Jump to content

How to utilise iron hands for zone mortallis


Recommended Posts

So I'm currently preparing a IH force for my cousin so he can join me in our gaming group, LaCroix will be airbrushing them but my big issue is figuring out how to build a force for this endeavour.

 

 

I'm thinking

HQ

iron father

 

Elites

3 rapier laser destroyers

1 contemptor

 

Troops

10 tactical

10 tactical

 

Heavy support

5 melta

5 plasma

 

Extra

5 medusas immortals

 

 

So what's the best kit loadouts and what should be changed

 

Mind you this needs to stay between 1000-2000pts

Well, Immortals are going to be a better choice soon, as they're getting buffed from a 6+ FNP to 5+ according to those with the Collectors edition of Extermination.

 

If you want a really tough infantry unit to accompany your Iron Father, then a terminator command squad can be given Cyber-Familiars under the IH's Legion rules, because each is a character, giving normal terminator armour 4+ Invulnerable, or Cataphractii 3+. Sure, they're expensive, but its the toughest infantry unit you can get your hands on, especially with the -1 strength on shooting attacks to begin with.

 

Also, the Head of the Gorgon RoW is worth considering - stubborn in your deployment zone, outflank to tanks in reserve & being able to take Graviton Gun support squads seems pretty usfeul.

I'd love to build that eventually but I think it's too much for me to pay for :P

 

I like the term command squad idea!

Gives him a good tank unit

 

If I drop the rapiers I could do the graviton guns that way he can actively hunt down Spartans :)

Spartans in zone mortalis?  That strikes me as not worth considering as the terrain by itself should restrict the spartan from doing anything but sitting in one room/corner of the map.  Zone Mortalis are Close Quarters Combat fights. Boarding actions, bunker clearing, cave fighting, tunnel rats fights, all of these are zone mortalis. If a spartan is brought to the game, I'd question either A: 'is this really going to be a zone mortalis game?' or B: does my opponent understand that zone mortalis lists will be different from standard game lists?

I can't comment about the reapers but I can only imagine they'd be useful in ZM & in regular games.

 

At Adepticon my IH ZM list did very well:

  • Praetor, paragon blade & refractor field, Head of the Gorgon
  • Castellax automata, power blades, paragon of metal
  • Techmarine, rad grenades
  • Tactical squad, combat blades, sgt. w/artificer armor, melta bombs
  • x2 Tactical support squads, flamers, sgt w/combi-plasma, artificer armor, one with melta bombs

750 points

 

All of these same squads find their way into my regular list.  Personally I think the Head of the Gorgon is one of the stronger builds in the game when utilizing the right units.  In regular games the 2 flamer squads form up into one squad of 10 and arrive in an outflanking Rhino.  Support squads with plasma can also be scary but cost quite a bit more.

 

In the list from your first post you need to take Immortals in units of 10+.  Even if you wanted them to count as breachers they need to be 10+ strong.  Excellent choices for ZM as that's really what the squad is for - the 5+ FNP is like getting a free Apothecary which makes their high cost easier to justify.  I haven't put them on the table yet but I'm looking at giving them all Volkite chargers to see how much damage they can cause along with the Gun them Down special rule.  I could see that as being a squad that could take down terminators if they can get the drop on them.

 

Cheers, -OMG

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.