefit these units: Calculated Fury: Move and fire heavy weapons without penalty. Reroll 1s when firing heavy weapons. Devastator Doctrine: -1 ap on heavy weapons Iron Hands Chapter Tactics: 6+ FNP, Overwatch on 5-6, Double wounds on dmg chart does not affect Land Speeder Storms Long-Ranged Support Role [T] Scout Squad: Sniper Rifle x4, Missile Launcher x1 [Transport] Land Speeder Storm: Heavy Bolter, Cerberus Launcher The LRSR configuration is designed to skip around the battle field staying at the 36" range. The goal being to keep out of the range of rapid fire and most of the opponents more dangerous weapons. This unit can baby sit back field objectives on either side of the board with it's 18" move. Mid-Ranged Support Role [T] Scout Squad: Storm Bolter(Sgt), Bolter x3, Heavy Bolter x1 [Transport] Land Speeder Storm: Heavy Bolter, Cerberus Launcher The MRSR configuration is designed to harry the enemy. It will run into the 12" rapid fire range and unload is firepower. Then move back around and continue to pepper the enemy from odd angles making it difficult to assault or even counter productive. Ex. You move the speeder onto a building that puts you within 12" but makes the assault very difficult for your opponent. Ex2. You position your speeder in a location that will force the enemy to move in the wrong direct if they want to assault you. (This second point is where I think this build will really shine. Forcing your opponent to make a decision to assault his harasser or move toward the objective.) Another point is that if this unit ends up camping on an objective you can make use of bolter drill. Short-Ranged Support Role [T] Scout Squad: Combi-melta(Sgt), Shotgun x3, Missile Launcher x1 [Transport] Land Speeder Storm: Heavy Bolter, Cerberus Launcher The SRSR configuration is designed to get in close to get the double dice wound roll for the Combi-melta. The shotguns are assault as well as the combi-melta and will allow the unit to move and still fire at full capacity. It has a focus on anti-armor but also has a good amount of anti-infantry with the Frag/Krak Missile and shotguns. There is a close combat build but I really don't think it is worth the effort. If you want to assault with scouts you should be playing Black Templars or Blood Angels. -------------------------------------------------------- These are the three builds I think will work best with Iron Hands. There is an argument for the more melee focused build to be used to soak overwatch for a more assault-based Ironhands force but I don't think we'll see many of those. If anyone has any suggestions or if I've made a mistake somewhere please let me know. **Updated as I now have the codex in hand. Still need to verify if storm bolters are in the sgt list. Forgot to check on my lunch.
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