Hammer of Olympia Posted December 12, 2014 Share Posted December 12, 2014 (edited) Did someone say the Lord of Iron? To be honest,We are Iron Warriors for god sake,we shell enemies with bombardment,artillery,and go to close combat at the last moment. So with Master of Signal not being a compulosry HQ is quite a blow for my list (eventhough its still a 1000 point) but that's just my opinion Edited December 12, 2014 by Pertruabo Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3887792 Share on other sites More sharing options...
Galron Posted December 12, 2014 Share Posted December 12, 2014 Yeah that ruling really screws most legions over. Two of the three they nerfed were standard go to leaders in my lists at low points. Now the only thing I can see as fluffy although expensive is the Siege breaker in cata or arty armor hooked up with a Tyrant or Havoc squad. Which while somewhat useful as a supporting character, he lacks the supporting punch of feel no pain or the bombardment and BS boost. I dislike librarians so I do not use them. sitnam 1 Back to top Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3887953 Share on other sites More sharing options...
Naryn Posted December 17, 2014 Share Posted December 17, 2014 Best use for Perturabo? I feel like i have to keep him by shooting units, but he's so powerful that i want him smashing face. How do y'all use him? Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3892420 Share on other sites More sharing options...
Nehekhare Posted December 17, 2014 Share Posted December 17, 2014 Best use for Perturabo? http://www.bolterandchainsword.com/topic/300198-perturabos-terminator-assault/?p=3884279 besides smashing face and accurate bombardment, he brings stubborn, furious charge, 1st turn reserves, deep-striking terminators, a teleport homer, master of the legion (best used with Pride of the Legion RoW) and a command squad that is elegible to use a dreadclaw pod as dedicated transport (3 TDA + him = full) for a guaranteed 1st turn drop. Brofist 1 Back to top Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3892651 Share on other sites More sharing options...
Raktra Posted December 17, 2014 Share Posted December 17, 2014 I may have to adapt that for my own purposes with my Iron Hands, that's a damn fun list. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3892975 Share on other sites More sharing options...
Gorgoff Posted December 25, 2014 Share Posted December 25, 2014 Imperial Farts get 3++ vigil pattern storm shields. Iron Hands get cyber familiars for all characters. Samanders get +1 invul shields. I will try Vhalen with my mechanicum list now that the Master of Signals isn't allowed anymore, switching him with my Archmagos (degraded to a simple ordinator perhaps...anyone noticed yet their bombardment isn't barrage?). I also will play van Halen during the game. Still: what Warlord trait does he get? his unique one or shatter defense, which by RAW all Warsmiths are "given in place of their usual warlord trait"? You're pretty German on that point. Being German myself I pretty much understand AND feel the temptation of sticking to the letter. That's because of our language. But it is not allways the best way to got. As a matter of fact I thought about that rule for myself. But I came to the conclusion that it is very clear. He gets his own warlord trait and still is a warsmith. So he can repair stuff. That's it. :) Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3900263 Share on other sites More sharing options...
Nehekhare Posted December 25, 2014 Share Posted December 25, 2014 You're pretty German on that point. Haha, das stimmt wohl! Aber nur so findet man heraus, ob der Fehler im Text oder in der Interpretation liegt ;) Gorgoff and Brofist 2 Back to top Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3900376 Share on other sites More sharing options...
GodEmperorOfMankind Posted December 28, 2014 Share Posted December 28, 2014 Can someone explain why "The bitter end" legion rule is a disadvantage? I thought it was pretty good that I can have turns 5-6 if I want? Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3902511 Share on other sites More sharing options...
Slips Posted December 28, 2014 Share Posted December 28, 2014 Its a bad rule since its your opponent that chooses to force turn 6. So if your winning on turn 5, instead of the game ending and you winning, the opponent could force a turn 6 to win. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3902517 Share on other sites More sharing options...
GodEmperorOfMankind Posted December 28, 2014 Share Posted December 28, 2014 completely misread that, you're correct :( Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3902744 Share on other sites More sharing options...
FuzzyBunny Posted December 29, 2014 Share Posted December 29, 2014 I personally haven't found it to be that bad of an issue. If it is to a point were when I'm winning on 5, but can't ensure I win on 6, then I could just as easily be screwed by the die roll. Also once it is decided to roll the die to see if we continue on turn five the enemy no longer has the option to just end it on turn six as the rule states "opt to play a full 6 full turns instead of rolling to see if the game ends." This means you BOTH will always have that last turn, and know it's that last turn. I just make it very clear to my opponent at the end of turn five that we can roll to see if the games ends, or he can make it end at the end of turn six. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3903490 Share on other sites More sharing options...
Brofist Posted December 31, 2014 Share Posted December 31, 2014 completely misread that, you're correct The first time I read it I misread it too. I thought it was cool and fluffy. Instead its something that will make you loose games every so often. If our rules were a bit better, it might be justified, but as it stands the perks don't really outweigh the quirks. Sorry if a lot of my posts here seem pessimistic- just want people to have realistic expectations of our ruleset. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3905831 Share on other sites More sharing options...
depthcharge12 Posted January 6, 2015 Share Posted January 6, 2015 Imperial Farts get 3++ vigil pattern storm shields. Was this a mistype? :P Or just some bitter rivalry smack talk? Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3910980 Share on other sites More sharing options...
Nehekhare Posted January 6, 2015 Share Posted January 6, 2015 Imperial Farts get 3++ vigil pattern storm shields. Was this a mistype? nope :P Brofist and Reyner 2 Back to top Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3911162 Share on other sites More sharing options...
Gorgoff Posted January 8, 2015 Share Posted January 8, 2015 completely misread that, you're correct :( The first time I read it I misread it too. I thought it was cool and fluffy. Instead its something that will make you loose games every so often. If our rules were a bit better, it might be justified, but as it stands the perks don't really outweigh the quirks. Sorry if a lot of my posts here seem pessimistic- just want people to have realistic expectations of our ruleset. I have to disagree on that. Sure, sometimes you'll loose because of that, but in the other hand the same thing would happen on a 3+. That' not THAT big disadvantage. Don't have to make leadership against shooting is great. Not awesome, but really nice. Yes, we have leadership 9 in most cases anyway, but you can screw that and it is one of the most annoying thing to happen. We all now that. But being a Iron Warrior it won't what is great in my bock. Re-roll penetration rolls against fortifications is... It's okay. Depends on your opponents. My usually don't use them a lot. The Aegis is quiet common, but haven't seen an Imperial Bastion for a long time. But the time will come when one of my heros will grab his Melter bomb and the feared snake eyes appear on the dice. Then I gonna laugh and yell "Stopp! Wrecker time!" ;) Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914103 Share on other sites More sharing options...
Nehekhare Posted January 8, 2015 Share Posted January 8, 2015 that it is a disadvantage at all is reason enough to be pessimistic, because the advantages to outweight it are unlikely to nonexistant. reroll penetration on S6 krak grenades against fortifications that start at AV13? yeah. why not use something effective instead? ignore morale tests from shooting casualities and reroll pinning? What is a vexila? Both literally NEVER ocurred in any of the games I played since HH3 (IV. Legion or any other army lists) Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914136 Share on other sites More sharing options...
Galron Posted January 8, 2015 Share Posted January 8, 2015 Only tacticals get vexila. The whole ignoring casualties and rerolling pinning is huge in HH.I don't even use tacticals in my list thus being able to ignore shooting panic checks is awesome and puts us about as close as we can get to ATSKNF. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914221 Share on other sites More sharing options...
Brofist Posted January 9, 2015 Share Posted January 9, 2015 (edited) The strongest perk for our legion is definitely ignoring morale checks from shooting, but having good special units and being battle brothers with admech is good too. That's why we make a good ally for a darkmech army. On our own we're... ok. Edited January 9, 2015 by Bulbafist Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914512 Share on other sites More sharing options...
Gorgoff Posted January 9, 2015 Share Posted January 9, 2015 that it is a disadvantage at all is reason enough to be pessimistic, because the advantages to outweight it are unlikely to nonexistant. reroll penetration on S6 krak grenades against fortifications that start at AV13? yeah. why not use something effective instead? ignore morale tests from shooting casualities and reroll pinning? What is a vexila? Both literally NEVER ocurred in any of the games I played since HH3 (IV. Legion or any other army lists) I think you forgotten, that the Wrecker rule counts not only for Krak grenades. In my last tournament I had two situations in which a Melter bomb had failed against an Imperial Bastion. Besides it is a huge advantage if you don't have to buy a vexilla in HH, where everything is way to expansive. In addition to that I have to remind you that the vexilla dude can be shot and then the bonus is gone. Iron Warriors never ever run getting shot but still can go to ground if you need that. Last but not least I cannot beleave that you don't have to make several pinning and leadership test during a normal game. Every time a transporter explodes you have to test. Every time you loose 25% in the Shooting Subphase you have to test. That's pretty common. ;) Only tacticals get vexila. The whole ignoring casualties and rerolling pinning is huge in HH.I don't even use tacticals in my list thus being able to ignore shooting panic checks is awesome and puts us about as close as we can get to ATSKNF. The strongest perk for our legion is definitely ignoring morale checks from shooting, but having good special units and being battle brothers with admech is good too. That's why we make a good ally for a darkmech army. On our own we're... ok.You Gentleman are right. :) Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914917 Share on other sites More sharing options...
Nehekhare Posted January 9, 2015 Share Posted January 9, 2015 (edited) I think you forgotten, that the Wrecker rule counts not only for Krak grenades. In my last tournament I had two situations in which a Melter bomb had failed against an Imperial Bastion. Besides it is a huge advantage if you don't have to buy a vexilla in HH, where everything is way to expansive. In addition to that I have to remind you that the vexilla dude can be shot and then the bonus is gone. Iron Warriors never ever run getting shot but still can go to ground if you need that.Last but not least I cannot beleave that you don't have to make several pinning and leadership test during a normal game. Every time a transporter explodes you have to test. Every time you loose 25% in the Shooting Subphase you have to test. That's pretty common. Almost forgotten, because I never had one of my sergeants (who get MBs as standart) reach an intact enemy fortification in a game (which I see as an indication of effective artillery). And I would buy a vexila with or without the LA (IW) rule, because it's melee where morale really matters. I generally don't use transports in my IVth/Mech gunline and people tend to shoot at my castellax or tech thralls rather than my legionaire infantry block (joined by Ld10/stubborn magos, apothecary, with vexila), while the havocs and tyrants are well protected by my own fortifications. Have yet to test it with my termiantor assault army, but whoever flees in the presence of Perturabo himself doesn't count as an Iron Warrior. You know, it's not that these rules are not advantages. They just don't matter. Edited January 9, 2015 by Nehekhare Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3914955 Share on other sites More sharing options...
Gorgoff Posted January 9, 2015 Share Posted January 9, 2015 Ah, I see. Ok, in the wrong list it is no advantage. That is true. :) Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3915033 Share on other sites More sharing options...
Nehekhare Posted January 10, 2015 Share Posted January 10, 2015 my list is the right list because it is my list. The legion rules are the wrong rules because they are wrong for my list ;P Gorgoff 1 Back to top Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-3916135 Share on other sites More sharing options...
Hammer of Olympia Posted May 2, 2015 Share Posted May 2, 2015 any opinions on the new upgrade kit? seems too be a letdown for me Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-4027442 Share on other sites More sharing options...
Kossaka Posted May 4, 2015 Share Posted May 4, 2015 I need to see the helmets and the chests both put together with a shoulder pad to judge. Dantioch's stuff is inspiring and makes it look Good. I'm hoping that they give us a Second upgrade kit with Iron Havocs or with Tyrants like the Fists did with the Warders. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-4029773 Share on other sites More sharing options...
ThatOneMarshal Posted May 10, 2015 Share Posted May 10, 2015 Hey guys so recently I saw brother Hynedia awsome thread and I was wondering how are Iron warriors rules? I like the idea of a ww1 trench warfare army backed by artillery. Are iron warriors fun? I was thinking a mass infantry army supported by artillery and tanks. Link to comment https://bolterandchainsword.com/topic/294656-hh10-iron-warriors-tactics/page/4/#findComment-4036781 Share on other sites More sharing options...
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