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Been sitting on the Chaos knights book a while now, was thinking about getting a dreadblade as an aux super heavy detachment. How have you guys been running a dread blade in your IW lists? I was looking at a double battle cannon despoiler, but seems a bit of a waste as we get nice buffs in melee as dreadblades. I was thinking of a Desecrator with reaper chainsword, that relic laser and the Infernal Quest warlord trait to prowl around mid-back to back up my 3 havoc units in a devastation battery. Desecrator with relic laser seems pretty points efficent for a single chaos knight. Thoughts?

Can't make up my mind now between the Desecrator or three AC + las predators. 

 

Rule of Cool! 

 

I can't wait to get my Desecrator with Fist and battlecannon. It's probably not the best build, but the imagery of a huge siege cannon and a fist breaking open city walls is too much for me

The most competitive would be a Daemon Prince of Slaanesh with Fleshmetal Exoskeleton, Delightful Agonies, and Cold and Bitter with a couple Lord Discordants on Helstalkers, max Cultists, a few Deredeo Dreadnoughts, and A Chaos Knight of some sort.
  • 1 month later...

Has anyone seen that the Iron Warriors will feature in the second Psychic Awakening campaign book?

 

Yup. I don't expect much, but maybe I will be pleasantly surprised. Probably some things from the legions book will be moved to 8th edition this way. What could it be in our case?

 

Has anyone seen that the Iron Warriors will feature in the second Psychic Awakening campaign book?

 

Yup. I don't expect much, but maybe I will be pleasantly surprised. Probably some things from the legions book will be moved to 8th edition this way. What could it be in our case?

 

I'm hoping for Masters of Annihilation, Intractable Brotherhood, Warpbreacher, or maybe some other stuff from Traitor Legions to make an appearance. The evil Servo Skull would be cool too.

  • 2 weeks later...
  • 2 weeks later...

So I'm surprised to see no one has posted the leaks on here. Well I should oblige.

 

Warlord traits

 

  1. Cold and bitter (No fun no run!): When a morale check is rolled for a friendly Iron Warriors unit in 6” it is passed automatically

  2. Daemon Smith: When resolving an attack by a friendly Iron Warriors Daemon Engine or Iron Warrior Cult of Destruction unit within 6” on the roll of “6” gives and additional hit.

  3. Iron Without: Ignore Damage on 5+

  4. Bastion: When resolving an attack that has an armour penetration of -1 against a friedly Iron Warriors unit within 6” and have the benefit of cover the AP is reduced to 0.

  5. Seige Master: When resolving an attack with a ranged weapon by a friendly Havoc or Iron Warrior vehicle unit within 6” re-roll wound rolls of “1”

  6. Strike Advance: Friendly Iron Warriors units do not suffer penalties for moving and firing heavy weapons within 6” of this Warlord.

Strategems

  • Iron Within Iron Without (1CP) Ignore damage on 6+ until the end of the phase.

  • Methodical Annihilation (1CP) Use this strategem in your shooting phase. When an Iron Warrior unit is chosen to shoot choose one of the following effects:

    • re-roll damage rolls

    • Re-roll one characteristic when determining the characteristic of one weapon (Obliterator re-roll basically).

  • Dour Duty (1CP) Use this strategem in your opponents shooting phase or your charge phase. When an Iron Warriors unit is chosen as the target of an attack. When that unit is the target of a shooting attack worsen the AP of that attack by 1.

  • Unholy Vigour (1CP) Use this strategem at the start of your movement phase. Select one Iron Warriors vehicle unit from your army. That model regains 3 lost wounds.

  • Tank Hunters (1CP) Use this strategem in your shooting phase or fight phase when you choose an Iron Warrior unit that is not cultists to shoot or fight. Select an enemy vehicle unit. When resolving an attack against that unit you may reroll the wound rolls

  • Rampant techno virus (1CP) Use this strategem in your shooting phase or the fight phase when you select an Iron Warriors Obliterator or Mutilator unit from your army to shoot or fight, until the end of that phase you can reroll any or all of the D3 rolls for your weapons characteristics.

  • Cannon Fodder (2CP) Use this strategem at the start of your opponents shooting phase. Select one Iron Warriors infantry unit from your army and one Iron Warriors Cultists unit. Until the end of the phase the Iron Warriors infantry unit cannot be targetted if the Cultist unit is visible.

  • Bitter Emnity (1CP) Pick a Iron Warriors unit when selected to fight an Imperial Fists unit in the fight phase. That unit may reroll all hits and wound rolls.

 

Artefacts

  • Seigebreaker Mace replaces a Power Maul or Cursed Crozius. Two profiles:

    • Swing: +2S -2AP 2D

    • Smash: x2S -3AP D6D Special – With Smash only make 2 attacks. When rolling for damage roll 2 dice and discard the lowest result (melta)

  • Cranium Malevolous: Can use this in the shooting phase instead of shooting. Roll a D6 for every enemy vehicle within 6”. On a 4+ they take D3 Mortal Wounds, on a 6 they suffer 3 mortal wounds.

  • The Insidium: Gains the Daemon Keyword. +1 strength toughness and wounds.

  • Axe of the Forgemaster: replaces power axe or Daemon Axe only.

    • +3S -3AP 2D SPECIAL: when attacking a vehicle, an unmodified hit of 5+ does D3 Damage in addition to any other damage.

  • Spite Spitter: Replaces Combi Bolter. Following Profile:

    • Range 24” S5, -3AP D3D Rapid Fire 2.

  • Techno Venomous Mechadentrils: Warpsmith only. Mechadentrils gain the following profile:

    • S=User, AP0 1D. When this bearer fights they make 4 additional attacks and only those 4 attacks can be made with this weapon. Any hits scored with this weapon do a mortal wound.

 

What combo's or options have people come up with? I've had a few spring to mind.

 

Daemon Engines that never die (Lord of Skulls/Kytan)

The combination of Warpsmith (D3), Master of Possessions (3), and Unholy Vigour (3) means that our Daemon Vehicles can heal 10 wounds a turn (when including Daemon Engine inherent rule). This seems nastiest on big vehicles. This could be boosted further with a Lord Discordant that can get another D3. You can stick a Lord of Skulls back into their top bracket every turn potentially.

 

Cultists

Our Cultists got a big boost...well they've been labeled what they are - cannon fodder! This Strategem is insanely good. combining with Cold and Bitter an Tide of Traitors it means that back line Havocs are hell to shift and actually have some survivability for once. Or as someone pointed up Deploy Obliterators Turn 1 and have them protected straight away, a max 3 man unit can survive a turn now. Combine in cover with Dour Duty and Iron Within Iron Without (or Ecstatic Agonies, though personally a -1 to hit with Nurgle is better IMO) and a 30 man blob could be quite annoying to shift, before even being able to target your doom shooting unit. 

Obliterators

Obliterators got a big boost with cannon fodder as said, but also, the new strategems that affect them boost their power. Daemon Smith Warlord trait gives extra hits which is damned nice.  Rampant Technovirus and Methodical Annihilation are more reliable methods of rerolling fleshmetal traits than the Mutated Invigoration psychic power on the Master of Possessions. Survivability buffs such as Dour Duty mean that it's even harder to shift them once an opponent is through the Cultist Screen. 

Havocs

I'm not sure if Havocs are "most buffed" by the rules, but they're up there. These guys just obliterate armour now with the right armament.

My first thought is a Chaincannon unit behind a cultist screen escorted by a Lord with Siege Master, with Prescience or Warp Sighted plea and Veterans of the Long War and Endless Cacophony and you've got 64 shots hitting and wounding most infantry on 2's rerolling 1's.

Second is a Lascannons, Methodical Annihilation means rerolling damage rolls and other buffs is a single unit of Havocs could kill a Knight with a level of reliability. 

The other thing is Missile Launchers on Havocs, As Methodical Annihilation works on Frag and Krak Missiles these have potential if you want something with more versatility than Chaincannons or Lascannons separately.

Add in Tank Hunters and both with Obliterators and Havocs, Vehicles and Knights just die.

 

Against Marines or armies with -2 AP, I would argue that the combination of Bastion Warlord Trait and Dour duty it's amusing to shift a persons battle cannon from reducing an armour save to 4+ (in cover) to instead staying at 2+ for Iron Warriors for Marines. That would be annoying.

 

Lists I think would revolve on what you want your list to do. Do you want Daemon Engines? Or Heavy Weapons Galore? Personally I think one has to go all out with the what flavour. A Daemon Engine Horde would massively benefit from Iron Warriors traits.

My personal tought I'm toying with atm is a combined arms approach, a firebase with Havocs that are guarded by Cultists and the Warlord with a Soul Forged Pack that pushes into the enemy deployment zone as MSU Marine units claim mid ranged objectives. 

I am really interested in how Daemonsmith warlord trait interacts with weapons that inflict mortal wounds, like a decimator's soulburner petard or the Techno Venomous Mechadentrils. It's a great way to squeeze out a few extra mortals.

You could do a Apostle with Seigebreaker mace, the Insidium, omen of potency, gifts of chaos strat (-1CP). Missing the JP hurts though. All the CSM's really need that strat that lets you take a second warlord trait though. 

I’m actually super pumped for these rules. I play IW a bit different than many others, since almost my entire force is made of models I can also run in 30k (with a couple counts-as, like Siege Tyrants as Obliterators and the finest model FW has made—Iron Circle Domitar—as Daemon Princes). 
 

...so for me, the stackable bonuses for Havocs and Dreadnoughts and stuff is awesome. You bet your iron butt I am going to get serious mileage out of Havocs, as if they weren’t good enough w VotLW, Prescience, and Endless Cacaphony....add in Methodical Annihilation, Tank Hunters, and Cannon Fodder and they are at a whole other level for sure. 
 

Hidden Content

Just in case it needs to be said:

 

Havoc squad with 4x lascannons

Chaos Lord or DP w/ Siege Master for re-roll 1’s To Hit

VotLW: +1 To Wound

Prescience (or Dark Apostle chant) : +1 To Hit

Siege Master WLT: re-roll 1’s To Wound or Tank Hunters to re-roll all To Wounds

Methodical Annihilation: re-roll the Damage for your lascannons

 

So you have 4x shots hitting on re-rollable 2’s , wounding anything under T9 (which is pretty much everything in the game) on re-rollable 2’s, re-rolling the damage for each of those wounds that go through.....AND WAIT, THERE’S MORE...

 

...you get to do it all over again with Endless Cacophony. 
 

...because anyone who doesn’t give Havocs Mark of Slaanesh* needs to be slapped. Heck, I would even slap an opponent and be like “you’re seriously not gonna take this combo?

 

I am not even trying to be hyperbolic when I ask if such a Havoc combo is the single best anti-tank shooting setup in the game at the moment? Sure IF (damn them!) can do +1D and such, but can anyone get that sort of re-rolls, include the Damage dice, AND shoot twice with the same unit?

 

*unless for fluff reasons which I respect

Siege Master is definitely hands-down the most useful WLT for sure, especially making a Chaos Lord into a mini Guilliman....fantastic for gunlines. That being said, I actually kinda like Strike Advance since it means your units, especially vehicles, can dart out of cover to blow things away. Also means burying  lascannons in CSM blobs has a bit more versatility, though I don’t think that’s the most popular thing these days. 

I also sneaky like Spite Spitter for putting on a Sorcerer or Dark Apostle or such. I tend to run Chaos Lord + DA and/or Sorcerer and tend to pop Daemon Shell on the Chaos Lord quite often. 

Siege Master Lord buffing Sicarans while getting repaired by Warpsmith or vindi laser destroyers sounds good to me. Or it opens up IW dreadnought builds, lord with Siege master, Fleshmetal exo, Insidium, gifts of chaos strat (-1 CP), JP or termi lord to taste. I definitely think siege master opens up more interesting options for mech IW than just havocs. 

Lord Discordants surrounded by forgefiends with the WLT to ignore heavy penalties makes them damn scary, BS 3 all the time is pretty great for something that's been lacking it for so long. Just a Disco lord with the Cranium is scary and can counter Iron Hands pretty well, mortal wound bomb something and then finish them off

So my current league list(keeping the same Warlor was a requirement), but basically what I already have for IW.

Hidden Content

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [56 PL, 1,009pts, ] ++

 

+ No Force Org Slot +

 

Detachment CP [1CP]

 

Legion: Iron Warriors

 

Specialist Detachment [-1CP]: Devastation Battery

 

+ HQ +

 

Sorcerer in Terminator Armour [7 PL, 112pts]: Combi-bolter, Force stave, Mark of Slaanesh, Prescience, Warptime

 

Warpsmith [4 PL, 60pts]: Bolt pistol, Flamer, Mark of Slaanesh, Meltagun, Power axe

 

+ Troops +

 

Chaos Cultists [6 PL, 75pts]: Mark of Slaanesh

. 14x Chaos Cultist w/ Autogun

. Cultist Champion: Autogun

 

Chaos Space Marines [4 PL, 87pts]: Mark of Slaanesh

. Aspiring Champion: Bolt pistol, Combi-bolter

. 3x Marine w/ Boltgun

. Marine w/ heavy weapon: Reaper chaincannon

 

+ Heavy Support +

 

Chaos Vindicator [7 PL, 133pts]: Combi-flamer, Mark of Slaanesh

 

Chaos Vindicator [7 PL, 127pts]: Combi-bolter, Mark of Slaanesh

 

Chaos Vindicator [7 PL, 131pts]: Havoc launcher, Mark of Slaanesh

 

Havocs [7 PL, 142pts]: Mark of Slaanesh

. Aspiring Champion: Chainsword, Combi-bolter

. 2x Havoc w/ autocannon: 2x Autocannon

. 2x Havoc w/ lascannon: 2x Lascannon

 

Havocs [7 PL, 142pts]: Mark of Slaanesh

. Aspiring Champion: Chainsword, Combi-bolter

. 2x Havoc w/ autocannon: 2x Autocannon

. 2x Havoc w/ lascannon: 2x Lascannon

 

++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [36 PL, 740pts, 11CP] ++

 

+ No Force Org Slot +

 

Battle-forged CP [3CP]

 

Detachment CP [5CP]

 

Legion [3CP]: Red Corsairs

 

+ HQ +

 

Chaos Lord with Jump Pack [6 PL, 129pts]: Combi-melta, Maelstrom's Bite, Mark of Khorne, Reaver Lord, Thunder hammer, Warlord

 

Exalted Champion [5 PL, 91pts]: Bolt pistol, Intoxicating Elixir, Mark of Slaanesh, Reaver Lord Artefact, Thunder hammer

 

+ Troops +

 

Chaos Space Marines [4 PL, 87pts]: Mark of Slaanesh

. Aspiring Champion: Chainsword, Combi-bolter

. 3x Marine w/ Boltgun

. Marine w/ heavy weapon: Reaper chaincannon

 

Chaos Space Marines [4 PL, 87pts]: Mark of Slaanesh

. Aspiring Champion: Chainsword, Combi-bolter

. 3x Marine w/ Boltgun

. Marine w/ heavy weapon: Reaper chaincannon

 

Chaos Space Marines [4 PL, 87pts]: Mark of Slaanesh

. Aspiring Champion: Chainsword, Combi-bolter

. 3x Marine w/ Boltgun

. Marine w/ heavy weapon: Reaper chaincannon

 

+ Elites +

 

Khorne Berzerkers [9 PL, 187pts]: Icon of Wrath

. Berzerker Champion: Chainsword, Power fist

. 3x Chainaxe and bolt pistol: 3x Chainaxe

. 5x Chainsword and bolt pistol

. Chainsword and plasma pistol: Chainsword, Plasma pistol

 

+ Dedicated Transport +

 

Chaos Rhino [4 PL, 72pts]: Combi-bolter, No Chaos Mark

 

++ Total: [92 PL, 1,749pts, 11CP] ++

 

 

I also have 5 Oblits, and of course with the new stratagems I plan to add more cultists. I’m wondering about viability of Hellbrutes and spawn if I wanted to run a pure IW brigade without the Red Corsairs but not sure. Anyway very hyped on the new rules as I’m all about tanks and havocs as it is.

Lord Discordants surrounded by forgefiends with the WLT to ignore heavy penalties makes them damn scary, BS 3 all the time is pretty great for something that's been lacking it for so long. Just a Disco lord with the Cranium is scary and can counter Iron Hands pretty well, mortal wound bomb something and then finish them off

Mother of God I didn't even consider that.  Although it does make the Lord Disco even more of a target, so that might be a bit of a trap or eggs in one basket.

 

But still, that right there fixes daemon engines.

Edited by Wayniac

The only problem with that Disco+FF is that sure, you can surround him with things that benefit, but he's not exactly difficult to kill and once you kill him all the points into the daemon engines becomes a lot less of a good investment as now they're back to BS4 and taking penalties when moving and shooting (although with luck by that point they will be close enough to not have to move)

The only problem with that Disco+FF is that sure, you can surround him with things that benefit, but he's not exactly difficult to kill and once you kill him all the points into the daemon engines becomes a lot less of a good investment as now they're back to BS4 and taking penalties when moving and shooting (although with luck by that point they will be close enough to not have to move)

You could give the Warlord Trait to a Slaanesh Daemon Prince instead and have him sit behind them, providing reroll 1's. The Disco only provides the +1 to hit, so if he goes down, you lose only part of your bonuses. Give the Prince the Fleshmetal Exoskeleton and Delightful Agonies so that he stays up and can provide some support to the Disco....plus some nasty CC capability if you get charged and he can swap Smite for Prescience via Chaos Familiar if the Disco dies so that you can retain at least one 3+ BS Forgefiend.

Another fun one:

 

6 Chaos Terminators w/Chainaxes and Combi-Meltas is just over 250 pts. Almost 100pts cheaper than 3 Oblits, only slightly less resilient, and can use Methodical Annihilation to reroll damage on their Meltas even if they drop up to 12 in away, including during Endless Cacophony.  Also possible to Advance/Prescience/Warp Time them instead to get some murder done if there are Infiltrators about. Protect with Cannon Fodder or LOS blockage until the opportunity presents itself.

On Obliterators:

 

Terminator Lord w/Daemonsmith and Spitespitter

3x 3 Slaanesh Oblits.

 

All Oblits benefit from Daemonsmith when they drop in, All reroll 1's with exploding 6's for the Oblits. Lord uses Spitespitter to hose down some Infantry/Primaris.

 

One squad can use Rampant Technovirus, another can use Vets, and the third can use Tank Hunters to target a vehicle.

 

Any one of them can use Endless Cacophony to shoot again as needed.

 

It looks like multiple squads might be more worth it now.

Edited by GreaterChickenofTzeentch

On Obliterators:

 

Terminator Lord w/Daemonsmith and Spitespitter

3x 3 Slaanesh Oblits.

 

All Oblits benefit from Daemonsmith when they drop in, All reroll 1's with exploding 6's for the Oblits. Lord uses Spitespitter to hose down some Infantry/Primaris.

 

One squad can use Rampant Technovirus, another can use Vets, and the third can use Tank Hunters to target a vehicle.

 

Any one of them can use Endless Cacophony to shoot again as needed.

 

It looks like multiple squads might be more worth it now.

Matched play? That goes just over the 50% points limit in a 2k game for reserves.

 

On Obliterators:

 

Terminator Lord w/Daemonsmith and Spitespitter

3x 3 Slaanesh Oblits.

 

All Oblits benefit from Daemonsmith when they drop in, All reroll 1's with exploding 6's for the Oblits. Lord uses Spitespitter to hose down some Infantry/Primaris.

 

One squad can use Rampant Technovirus, another can use Vets, and the third can use Tank Hunters to target a vehicle.

 

Any one of them can use Endless Cacophony to shoot again as needed.

 

It looks like multiple squads might be more worth it now.

Matched play? That goes just over the 50% points limit in a 2k game for reserves.

 

Wow.....just double-checked the math and yeah, you're right. Over 1000. Would have to drop 1 unit, then.

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